Galder's Gazetteer

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Galder’s

Gazeteer

1
Galder's Gazeteer:
Credits
Project Lead: Ricky “Zip” L
Game Design and Development: Nadine Amami, Chris Honkala, Cameron Melka, Mike Margolin, Justin Miller,
Bill “Kibbles” R, Joseph Vargas
Adventure Writing: Matt Click, Gabe Hicks, Jess Ross
Playtest Manager: Michael O’Connor
Editing: Bianca Bickford, Matt Click
Art Direction: Anto Cerrato
Layout: Matthew Perkins
Interior Design: Julia King
Cover Art: Sasha R
Interior Art: Argent Art, Alvin Balingit, Joshua Bastareche, Olie Boldaro, Bruce Connors, Daniels Castillo
Fernandez, Roberts Heize, Ceinwin Jackson,Tess Lanyon (TesEtch), Jarek Madyda, Mattias, Thomas Perkins,
Ryn “Pokey Pony”, A.J. Putz, David Revoy, Connor Shaw, Dean Spencer, J.E. Shields, Soulafein, Thomas
Tanner, Cassandra Webb
Special Thanks: Phillip Brant-Simmons, Abi Withey, Evakyl Nibelit

Kickstarter Backers
Zac Erickson Jared Rosenau Robert Czerwinski Oren Leifer
Andrew Goode Charles L. Joel Anderson William Neafie
Ricky “Zip” L Brenton Heath Joseph Vargas Jim Magee
Phillip Ada Jason Joaquin Escobar Hart Apaphous John Bowlin
Robert Blachman Baptiste Marlet Tom Damjanovic Snarkayde (Philip)
Lazarus1138 Jacob Russell Thalji Q Lex Weeks
Nahim Phillip Brant-Simmons Tim Hettler Austin
Joe Rundin Michael Hegger Myschi Lorelei Jeff Marshall
Johannah Faythe Elliot Almond Lawrence K Jagokoz
Filipe Silva Thomas DiLavore Dennis Alchemist2020 Scott Charles Cole
Wesley Lewis Al Rusk Nik Chauvin Leakimka
Greg Ealick Justin Spath, Space Daddy Chris Yu Hsin Owen Wilfong
Shannon Carl Games Hugo Nicolas Desjardins
James Flora Gianluca Camaioni Kevin McDonnell Andrew Wunder
Troy Smith Emily Fried Chase Street Monica Wu
GGSigmar Zachary Huynh Pat Ward Phil Sweet
Eric Kemp Thomas S Tboomer Frank Depaolo
Adam Ezell Dean Rougvie Arno Gradwohl Javier Lopez
Bentley Usher Bobby Byrne Tommy5000 Nick Smith
Jeff Ginger Benjamin Stambaugh FoxBoltHero daggerdragon
George Taray Hayderino Kilgrim Rory McNeice
Anton Dobschensky Charles Kaup Joe Bowers Zach Hooven
Michael Margolin Scott Binder Christopher Stafford Ben Petitt
Greg R Antoine Houze Jake Grant Clayton Johnson
Chris Collins Eric Levanduski Etienne Charest SnoopyDog1212
Jangus C. Cooper Alex Minge Jordan Selemk Brian Chang
Tobias Rue Jack Paulovich Ben Rasmussen Verllamica
Philip Hindley Chris Austin Mary Elizabeth Louke Andrew Hainline
Chris Keogh Kevin Watson Scott Reichelt Trevor Morgensen
Hiran Matt Devlia Gabriel LaBelle Paul Logasa Bogen II Jon 'jonjames' James
Kickstarter Backers continued
Daniel Krueger Nicholas Bayley Chad Lynema Matayso Powell
Perry Minichan Sweater Town Andrew Moon Tracy Hatfield
Nicolis Boudreau Gage Berry Berg Ray Herrera
Kevon O'hanlon Scott J. Dahlgren Mary Zawacki John C.
Haden Gibbons Ian Fletcher-Waterworth Rory McNeice Stephanie Lorée
Will Symonds Paul Chadbourne Jr Vincent Baler Joshua Palmer
Cameron Melka Kevin Bauer Jarkko Rachel Balcombe
Alexcalibur Garrett Zanca Jarred Landry Justin Niles
Alexandra Stuart Davey Tom (Enrico Matassa) Michael Swords
Brian Lowe Jack Grey Adrián Garcia Tyler Suth
Tyler D P Gabriel Wood Bob Willoughby Qiushi Sun
Blaine Martindale Christian Cooper Hunter Parry Jordi Rabionet Hernandez
Mooshroom Timothy W. Horn David Reese Lloyd
Erik Cohen Luke K Nicholas Austin Thorne Timolution
Jay Rixie James Michael Bays Jr. Dylan Moore David Singleton
John Conrady Peter Haldenby Sean R Hammer Adam Barnes
Suzanne Adelaide Laliberte Andy Roch Joe Field Brian Fortunato
Richardson Dennis O'carroll Judith Brant Elvenstreak
Grover White Maverick Zanca Carling Knight Erik Kivi
TheCrazyPieLady Jimmy Hill Craig Earl Heath Dobson
Casey Pelt Purpose-Porpoise Martin Simmons afensch26
Akmzero Danielle Roberts Jason Hathaway Yordi Schaeken
Simon Champagne Evan Lustria phantomspcmn Tim Carter
Jonathan Ferguson That Random Guy Matthew Jones Paul Gatterdam
Chris Rowlands Spencer Turkington Allison Smith Ryan Hughes
Peter H Riser Katherine Price Mike Herold David Paul Guzmán
Jenan Vickers-Jones Abigail Withey Zach Dziura Chris Anderson
Joey McRae Andrew Barbel Tim Grubbs Steven Lorenz
Suzanne Richardson Hunter Cook Kevin Beeke Jason Gabel
Aemon Bradley Doyle Sam Schuler Alec Hunter
Alexander Thomas Hamby Ross DeLong John Bonina Adam Smolarchuk
Eric Miller Harps Patrick Zeimet Sezoxeufu
Thomas Cordiello Jeff Vaden David Wenzel Jake McRobbie
Zach Witt Zakee Singleton Brent Dotson Jeremy Kear
Ry Baldwin Evan Hazzard Juergen barters Robert Paine
Jeremy Melloul J Paul Keller Michael Hansen Travis Spencer
Upperlander Alicia Beth Troy Sandlin Jeff Mone
John Stoke Jackson Jelenic Zachary DeFoor GM Coates
Depressed_Puppy Rafael Barraza Rob Taylor Branden
Adam Wakeling Kurt Jaegers Silas Christoffer Petersen Benedetto Diab
Asa Hawblitzel Charlie Holloway Alexander Simpkin Doug "Dhomal" Raas
Jared Rocco Backalleyben Gawain Ouronos Christopher Denison
Beck Berry M Lord Ryan Elliott Sean Ingham
David Taylor Michael Eric Schaner RPG Crunch James Hagler
Matt Schultz Jonathan Stallings Russell Ventimeglia Julian Schmid
Jonathon Ulrich Chris Smith lukefabis Steven Brown
Mitchell Muhlenkamp James Hicks Michael Victorine Zara Sluys
Xavier Pablo Arrieta Jeremiah Pointer Josh Cabbot
Philip Boyle Kim Synnerborn John Shea jayoungr
Nicholas (Woonitu) Wood Midnight Tower Aric Matthew J Weidman
Mike DeFranco Nicholas Harvey Harokin Maciej Litwiniuk
Justin Peckham Sofia Serrano Castreek Walmsley Family
Cheyne Armin Mobasseri Joshua Kerns Shaun McMahon
Brandon Goltermann Lucas Sowa RyuuJin Saelgaire
Christina J Miller Decessor Qimzanzxqnr Bob Mosdal
Samantha Michaels Kory Beatty Kenneth André Hansen Donald Pierce
Josh Mcclain Lazor Zoeth William Scott
KGB CareBear Elliott Almanza Michael G. Palmer Kyle Mulligan
Miha Simoniti Mike Moore Jeremy Wasik Mendel
Nathan Sparks Arno Van Breuseghem Jaakob Maunula Callum

3
Galder's Gazeteer:
Hi,

I’m Abigail, Laurence’s Mum. Ricky asked me to contribute to this wonderful book way back during its conception, yet it has taken
me until the most final deadline to write. Not because there aren’t plenty of amazing things to write about Laurence, but, I think
because I’ve had to write twice about Laurence since he passed, the first time for his funeral, and the second time to catalogue
the events that occurred during his journey to diagnosis. I was worried about facing my emotions all over again, but, pushed to
contribute by the deadline and knowing I’d never forgive myself for not putting pen to paper, I decided to knuckle down and get
writing. As I did so it dawned on me that this wasn’t going to be a daunting, negative task after all and in fact, I am very blessed to
be asked to join your wonderful RPG community to celebrate Laurence’s absolute love of all things table top RPGs.

I think you guys all know how Galder came to be, about Laurence’s Campaign for Earlier Diagnosis for Young Adults and how here
we are excitedly awaiting the release of Galder Gazetteer. Here is my chance to pay homage to my most amazing son – a true RPG
ambassador and a young man who managed to reach out and connect with so many of you. I’m feeling re-energised by the warmth
of knowing this is my opportunity to share some wonderful memories of life with my son Laurence; your friend Some Hairy Guy.

I can’t recall the first time Laurence played a role playing game or even fully how he became involved. I guess it was a natural
progression from war gaming? Weekend visits to the hobby store and copious amounts of meticulously painting tiny figures must
have morphed him in to a fully-fledged fan. I have so many happy memories of his college friends coming to our house to play, not
that I experienced much of these early games as they were played in a small building in our garden. Then with the onset of colder
weather this games began to be played in the house across the dining room. The living room then was then transformed in to the
eatery, hosting up to eight young students devouring pizza after pizza, served on the floor, of course. After feasting it was back to the
dining room table to embrace in more heated exchanges, I simply parked myself in any space where I’d not be in the way, until I
was, then I’d move on! I always delighted in his friends visiting. I love a full house and with Laurence being an only child and me a
single mum it was simply lovely to have his friends about our home for a weekend.

Aged 18 Laurence set off to Royal Holloway and Bedford College (University of London) to study Classics. Naturally he took his
love of D&D with him and it helped him make new friends, either who played already or he introduced to the wonders of the
game. Beyond that he was engaging in games played across the Globe. During holidays he’d spend many an evening online adopting
full and colourful personas of characters and creating voices and magnificent scenarios ...... I’d simply listen from the next room,
giggling to myself! Laurence had the most fantastic imagination and RPGs really gave him the platform to express that.

I can’t thank you guys enough for being there for Laurence, to share his passion over what was sadly to be such a short life. I truly
burst with pride over what he has achieved here with Galder, bringing him to the gaming table for you all. The very last thing
Laurence did before he lost capacity was play a final game with his trusty college friends. He drew his character, named him Bertsy
Blondswood of Spindle and gave him the traits of duelling and unarmed fighter. His inventory consisted of peasant dress and ale
flagon, his flaw was being short tempered and his virtue was persistence. I think there’s quite a lot of Some Hairy Guy in there, just
as there is in Galder. Please look after him for me.

I can’t thank Ricky enough for his tremendous hard work compiling this amazing account of Galder, staying true to Laurence’s
creation and incorporating so many of your ideas too. All this and with the aim of supporting Laurencescampaign.blog – a positive
approach to encouraging better communication between young adults and clinicians to reach earlier diagnosis of serious diseases.

Abigail
Laurance at
graduation
with his
mum Abi

A photo Laurence
took of his home
in the peaceful
countryside.

"The Snug" where most of the gaming took place!


Welcome! For a Cause
The wizard Galder has traveled to many, many 100% of proceeds from the sales of this book are
worlds. Along his journeys he has taken notes on the being donated to the Cancer Research Institute. You
mysterious and fantastic things he’s encountered. can read more about Laurence’s story and what
Two years ago, a young guy named Laurence made you can do to support youth early diagnosis at
a post on online. Laurence shared that he had a rare laurencescampaign.blog
form of cancer and only had weeks to live. He wanted
something to be remembered by, and asked if there
was any way his character could be added to the
Sensitive Content
game’s lore. This book also contains some material that may
With kindness, a whole group of the community got cross a personal threshold, and make some players
together and, while they couldn’t make it “official”, uncomfortable or feel disrespected. Discuss the
they said they would be honored to include his following elements with you players before including
character as a NPC in their home games, to exist in them in your game:
their worlds. To keep living in their stories.
But this book goes a step further. Galder’s
• The dragonfolk ancestry includes a kind who believe
themselves superior due to their physiology.
Gazetteer describes his journeys through all those
worlds. This expansion to 5e is framed as Galder’s
• The College of Spoons can be read as sex work and
“spoony” as sensuality/sexuality.
notes on how things are done differently across the
multiverse with new archetypes, ancestries, variant
• Island halflings are coded as a real-world ethnic
group. Instead of halfings as idealized Britons, here
rules and more. they imagined as idealized Maori.
Made possible through the generous donations
of hundreds of people, and the talents of many
• Torrian orcs are presented as an allegory of Inuit
(Tlingit) peoples losing their ancestral lands to
others who contributed ideas, feedback, and content climate change and non-Native expansion.
development, this book is an expression of the
community’s good will and creativity.
• In the tradition of using myth and fantasy to
explore human psychology, the despondent
This is Galder’s gift to the community, so please condition is an analogue for depression.
take what’s offered, use it to elevate your game, and
travel to many worlds with your friends.
• The Existential Resonance sorcerer has mild drug
references in its flavor text.
Dear reader,
I am the wizard Galder Fendt. Perhaps you have heard of me? It doesn’t matter if
you haven’t, the multiverse is an unfathomably large place and there are a lot of
people I have not met! For those of you who do not know me, allow me to tell you a
little about myself: I originally came from a world called Erustral where I saved
the world on no less than three occasions! I retired comfortably and started my
own Mage’s Guild in my home town of Nivuk. One day however, my itch for adventure
came back, and I knew I had to start exploring once more. The world as I knew it
began to feel too small and so I left, in order to explore the planes beyond my own.
Now, I travel the multiverse in my ship the Laughing Dolphin with my wife Rita,
righting wrongs and collecting information about the various planes of existence.
It has been many years since I left now, and I have such wonderful stories to tell.
Often I get visitors aboard my ship, some stay with me for a while, others only a day
or so. Some stow themselves away on board, others simply find themselves on deck
for one reason or another, left to the whims of the multiverse. I welcome every
guest with open arms, and we exchange our tales. I decided that now is the time to
start to collect these stories and write them down. It has been many years since
I last laid eyes on Erustral, and frankly my mind is beginning to fail me, there
are things I can no longer remember which I wish I could. I have also lost many
friends and allies in my travels, and with no time like the present, I have decided to
record their stories now. This book is more theirs than mine. Little of the content
of this book are my own tale, but rather a collection of stories of the dozens of
those that I have met in my travels, I hope that you find them as entertaining and
useful as I do! I tried not to embellish these stories as many of them are already
very outlandish, and could scarcely bear to be any larger than they already are!
The multiverse is a large and unforgiving place. I hope that the information within
these pages allow you, dear reader, to have a handbook of sorts for your own
travels in the multiverse. Perhaps you will simply find it entertaining as a book
detailing all the little oddities in the world in which we live, in which case I
sincerely hope that you find it as insightful and fulfilling as you wish!

Yours magically,
Galder Fendt, the un-retired.
Table of Contents
Intro ............................................. 6
Dragon Bound Archetype ........................... 62
Fell Knight Archetype ................................. 64
Laurence’s Story .................................................. 6 Wildlander Archetype ................................ 67
Galder’s Preface .................................................. 6
Monk .................................................................. 68
ExpandEd rulEs ......................... 11
Variant Monk............................................ 68
Way of Crushing Snow ............................... 70
Conditions ............................................... 13 Way of the Seeing Mind ............................. 70
Actions .................................................... 14
Martial Attacks ......................................... 15 Paladin ................................................................ 72
Oath of Obedience .................................... 72

playEr optIons ........................ 16


Oath of Remembrance ............................... 73
Oath of Transcendence .............................. 74
New Classes .................................................... 18 Oath of the Triune ..................................... 75
Rebel ....................................................... 18 Ranger ................................................................ 78
Runewielder ............................................. 24 Variant Ranger .......................................... 78
Therinthrope ............................................ 32
Rogue ................................................................. 80
Barbarian .......................................................... 40 Variant Rogue .......................................... 80
Variant Barbarian ..................................... 40
Path of the Blood Sage............................... 41 Sorcerer ............................................................. 82
Path of the Pit Fighter................................ 42 Variant Sorcerer ........................................ 82
Path of the Stallion.................................... 43 Existential Resonance Origin ...................... 84
Path of the Titan Slayer .............................. 44 Gnostic Soul Origin ................................... 85
Haunted Soul Origin.................................. 86
Bards................................................................... 46 Primal Soul Origin ..................................... 88
Variant Bard ............................................. 46 Pyromancer Origin .................................... 89
College of Fame ........................................ 49
College of the Playwright .......................... 50 Warlock ............................................................. 91
College of Spoons ..................................... 51 Eidolon Patron.......................................... 91
Parasite Patron ......................................... 93
Cleric ................................................................. 53
Arts Domain ............................................. 53 Wizard .............................................................. 95
Harmony Domain ..................................... 54 Variant Wizard .......................................... 95
Arcane Assassin Tradition ........................... 96
Druid .................................................................. 56 Chronomancy Tradition ............................. 97
Circle of the Harvest .................................. 56 Dark Arts Tradition .................................... 98
Circle of Tides ........................................... 57 Defensive Magic Tradition .......................... 99
Fighter................................................................ 59 Spell Striker Tradition ................................ 99
Variant Fighter .......................................... 59 Wandering Mage Tradition ....................... 100
Brawler Archetype .................................... 60 Ancestries ........................................................ 102
Defender Archetype.................................. 60 Dragonfolk ............................................. 102
Dragoon Archetype ................................... 61 Tigro ...................................................... 104
Torrian Orcs ............................................ 105 Monstrous Crab ....................................... 146
Penumbra .............................................. 106 Shaman .................................................. 147
Storm Celestial ....................................... 108 Mechanical Menace.................................. 147
Shamblefolk ............................................ 110 Primordial ............................................... 147
Thrum ...................................................... 111 Sidhe ...................................................... 148
Vampires ................................................. 113 Stone Beast ............................................. 148
Zhula ...................................................... 115
Variant Rules .................................................. 149
Folk Groups ..................................................... 117 Deadly Knockouts .................................... 149
Dawn Blade .............................................. 117 Encumbrance Slots .................................. 149
Island Halflings........................................ 119 Falling Damage ....................................... 150
Mushroom Gnomes ................................. 119 Fighting Underwater ............................... 150
Shade Elves ............................................ 120 Heroic Training ....................................... 150
Valorian Humans ..................................... 121 Mid-Vantage........................................... 150
Opposed Initiative................................... 150
Feats .................................................................. 122 Over Exertion ......................................... 150
Spells ................................................................. 124 Triple Team .............................................. 151
Called Shots ............................................ 151

GM toolkIt ............................ 136 Followers ................................................ 151


Harvesting Monsters ................................ 152
Environments ................................................. 138 Hoard Combat ......................................... 153
The Abyss ................................................ 138 Challenges ...................................................... 154
Carnivorous Swamp ................................. 139 Cursed Items ........................................... 154
Dreamscape ............................................ 139 Factions .................................................. 156
Dry Desert ............................................. 140 Traps....................................................... 158
Haunted ................................................ 140
Icy .......................................................... 141
Lavascape ............................................... 141 advEnturEs............................... 162
The Spine of Torr ...................................... 141 The Twilight Game ................................... 164
Tainted .................................................... 142 Heart of the Lion ...................................... 170
Whimsical ............................................... 142
Monster Templates....................................... 143 appEndIcEs ................................ 180
Aberrant Mutant ...................................... 143 Appendix A: Random Tables...................... 180
Ashen Beast ............................................ 143 Appendix B: Memorialized NPCs ............... 186
Bearicade ................................................ 144 Appendix C: Laurence's Campaign ............ 189
Brutal ..................................................... 144
Dread ..................................................... 144
Fear Eater ................................................ 145
IndEx ........................................... 190
Frostbite ................................................. 145
Guardian................................................. 145 opEn GaMInG lIcEnsE .......... 192
Mischief Maker ........................................ 146

9
Galder's Gazeteer:
cover
Chapter 1
Expanded Rules
When you’ve traveled as much as I have, you learn that
folks always have ways of doing things a little differently
in every place you go. There are worlds where masterful
warriors wield weapons with incredible precision and skill,
pulling off techniques that are unseen in other planes.
There are places full of gloom where grim folks dwell,
and places of leisure and folly where they are idyllic. The
denizens of the many words always surprise me with the
novelty of the activities they take - no doubt these are
an adaptation to their specific environment! And so, dear
reader, I have set myself to chronicle some of the lesser
known ways folks act, fight, feel, and live in their worlds.
Using this Book Expanded Conditions
There are seven new conditions that get referenced
Galder’s Gazetteer is a major expansion to 5e for by many features in this book. In addition, some, but
advanced players and GMs. With new character not all, of the subclasses and ancestries have powers
options, mechanical concepts, and fantastic wonders that assume the GM is using the new conditions
adding additional ways to enjoy your game. In regularly. The GM Toolkit chapter is full of game
addition to fleshing out under developed elements elements to help integrate these conditions, and
with new rules and player options, this book adds to the spells that inflict them can be used to gauge
two key mechanics: conditions and actions. There are the power of each condition (for example, both the
also several examples of unique mechanics for GMs blinded and despondent condition can be inflicted on
to draw their own inspiration from when creating a single creature with a 2nd level spell).
content for their own worlds.
Combat Options
Key Considerations Some but not all of the subclasses utilize the
The game content in the book is designed with a expanded action list. For example, the Defender
number of assumptions about how it will be used. fighter gains the ability to Guard as a bonus action.
Here are some key considerations of that intention: For GMs, some of monster templates incorporate
these actions too.
Compatibility The martial attacks provide new, viable options to
martial characters depending on their weapon choice.
Everything in this book is compatible with itself, the
These rules route through the Extra Attack class
5e SRD and the Players Handbook. GMs and players
feature, and are available to any character who has
can use any combination of the options in this book
that feature.
without fear of breaking their game. However, none
of the material was playtested or balanced against any
other 5e expansions. New Classes
There are three new classes, each representing a
Experience heroic identity in the game world. The rebel is on a
course to revolutionize the world. The runewielder
This book assumes the GM and players have strong
is a master of ancient language. Instead of a
understanding of the rules of 5e. This book makes
lycanthropy being treated as an effect layered on top
direct use of lesser used rules including mixing skills
of a character, the therianthrope treats werebeasts as
and ability scores, object hit points, and running
a class where characters can grow in power.
chases.

Starting Level Variant Classes


In the Player Options chapter, there are variant
All of the player facing material is designed with the
versions of the main classes. When selecting a variant
assumption that the characters start at 3rd level.
class, you typically lose some features from the
standard class, and instead get new features at the
Expansions same or different levels.
These are not a one-for-one swap of features, but
The game rules in book are divided into player
rather represent a different expression of the base
facing and GM facing content, both of which use
class. Instead of a single class core and then choosing
the expanded rules system. For players, there is a
an subclass at a later level, you choose which class
host of new character options including classes,
base your character is when gaining your first level
ancestries, feats, and spells. For GMs, there are
and get to choose an subclass.
combat environments and monsters that use the
The variant class tables only list the new features
new options. Additionally, there are also two single
gained, and not all the features a that class gets. For
session adventures at different tiers of play to give
example, the Variant Fighter table doesn’t show Extra
working examples of using the expanded rules.
Attack, even though a variant fighter still gains that
feature at 5th level.
Expanded Conditions
can become dulled by mind affecting magic and
supernatural effects, or though mundane means
such as inebriation. A GM might use this condition
This expanded condition list adds several new ways to
as a rider for failing a saving throw against taking
alter a creature’s capacities. Many game elements in
psychic damage, or as a replacement to reducing a
this expansion rely on these conditions, so GMs are
character’s ability score.
encouraged to familiarize themselves with them.
This condition can be ended by the greater
restoration spell or similar magic.
Integrating New Conditions Fatigued. Fatigue is a less harsh penalty than
The GM can incorporate these conditions with exhaustion, so a GM can more easily inflict this
existing monsters, class features and other effects by condition multiple times without creating a major
following these guidelines. Unless otherwise noted in imbalance.
a specific effect’s text, here are the general rules for The rules for this condition can be used along with
how to impose and remove the expanded conditions. levels of exhaustion. However a GM might decide to
Bloodied. This condition is automatically inflicted use fatigue instead of exhaustion for certain game
when a creature is below half its hit point maximum elements. For example, a GM might find the use
(see Getting Bloodied below). In general, a bloodied of exhaustion in Path of the Berserker barbarian’s
creature suffers no additional effects, but the GM Frenzy feature too punishing. In such a case, the GM
can use this condition as a delivery method for other can allow the player to suffer fatigue instead.
game effects. For example, the GM might give a Any effect that removes a level of exhaustion can
monster a trait that while it is bloodied its attacks do end a creature being fatigued. Also, finishing a long
extra damage or when it is first bloodied it can make rest ends this condition.
an additional attack. If a rule refers to half a creatures Rested. This condition is a boon to a creature
hit point maximum, use its bloodied value instead. rather than a penalty. At the GM’s discretion, a
Burned. If a game effect that calls for a saving character might gain this condition for living a
throw also deals acid, cold, fire, necrotic, poison, or luxurious lifestyle for some time, enjoying a lavish
radiant damage, the GM can reduce the number of feast for relaxation, or by spending downtime
damage dice by two and instead inflict the burned recuperating.
condition on a failed save. Be cautious with this Wounded. Becoming wounded represents a serious
condition! Over application of this condition can injury that limits a creature’s ability to physically
seriously affect the expected difficulty of encounters. function. A wounded creature is also limited in their
Likewise, the ability to impose vulnerability to a ability to heal and recover from damage taken.
damage type on an enemy can quickly become the Powerful magic such as regeneration or greater
party’s default solution. restoration are able to end this condition.
This condition can be ended by use of the lesser
restoration spell, or when the burned creature Conditions
recovers all its hit points.
Despondent. This condition represents a sense Bloodied
of overwhelming hopelessness or depression. A GM
might be inspired to use the despondent condition This condition has no rules of its own, but other game
to mimic the effect the One Ring has on Frodo or the effects refer to it.
effects of a Dementor attack.
Any effect that grants a creature advantage on
saving throws against being frightened also grants Getting Bloodied
advantage on saving throws against becoming
despondent. Similarly, a creature immune to being
charmed is immune to being despondent.
Casting greater restoration on an affected creature
ends this condition.
Doomed. This condition represents fate pulling a
creature towards grave. Curses from evil priests and
attacks from fiends or incorporeal undead are likely
ways a GM might have a creature become doomed.
This condition can be ended by the remove curse Burned
spell or similar magic.
Dulled. Being dulled represents a diminishing
• A burned creature is also bloodied.
a creature’s intellectual capacities. A creature
• The creature has vulnerability to the type of damage
from the effect that first gave it this condition.

13
Galder's Gazeteer:
Despondent
• A despondent creature can’t have advantage on
New Combat Options
ability checks to interact socially. There are two new types of combat options presented
• The creature does not add its proficiency bonus to here: new actions and martial attacks. The new
its attack rolls or ability checks. actions are available for any creature to take. Martial
attacks give characters who can make multiple
attacks tactical choices to consider when attacking
Doomed with different weapons.
• A doomed creature has disadvantage on death

saving throws.
When one or more dice are rolled to restore hit Actions
points to a doomed creature, instead the creature
uses the lowest number possible for each die.
Guard
You can interpose yourself between a creature and
Dulled any attackers. Choose a creature that is within 5 feet
of you. If you would grant that creature cover, it gains
• A dulled creature has disadvantage on Intelligence, three-quarters cover from you instead of half cover
Wisdom and Charisma ability checks. until the start of your next turn as long as it is within
• Other creatures have advantage on Intelligence, 5 feet of you.
Wisdom, and Charisma saving throws against the Before the start of your next turn, if the creature
dulled creature’s spells and effects. you are guarding moves, is attacked, or forced to
make a Dexterity saving throw to avoid taking damage,
Fatigued you can use your reaction to move up to half your
• A fatigued creature suffers a -2 penalty to attack speed to an unoccupied space within 5 feet of your
rolls, ability checks, and saving throws that use guarded creature. If your new position is between
the ability corresponding to that creature’s lowest the guarded creature and the enemy that made the
ability score. triggering attack or the source of the harmful effect,
• If an already fatigued creature suffers another you provide the guarded creature three quarters cover
effect that causes it be become fatigued, its suffers from that attack or effect.
an additional -2 penalty on attack rolls, ability
checks, and saving throws that use its next lowest Harry
ability score, and so on, up to six times. When you take the Harry action you attempt to
• Ending this condition removes all penalties at once. hinder another’s actions or foil an attack. Choose
a creature you are aware of and that is within 5 feet
Rested of you. Describe something the creature could do or
• A rested creature has advantage on saving throws is doing that you want to interfere with. Examples
versus disease and poison, and on other ability of actions to harry include holding a door closed,
checks and saving throws to recover from injury. breaking a pillar, completing a ritual, or making its
• The creature gains temporary hit points equal to next attack. The creature you harry has disadvantage
half its Constitution score, and does not lose these on its next attack roll, or on any ability checks made
temporary hit points at the end of a long rest. relating to that action until the start of your next turn.
• If the creatures no longer has the temporary hit
points it gained from being rested, the condition Sunder
ends. You attempt to break an item another creature
• Gaining this condition ends a creature being is carrying or using. Make an attack roll with
fatigued, and its levels of exhaustion, if any, are disadvantage against a nonmagical object that is no
reduced by one. more than one size category larger than you and is
being worn, used or carried by another creature. Use
Wounded the object’s AC and hit points as normal, but if the
• A wounded creature is also bloodied. attack is a critical hit, the object is destroyed.
• The creature takes a -5 penalty on Dexterity, Optional Rule: Hit Point Free Objects. If the object
Strength and Constitution ability checks and saves. is hit with an attack that deals damage to it, the
• Recovering hit points at the end of a long rest object is damaged. If the object is already damaged,
can only restore hit points below the creature’s it is instead broken and the creature can no longer
bloodied value, and it recovers half as many hit dice benefit from its use. A fragile or Tiny object is broken
as it normally would. as soon as it is damaged.
Any creature that could make an opportunity
Rules Tip attacks against you can no longer do so, but can
instead make an opportunity attack against the
creature entering the space you previously occupied.
5

Martial Attacks
If you’re able to make multiple attacks with the Attack
action, you have the option to use these special
attacks that replace one or more of the attacks you
can make as part of taking the Attack action.

Staggering Bash
(Replaces additional attack after a hit)
Escape When you take the Attack action and hit with a melee
When you take the Escape action, you attempt to weapon and deal bludgeoning damage, you can
withdraw from combat; move up to your speed. If choose to replace one of your subsequent additional
before the start of your next turn you come within attacks to make the attack that just hit a Staggering
the reach of a creature that wants to stop you, it can Bash. If you do so, the target you hit takes additional
attempt to grapple you as an opportunity attack it damage equal to your Strength modifier and you also
makes against you. shove the target 5 feet in any direction if it is your size
At the start of your next turn if you can move and or smaller, or knock it prone.
your distance away from each hostile creature is
greater than its speed, you escape from combat and Arching Slice
are removed from the initiative order. If any enemies
(Replaces additional attack after a hit)
try and pursue you, you become the quarry in a chase.
If you take the Attack action and hit with a melee
EscapInG weapon and deal slashing damage, in place of a
subsequent attack you may choose to perform an
You can attempt to escape from most combat
Arching Slice. Choose any number of creatures within
encounters, but the GM might decide that it’s
your reach besides the target of the original attack.
impossible to escape from certain situations.
If the original attack roll would hit the additional
You can’t escape while a hostile creature has you
creatures, they take slashing damage equal to your
within its reach, and if you move within reach of a
ability modifier that was used for the original attack.
hostile creature it can try and stop you. A creature
that is not restrained can usually try and escape as
long as it is not trapped by some other means, such Deep Stab
as being in a locked room or a collapsed cavern. (Replaces additional attack after a hit)
In combat, most creatures stay alert for enemies When you take the Attack action and hit with a melee
fleeing, and if you withdraw from the area around attack with a weapon and deal piercing damage,
it, a creature usually tries to stop you. However, you can choose to forgo one of your subsequent
under certain circumstances such as if a creature is additional attacks in order to drive your weapon
distracted, the GM might allow you to gain advantage deeper. When you take the Attack action and Deep
on a contested roll made as part of the escape. Even if Stab you make a special attack roll against the same
you do escape, you can still be pursued. target and gain a +5 bonus to this roll. You don’t add
your ability modifier to the damage of this second
Reactions attack.

Maneuver Expert Snipe


As a reaction, you can switch places with an ally who (Replaces additional attack before making an attack)
wants to maneuver into to your position. If you’re able to make multiple attacks when taking
When an allied creature moves into a space you the Attack action you can replace two of those attacks
control, it can end its move there if you use your with a single well aimed missile. When you take the
reaction to immediately move into the space it Attack action and make an Expert Snipe, make an
previously occupied. You must be able to move into attack with a ranged or thrown weapon. You gain a
that space and it must be within be more than 5 feet bonus to your attack roll equal to your level (an NPC
away from you. or monster adds its CR instead).

15
Galder's Gazeteer:
Chapter 2
Player Options
Power manifests itself in people in such a huge variety of
ways it would be impossible to list them all. In my travels
I have met people who are able to transform into savage
creatures at will, I have heard people who are capable
of bringing down religious orders and kingdoms with
nothing but words, I have seen fantastic feats performed
by tiny runes drawn by those infused with magic. All these
things I have witnessed and more. I have included all the
knowledge I have learnt from them in the pages below
so that others might use their teachings to help in their
quests, and believe me, they are incredible! Not everything
below is for everyone, but I am sure that everyone will be
able to find something useful herein.
Rebel
From Zachary Huynh
Dirt-ridden and sun-baked, a denizen of the city
stands like a general over a pile of scape, a makeshift
podium of sorts, orating to a massing crowd of
huddled poor folk, pitchforks and torches clenched in
fists. They shout of a cause greater than themselves,
of revolt and revolution.
Their words incite the mob and bring unity to
a fragmented majority. They march with newly
discovered vigor and stride without pause up the
cobbled streets, parading the general like an icon
before them to the steps of the castle walls. Wooden
gates break and burn before the frenzied crowd. The
city guards and king’s knights buckle before the
weight of the mob.
The tyrant king is brought to their knees before the
serfs, and the crowd’s pleas are finally heard. Cheers
and celebration abound while the general of the scrap
pile disappears into the night, making way toward the
next city to begin again.

Iconoclasts
Rebels are defined by their charismatic presence and
ability to draw forth the masses toward a singular
cause. Successful rebels are not lone wolves, but
instead work tirelessly to gather the strength of
others. Deal makers who appreciate the power of
conviction, rebels interact with each new face as
an opportunity to forge an alliance and strike a
bargain of mutual benefit. Successful revolutionaries
maintain status in their followers eyes by serving as
both leaders and servants to the cause.

Shared Conviction
Rebels derive their power from their followers.
Through the strength of their shared conviction,
rebels maintain a magical bond with their followers
to both give and receive extraordinary abilities. The
mechanisms behind this bond can change to fit the
setting within which you are playing. These bonds
can be perpetrated by devils and contracts signed in
blood, manifested through sacred practices much
like a paladin and their faithfulness to an ideal, or
even bound and enforced by celestials or primal
spirits.

Creating a Rebel
As you create your rebel character, consider what
cause you strive for, and how your followers might
aid in its fruition. You might have been recently
radicalized by a grave injustice, or perhaps you are
part of a long standing resistance movement whose
moment has come.
tHe rebel table
Proficiency Conviction
Level Bonus Points Features
1st +2 2 Conviction, Relational Investigation, Revolutionary Path
2nd +2 2 Expert Influence, Soul Covenant
3rd +2 2 Revolutionary Path Feature, Writ of the Covenant
4th +2 2 Ability Score Improvement
5th +3 3 Coordinated Attack
6th +3 3 Revolutionary Path Feature
7th +3 3 Additional Covenant Writ
8th +3 3 Ability Score Improvement, Force of Will
9th +4 4 Dominating Presence
10th +4 4 Ringleader
11th +4 4 Revolutionary Path Feature
12th +4 4 Ability Score Improvement
13th +5 5 Additional Covenant Writ
14th +5 5 Invigorating Comradery
15th +5 5 Writ Improvement
16th +5 5 Ability Score Improvement
17th +6 6 Revolutionary Path Feature
18th +6 6 Tontine
19th +6 6 Ability Score Improvement
20th +6 6 Revolutionary Paragon

Class Features equiPment


You start with the following equipment, in addition to
As a rebel, you gain the following class features. the equipment granted by your background:

Hit Points • (a) scale mail or (b) leather armor


Hit Dice: 1d8 per rebel level • A simple weapon
Hit Points at 1st Level: 8 + your Constitution • (a) a diplomat’s pack or (b) an explorer’s pack
modifier • A shortbow and a quiver of 20 arrows
Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution modifier per rebel level after 1st
Multiclass Rebel
Proficiencies You must have a minimum Charisma score
Armor: Light armor, medium armor, shields of 14 to take a level of the rebel class as a
Weapons: Simple weapons multiclass character, or to take a level in
Tools: Choose any one another class if you are already a rebel. When
Saving Throws: Wisdom, Charisma you first gain a level in the rebel class as a
Skills: Choose three from Deception, History, Insight, multiclass character, you gain proficiency with
Intimidation, Perception, Performance, Persuasion, light armor and simple weapons.
and Religion

19
Galder's Gazeteer: Rebel
Revolutionary Path Soul Covenant
At 1st level, your revolutionary path determines your Starting at 2nd level, you can forge a special bond
methodology of inducting allies toward your cause. with your allies, called a soul covenant. You can
You can choose between Heretic or Insurrectionist. choose a willing creature you can see within 30 feet
Each of these revolutionary paths are detailed at the of you that shares a language with you. By performing
end of the class description. Your choice grants you a 1-hour ritual that includes proclaiming your
features at 1st level, and again at 3rd, 6th, 11th, and convictions to the creature, you form a magical bond
17th level. with it. Either creature can use their action to dismiss
this effect at any time.
Conviction You can have a number of creatures bonded with
you at a time equal to your Charisma modifier.
At 1st level, you gain a pool of conviction points,
Your conviction empowers both you and the
representing your charismatic zeal.
bonded creatures you share a soul covenant with. By
Your rebel level determines the number of
using your action and spending one conviction point,
conviction points you have, as shown in the
you can choose a bonded creature you can see and
Conviction Points column of the Rebel table. You
activate any of the following effects, which end when
regain all conviction points after completing a short
you finish a short or long rest.
or long rest.
Shared Sight. You can choose to see through
You can spend these points to fuel various features
a bonded creature’s eyes and hear what it hears,
amongst your bonded creatures. You start knowing
gaining the benefits of any special senses the creature
one feature.
has. While perceiving through the creature’s senses,
Quick Guidance. You can spend 1 conviction point
you are deaf and blind with regard to your own
to use the Help action as a bonus action on your turn.
senses.
Shared Prowess. You gain proficiency in a single
Relational Investigation armor type and a single weapon that a bonded
Starting at 1st level, you gain the ability to keenly creature is proficient with. Alternatively, you can
discern the friends and foes of another person. You learn to cast a cantrip that a bonded creature knows;
have advantage on ability checks made to learn the Charisma is your spellcasting ability for that cantrip.
true attitude a creature has toward any other creature Shared Aptitude. You gain proficiency in a single
you have seen it interact with. skill or tool that the bonded creature is proficient
with. Alternatively, you can learn to speak, read, and
write a language that the bonded creature also knows.
Starting at 2nd level, when you use the Help action to
aid an ally in combat, the ally can add a bonus to the
Writ of the Covenant
attack roll equal to your proficiency bonus. At 3rd level, you join in a written agreement with
those with which you share a soul covenant that
empowers your bond further. You create this writ
during your bonding ritual, and you can activate it by
spending 1 conviction point. You must be able to see
the bonded creature, and it must be within 30 feet of
you to activate the writ.
Pick one Petty Writ at 3rd level. You also pick a
Minor Writ at 7th level and a Major Writ at 13th level.
Whenever you gain a level in this class you can replace
a writ that you previously picked for another of the
same type.

Petty Writs
At 3rd level, choose one of the following writs.
Writ of Mobility. You can forego any movement
on your turn to hasten a bonded creature. When you
do so, the bonded creature can immediately use its
reaction to move up to their speed without provoking
opportunity attacks.
Writ of Fury. You can use a bonus action on your
turn to inspire the fury of a bonded ally. When you do In my travels I came across a woman who
so, the bonded creature you choose when you use this was battling against an oppressive monarchy
feature can make an additional weapon attack if they in her world. She was not as strong as any
take the Attack action before the end of its next turn. of the warriors I have met, nor did she have
Writ of Defense. When a bonded creature is hit any magical ability of which she boasted. She
by an attack, you can use your reaction to grant the was however, blessed in some way, her words
had such a greater weight to them than any
creature a +5 bonus to its AC until the beginning of
I have witnessed. I was witness to her ways,
its next turn, including against the triggering attack. how she managed to convince an entire city
over the course of weeks and months to rise
minor Writs up against their ruler and overthrow them.
You gain one of the following writs at 7th level. The miraculous thing was that she used
Writ of Affliction. When you would be blinded, little more than her words and strength of
charmed, deafened, frightened, paralyzed, petrified, character, which I now understand is just
poisoned or stunned, you can use your reaction to as dangerous as a sharp sword or a magical
instead affect a willing bonded creature not currently spell. With her encouragements the best
affected by the same condition. Alternatively, if a of people was always brought out, and she
bonded creature would be inflicted with one of those showed the citizens that together they could
conditions, you can instead choose to have it affect overcome any trial.
you. If the effect that inflicted the condition allows
for saving throws to be made to end it, the creature
suffering the condition makes the saves, not the Coordinated Attack
originally targeted creature.
Starting at 5th level, when you take the Attack action,
Writ of Sacrifice. When a bonded creature is forced
one bonded creature within 30 feet may also make a
to make a saving throw, you can use your reaction to
single melee or ranged weapon attack.
grant that creature advantage if you are proficient in
that saving throw.
Writ of Haste. During your turn, you can use an Force of Will
action to allow a bonded creature to immediately Beginning at 8th level, you gain a bonus to the
use their reaction to take the Attack, Dodge, or Hide damage from your melee or ranged weapon attacks
actions, or to move up to their speed. equal to your Charisma modifier.

major Writs Dominating Presence


At 13th level, choose one of the following writs.
Starting at 9th level, as an action, you can magically
Writ of Lucidity. As a bonus action, you can
assert your will. Creatures of your choice within 30
transfer concentration of a spell or ability from a
feet are affected by one of the effects listed below
bonded creature to yourself. If the current remaining
(your choice). Once you use your Dominating
duration of the spell is greater than 1 minute, it is
Presence, you must finish a short or long rest to do so
reduced to 1 minute.
again.
Writ of Valor. As an action, you can grant a bonded
Air of Discord. You unleash a crushing rebuke
creature advantage on all ability checks and attack
that breaks the psyche of your foes. Each affected
rolls until the end of their next turn.
creature must make a Wisdom saving throw (DC = 8
Writ of Vitality. As a reaction, when an attack hits a
+ your Charisma modifier + your proficiency bonus),
bonded creature, you can reduce the damage taken by
taking 4d10 psychic damage on a failure, or half as
that creature. This must be done before the damage
much on a success. Creatures that fail the saving
dice are rolled. Roll 1d12 and reduce the damage
throw are also frightened of you until the end of their
by the amount rolled. You may spend additional
next turn.
conviction points on this ability, rolling an additional
Command Loyalty. For the next 24 hours, when
1d12 for each additional point spent.
you make a Charisma check to influence an affected
creature, you add double your proficiency bonus if
Ability Score Improvement you are using a skill in which you are proficient.
When you reach 4th level, and again at 8th, 12th, Unmatched Kinship. For 1 minute, the first time
16th, and 19th level, you can increase one ability an affected creature fails a saving throw to avoid
score of your choice by 2, or you can increase two being charmed or frightened, you can attempt to
ability scores of your choice by 1. As normal, you can’t bolster your ally’s resolve. The affected creature adds
increase an ability score above 20 using this feature. a bonus to the result equal to your Charisma modifier,
potentially turning the failure into a success.

21
Galder's Gazeteer: Rebel
Ringleader Revolutionary Path
When you reach 10th level, your renown and ideology Each rebel differs in their cause, whether through
are widespread. If there are creatures friendly to your the resistance of religious institutions like the
revolutionary ideology in a populated area, you can heretic or through sympathy of the oppressed
spend 8 hours gathering rumors and following leads like the insurrectionist. Each path has different
to find a dedicated espionage agent. methodologies for gathering supporters and bringing
This NPC spy continues to reside in the area and about revolution.
can reliably communicate with you as you continue
your adventures, as long as you are within 500
miles. The spy automatically reaches out to inform
Heretic
you about major changes in the area such as a new The heretic draws others to their cause through the
noble family seizing power or growing threats to your resistance of religious institutions. A heretic may do
revolutionary ideology. so by pointing out hypocrisy or injustice in the faith,
You can have a number of spies in your ring equal to or by questioning the faith itself.
your Charisma modifier. You can dismiss a spy at any
time, or a spy may leave your ring if it grows hostile to KnoW tHy enemy
you or your revolution. When you choose this revolutionary path at 1st level,
you gain proficiency in Religion and History.
Invigorating Comradery
revenge of tHe faitHless
Starting at 14th level, when you finish a short or long
rest, you can inspire those with whom you share a Starting at 3rd level, when you or a bonded creature
soul covenant. You make a 1-minute speech or other you can see miss an attack roll, you can use your
display of comradery. A bonded creature that can see reaction and spend one conviction point to reroll the
or hear you gains a number of temporary hit points attack. If the attack hits, you can add 1d8 additional
equal to 1d8 + your Charisma modifier. necrotic or radiant damage (your choice) to the
attack.
Writ Improvement PoWer from WitHin
At 15th level, the range at which you can activate your Starting at 6th level, rather than rely on any outside
writs increases from 30 feet to 60 feet. power, you’ve taught others how to put faith in
themselves. As an action, you can choose to spend
Tontine any number of conviction points. Creatures within
Starting at 18th level, when you or a creature with 60 feet of you with whom you share a soul covenant
whom you share a soul covenant you can see within that can see or hear you gain a bonus to attack rolls
60 feet takes damage, you can choose any number and saving throws equal to the number of points
of other creatures with whom you share a soul spent until the end of your next turn.
covenant you can see within 60 feet. Distribute
the damage taken between the original target and false miracle
the chosen creatures. Apply any damage resistance Starting at 6th level, you learn a new heresy. When
or vulnerability of the target creatures after you you fail an ability check or saving throw, you can
distribute the damage. succeed instead. Once you use this feature, you
cannot use it again for 7 days.
Revolutionary Paragon aPostate's endurance
Starting at 20th level, as a bonus action, you can Starting at 11th level, when you take damage, you can
recover all spent conviction points. Once you use this use your reaction to give a creature with whom you
feature, you must finish a short or long rest before share a soul covenant within 60 feet resistance to
you can do so again. that damage type until the end of your next turn.

debunK miracle
At 17th level, as an action, you can end one spell or
magical effect on a creature or object you are aware
of within 30 feet. Once you use this feature, you
must finish a short or long rest before you can do so
again.
Insurrectionist Charisma saving throw (DC = 8 + your Charisma
modifier + your proficiency bonus). On a failure, the
Insurrectionists work through deception and target must immediately expend its reaction to make
insurgency to usurp and topple regimes using the a melee attack against a creature within reach that
power of the downtrodden and subjugated. you choose.

voice of tHe masses covert oPerator


At 1st level, when you choose this revolutionary path, Starting at 6th level, you can use your action to
you learn to speak, read, and write any two languages shield the identity of your followers. Creatures with
of your choice. Additionally, you can speak and whom you share a soul covenant within 60 feet
understand all languages known by creatures with gain an illusionary disguise as if under the effects
whom you share a soul covenant. of a disguise self spell. You choose the nature of the
disguise and must concentrate on the effect as if
insidious rHetoric concentrating on a spell. The effect lasts up to 1 hour.
Starting at 3rd level, after speaking with a creature for Once you use this feature, you may not do so again
at least one minute, you can attempt to enthrall them until after you finish a long rest.
with your beguiling oration. If you do so, you must
concentrate on the effect as if concentrating on a seize tHe zeitgeist
spell. The creature must make a Wisdom saving throw At 11th level, when a creature with whom you share a
(DC = 8 + your Charisma modifier + your proficiency soul covenant that you can see makes an opportunity
bonus) or be affected as if under the suggestion spell. attack, you can use your reaction to move up to your
Once you use this feature, you may not do so again speed.
until you finish a long rest.
rebel commander
incite mutiny At 17th level, you are immune to magic that can
Beginning at 6th level, you can sow strife and discord detect your thoughts or emotions, and to divination
among your foes. As an action, spend any number spells unless you choose to be affected. You also can
of conviction points and then choose that many communicate telepathically with a creature with
creatures within 60 feet. A target must be able to whom you share a soul covenant with at any distance
see or hear you. Each targeted creature makes a on the same plane of existence.

23
Galder's Gazeteer: Rebel
Runewielder Ancient Power
Runewielders are heirs to a magical tradition
From Rory McNeice stretching back to the first mortal attempts to
A heavy footsteps crunch on stone, and in the capture and channel magic. Through ancient runes
darkness glowing symbols, shining off the platemail carved into flesh and stone they become conduits
and massive maul they adorn, shrouded in his for raw, unrefined magics, channeling that energy to
shimmering aegis, the dwarf advances confidently, bolster their strength and wield great powers.
one crunching step at a time. A strange young man The ancient languages that hold the secrets of this
stands atop a stone, their loose clothes billow and power are often unlocked only through careful and
whip in the wind revealing the complex swirling runic rigorous study. Devotion to finding the perfect forms
tattoos that wind about their body, as he leaps from of the letters reopens forgotten pathways to the
the stone one glows warping the gravity about him primal power these words once had.
and he lends gentle on the ground with the barest tap.
The elf casts open a heavy bound leather tome, it’s Elements of the Rune
pages spilling over with glowing sigils before landing
on the one she seeks, she slams her hand down upon A rune is a structure of magical language. The main
and charging orcs fall staggering to the knees under a component of a rune is the root which describes
great force. the essential element of reality which is the rune ‘s
domain. These can vary from elemental powers like
fire to abstract forces like gravity.
How it influences this domain rests on the skill and
craft of the Runewielder that inscribes it, and with
great care can magically manipulate the domain with
absolute control.
Stemming from the root of the rune are voices,
commands that give action to the property of the
root.
These levers of control can be exercised through
runic commands that channel the power it holds over
its attribute to a specific purpose at the guidance of
the runewielder.

Creating a Runewielder
As you make a runewielder character, think about
how you learned the ancient language and why you
seek its power. Were you the apprentice of a guardian
warrior who passed on the secrets of runes kept
to defend your home? Maybe you stumbled across
making runes when perfecting another craft and
became enthralled by the mystic potential you found.
In many cases, the lure of expanding their knowledge,
and power, drives runewielders to adventure.
runewielder table
Proficiency Runes
Level Bonus Features Known 1st 2nd 3rd 4th 5th
1st +2 Rune Craft, Symbolic Language 1 — — — — —
2nd +2 Runic Spellcasting, Reinforced Commands 1 2 — — — —
3rd +2 Runic Tradition, Runic Flare 2 3 — — — —
4th +2 Ability Score Improvement 2 3 — — — —
5th +3 Tradition Feature 2 4 2 — — —
6th +3 Runic Rituals 2 4 2 — — —
7th +3 Additional Runic Flare 3 4 3 — — —
8th +3 Ability Score Improvement 3 4 3 — — —
9th +4 Runic Rituals improvement,Well Versed 3 4 3 2 — —
10th +4 Arcane Interference 3 4 3 2 — —
11th +4 Tradition Feature 4 4 3 3 — —
12th +4 Ability Score Improvement 4 4 3 3 — —
13th +5 Runic Rituals improvement, Runic Tools 4 4 3 3 1 —
14th +5 Tradition Feature 4 4 3 3 1 —
15th +5 Additional Runic Flare 5 4 3 3 2 —
16th +5 Ability Score Improvement 5 4 3 3 2 —
17th +6 Runic Rituals improvement 5 4 3 3 3 1
18th +6 Traditon Feature 5 4 3 3 3 1
19th +6 Ability Score Improvement 5 4 3 3 3 2
20th +6 Emblazoned Spell 5 4 3 3 3 2

Class Features equiPment


You start with the following equipment, in addition
As a runewielder, you gain the following class to the equipment granted by your background: • (a)
features: a light crossbow and quiver of 20 bolts or (b) any two
simple weapons.
Hit Points
Hit Dice: 1d8 per runewielder level • (a) scale mail or (b) leather armor
Hit Points at 1st Level: 8 + your Constitution • (a) a scholar’s pack or (b) an a dungeoneer’s pack
modifier • Artisan tools matching your chosen tool proficiency
Hit Points at Higher Levels: 1d8 (or 5) + your • A runic focus.
Constitution modifier per runewielder level after 1st
Speaking Runes
Proficiencies
Armor: Light armor, medium armor, shields. Just as each runewielder is distinct in the artistic
Weapons: Simple weapons style their runes take, a runewielder vocalizes
Tools: One artisan tool of your choice. their runes in a unique way. However, the pitch,
Saving Throws: Intelligence, Wisdom. rhythm and length of the spoken form of a rune
Skills: Choose three from Arcana, Deception, History, are similar across traditions. These consistent
Investigation, Medicine, Nature, Religion, Sleight of patterns suggest the arcane language may have
Hand. been discovered, rather than created.

25
Galder's Gazeteer: Runewielder
Manifest. This voice can only be used while the
Multiclass Runewielder rune is marked on a runic focus. It allows you to
You must have a minimum Intelligence score of manifest the power of the rune, emblazoning it at
13 to multiclass into or out of the runewielder another point, and exerting an effect on the area
class. When you do so, you also gain proficiency around it. You can dismiss the manifestation at any
with simple weapons, light and medium armor, time (no action required). You can only have one rune
and shields. manifested at any given time. Manifesting a second
When you are determining your total spell rune immediately ends the manifested effect of any
slots using the Multiclass Spellcaster table, existing manifestation.
you add half your runewielder level (rounded Strike. This voice can only be used if a rune is
down). The maximum level of spell you can cast inscribed on a runic focus. Generally, this voice allows
using runes is determined by your levels in the you to use the rune to directly assault a target using
runewielder class, being able to cast 1st level the properties of the rune’s root.
spells using runes at 2nd level, and increasing
at 5th ( 2nd level spells), 9th (3rd level spells),
learning runes
13th ( 4th level spells), and 17th level (5th level You learn one rune when you gain this feature. You
spells). learn an additional rune at 3rd, 7th, 11th, and 15th.
When you gain a level in this class, you can choose
to study a new rune, changing one of your selected
runes. You could discover these new runes in dusty
Runecraft tomes in ancient monasteries, carved into cliff faces
At first level, you gain the ability to create powerful or cairns, tattooed on evil mages, or in other places
magic runes. At the end of a long rest, you can during your adventures.
inscribe each basic rune you know once. If you
inscribe the same rune a second time, the first loses Runic Focus
its magic. A magical rune can be placed on a weapon, When you gain the ability to cast runewielder spells,
suit of armor, creatures, or a runic focus. Though you can use a runic focus as your spellcasting focus
the inscribing of runes is done by magic, the form for casting a spell as long as it has the rune inscribed
the rune takes is up to you: etching in weapons and on it. Your runic focus can be an arcane focus marked
armor, carvings on stone, or magical tattoos are all with runes, a book, a stone tablet, or a similar object
examples ways to mark runes. worth at least 10 gp on which runes could be depicted.
Once inscribed, a rune’s root property grants a
benefit, either enhancing a weapon, set of armor,
or even a creature directly. The creature tattooed,
Symbolic Language
wearing, or wielding an item the rune is inscribed on Additionally at 1st level, your grasp of ancient and
is referred to as its beneficiary. symbolic scripts grants you the ability to read and
The options for these basic rune forms are write two additional languages of your choice.
presented at the end of this class. Typically, these are rare or esoteric languages. Your
knowledge of these languages extends only to their
runic Voices written form; you do not gain the ability to speak
In addition to its root effect, you can use the rune to these languages.
control its essential element with runic commands,
called a voice. The specific effect of each rune’s voice Runic Spellcasting
is unique to that particular rune. As part of your study of runic magic, you gain the
You can use your action to vocalize the language of ability to cast certain spells at 2nd level. See the
an ancient rune aloud on runes you created within 60 general rules for spellcasting, and the runewielder
feet of you. Some voices can only be activated when a spell list at the end of this section. The individual
rune is inscribed on something specific, like a weapon runes you learn also play a major role in your
or your runic focus. spellcasting.
Enhance. To use this voice, a rune must be
on a weapon, creature, or suit of armor. Most of sPell slots
these voices either enhance the next attack of the
The runewielder table shows how many spell slots you
beneficiary or grant another momentary boon.
have to cast your runewielder spells of 1st level and
Erupt. This voice causes runes to erupt violently,
higher. To cast one of your runewielder spells, you
assailing all creatures within a certain radius of
must expend a slot of the spell’s level or higher. You
the rune. If the rune is manifested, the manifested
regain all expended spell slots when you finish a long
location serves as the center point of the eruption.
rest.
sPells Known Runic Flare
Each rune you inscribe allows a certain range of Additionally at 3rd level, you gain the ability to flare a
magical spells to be cast. Thus the spells you learn are rune you have inscribed. You can use a voice of a rune
limited in scope to the runes you know. The spells you that would normally take an action as a bonus action.
learn as you master a certain rune are listed with them. You can do this twice, and regain all uses when you
finish a short or long rest.
sPecial range of runes You gain an additional use of this feature at 7th
If a spell has a range other than self, you can only cast (three uses) and 15th level (four uses).
it while the rune you learned it from is marked on
your runic focus. If a spell has a range of self, you can
expend a spell slot to cast the spell, but it will target
Ability Score Improvement
the rune’s beneficiary (which can be you). When you reach 4th level, and again at 6th, 8th, 12th,
14th, 16th, and 19th level, you can increase one ability
sPellcasting ability score of your choice by 2, or you can increase two
Intelligence is your spellcasting ability for your ability scores of your choice by 1. As normal, you can’t
runewielder spells, since you learn your spells increase an ability score above 20 using this feature.
through detailed study and application of runes.
You use your Intelligence whenever a spell refers to Runic Rituals
your spellcasting ability. In addition, you use your Starting at 6th level, you can use your knowledge
Intelligence modifier when setting the saving throw to mark special runes that allow you to cast rituals.
DC for a runewielder spell you cast and when making You can cast any runic spell you know with the ritual
an attack roll with one. tag as a ritual. Additionally, you can select two 1st
Spell save DC = 8 + your proficiency bonus + your level spells and one 2nd level spell from the Wizard
Intelligence modifier spell list with the ritual tag. You learn special runic
Spell attack modifier = your proficiency bonus + inscriptions that let you cast these spells as rituals.
your Intelligence modifier You learn an additional spell from the Wizard list
at 9th, 13th, and 17th level. These spells must be of
Reinforced Voices a spell level equal to or less than your level of your
At 2nd level, when you use a Strike voice or an highest level slot.
Enhance voice that adds to damage to an attack, you
can expend a spell slot to reinforce the command Well Versed
causing it to grant or deal additional damage. The Starting at 9th level, you learn to read and write
additional damage is 1d8 for a 1st-level spell slot, two additional languages. Additionally, you have
plus 1d8 for each spell slot higher than the 1st, to a advantage on Intelligence ability checks made to
maximum of 4d8. You can reinforce an Erupt voice, understand any written language, code, or cypher.
increasing its radius by 5 feet per level of the spell slot
spent. Arcane Interference
If a reinforced voice causes a creature to become
bloodied by acid, cold, fire, or lightning damage the Starting at 10th level, as a reaction to an allied
creature must make a Constitution saving throw creature (including yourself) making a saving throw
against your spell save DC or additionally become against a spell, you can expend a use of your Runic
burned until the start of your next turn. Flare feature to give it advantage on that saving
throw. The allied creature must be inscribed with or
Runic Tradition in possession of an item inscribed with one of your
runes to benefit from this feature.
At 3rd level, you choose an archetype that reflects
your learned approach to using runes. Choose Runic Runic tools
Knight, Runic Mystic, or Rune Sage, all detailed at the
end of the class description. The Tradition you choose At 13th level, your mastery of runic knowledge is such
grants you features at 3rd level and again at 5th, 11th, that you can create several magical tools for your
14th, and 18th level. convenience. You can inscribe runes on two Tiny
Your Tradition might also reflect the reverence you objects, and subsequently any creature carrying that
give to the language itself. Are the markings so sacred item can use it to cast a cantrip. You can inscribe
that permanently marking them on your body shows runes to make these tools hold cantrips from the
the proper reverence? Or are runes as benign as any following list: druidcraft, message, or prestidigitation.
other language, fitted for scraps of paper to be later If the item is lost or destroyed, you can recreate it
discarded? with 1 minute of work.

27
Galder's Gazeteer: Runewielder
Emblazoned Spell PrePared actiVation
Starting at 20th level, when you cast a spell using a Starting at 14th level, if a rune inscribed on your
rune that requires concentration, you expend a use of armor grants you the ability to cast a spell with a
your Runic Flare feature to brand an ethereal imprint range of self and the spell has a casting time of one
of that rune into space at that point the spell comes action, you can change the casting time to one bonus
into effect. The spell effects continue as though you action instead.
were in the rune’s space. In addition, when you cast
a spell in this way, the effect is powered by the rune,
arcane bulwarK
relieving you of the need to continue to concentrate At 18th level, when you don armor with at least one
on the spell. rune marked on it, you gain temporary hit points
The rune lasts for the duration of the spell, but it equal to your Intelligence modifier + the number of
can be destroyed ending the spell early. It has an runes marked on armor.
AC of 10 and 25 hit points, and is immune to non-
magical bludgeoning piercing and slashing damage. Runic Mystic
You can dismiss the rune as bonus action to end the Decorated by glowing tattoos, mystics favor
spell earlier. inscribing runes on themselves directly. Mystics
often attach special meaning to each tattoo,
Runic Traditions representing a spiritual path, a philosophy, or a
higher understanding. They have a deep personal
Different runewielders choose different approaches relationship with every part of the rune’s mark, and
to perfecting their arcane craft. The runic tradition the significance of every stroke.
you choose reflects guides how you use your runes.
mystical tattoos
Runic Knight When you choose this archetype at 3rd level, you gain
Wreathing themselves in magical rune wrought power for each rune your mark upon your own body.
armor Runic Knights take to the field as magically While you are inscribed by one or more runes, you
enhanced warriors, heavily defended and armed. They count as a runic focus and gain additional benefits.
tend toward inscribing the runes to stone and metal, Your unarmed strikes deal a d4 for damage (if not
valuing permanence and tradition. To these warriors, already higher), and you can add your Intelligence
the meaning of the runes is often a battle tradition modifier to the attack and damage rolls instead of
and symbolic to a clan or heritage. your Strength modifier. Additionally, your AC equals
12 + your Dexterity modifier while you are wearing no
runic equiPment armor.
When you choose this archetype at 3rd level, you gain Both these benefits improve as you add more
proficiency with any armor or weapon that you have runes to yourself as shown in the Mystical Tattoos
a basic rune marked on. For example, if you mark a Improvement table.
longsword with a Rune of Fire, you gain proficiency
with that longsword.
Additionally, weapons become a runic focus when mystical tattoos imProVement
you wield them.
Number Unarmed Unarmed
extra attacK of Runes Strike Damage Base AC
Beginning at 5th level, you can attack twice, instead 1 d4 12
of once, whenever you take the Attack action on your
turn. 2 d6 13
3 d8 14
runeforged weaPonry
Starting at 11th level, whenever you hit a creature with 4 d10 15
a melee weapon inscribed with one of your runes, the 5 d12 16
creature takes an extra 1d6 force damage.
runic battlecry emPowered Voices
Beginning at 5th level, when you take the Attack action, Starting at 11th level, when you roll damage from an
you can use one voice as part of the same action. effect from a voice, add one additional damage die to
the damage rolled.
mystic enHancement
Starting at 11th level, when you use an Enhance voice imProVed reVerberation
that increases the damage of your next attack, it You can better pair your understanding of a rune’s
adds an additional 2d6 damage of the type matching magic with its spoken element. At 14th level, when
the runic enhancement. When using a voice grants you use action to cast a spell you learned from a rune
you an additional attack as part of taking the Attack marked on your runic focus, you can quickly vocalize
action, you can additionally make a single unarmed its power. You can use a voice of that rune as a bonus
strike as a bonus action. action instead of an action.

force transfer glyPHs of Power


At 14th level, when you hit a creature an unarmed At 18th level, your research has unlocked runes of
strike, you can channel the power of your mystic magnificent power. You learn the glyph of warding
tattoos into your blow. Immediately after you hit, you and symbol spells. You can cast each once without
can use your bonus action to cast a spell that would expending a spell slot, and the gp cost of the material
normally require an action to cast. The spell must be components required to cast the spells are halved.
one learned from a rune inscribed on your body, and You regain the ability to cast the spells in this way
it must either target the creature you hit or have the when you complete a long rest.
effect be centered on it.
Runes
infused being
The runes available to be learned are listed below.
You’ve opened yourself to your mystic truth so Each rune has its basic effect described, followed by
completely that energy flows seamlessly through you. the effects the rune’s voices have when used. The
At 18th level, you can use the Enhance effect of one spells you learn when you choose a rune are listed at
rune marked on your body at the start of your turn the end of the rune’s description.
without requiring an action.
rune of blood
Runic Sage When inscribed on a weapon, that weapon gains +1
Highly technical and knowledgeable, these scholars bonus to attack and damage rolls when attacking
delve into the language of runes as an academic bloodied targets.
pursuit, unlocking the ancient secrets and piecing Spells: cure wounds, hold person, vampiric touch
together what runic magic precisely did and still Strike. Make a ranged spell attack against a
means. creature within 30 feet of you, dealing 1d6 + your
Compared with other runewielder, Sages have the Intelligence modifier piercing damage on hit. This
least reverence for the runes they physically inscribe. attack has advantage against targets that are bloodied.
Rather than intricate carvings or intimate tattoos, A creature hit with this attack has disadvantage on
often they merely scribe runes on slips of fragile Dexterity (Stealth) check against you for the next
and fleeting paper. To a sage though, that does not minute as you vaguely sense the presence of its blood.
diminish the deeper value of the ancient language of Manifest. Blood begins to be drawn toward a point
magic the runes represent. within 30 feet. Any bloodied creature of your choice
that ends its turn within 5 feet of the point takes 1d6
rune scribe slashing damage.
Starting when you choose this archetype at 3rd level, Erupt. The rune flares, dealing an 1d6 slashing
your scholarly discipline allows you to mark a second damage to all bloodied creatures within 10 feet of it.
copy of any rune without the first losing its magic. For each 1d6 damage this voice deals when used, a
The second copy of the rune must be on a runic focus creature of your choice within the affected radius
made of paper, parchment, vellum or similar material. gains 1d6 temporary hit points.
Enhance. After using this voice, the next time the
runic reVerberation weapon it is inscribed on deals piercing or slashing
Beginning at 5th level, when you use your action to damage, it does an extra 1d4 damage of the same
use a voice, you can activate a second voice as part type or 2d4 if the target is bloodied. The beneficiary
of the same action, using either the same rune or a wielding the weapon gains temporary hit points equal
different rune. to the extra damage.

29
Galder's Gazeteer: Runewielder
rune of fire If you inscribe this rune on a creature or armor, you
can select when you inscribe the rune to either grant
When this rune is marked on a weapon or creature,
the beneficiary advantage on Strength saves to avoid
damage dealt by that weapon or by that creature’s
being moved or resistance to damage taken from
unarmed strikes becomes fire damage.
falling.
Spells: burning hands, scorching ray, wall of fire
Spells: feather fall, jump, levitate
Strike. A bolt of fire launches from the rune at a
Strike. Creature of your choice within 30 feet must
creature within 60 feet. Make a ranged spell attack.
succeed a Strength saving throw against your spell
On hit, the target takes 1d8 + your Intelligence
save DC or take 1d4 bludgeoning damage and be
modifier fire damage.
knocked prone.
Manifest. Fire appears in a 5 foot radius from a
Manifest. Choose a point within 30 feet. Everything
point you choose within 30 feet. For 1 minute, when
Large or smaller that is not tied down or otherwise
a creature enters the area or starts its turn there, it
restrained is pulled inward toward the point for 1
must make a Dexterity saving throw against your spell
minute, moving 10 feet closer to the point at the end
save DC or take 1d8 fire damage.
of each of your turns. If a creature within the radius
Erupt. Flames erupt in a 10 foot radius around this
tries to move away from the point, it must succeed a
rune or the point it is manifested. Creatures within
Strength saving throw against your spell save DC or
the affected area must make a Dexterity saving throw
fall prone. A creature can crawl while away from the
against your Spell Save DC or take 1d10 fire damage. If
point without making a save.
this rune is marked on a creature or set of armor, the
Erupt. A surge of gravity pulls all creatures within
beneficiary automatically passes the saving throw.
10 feet of the point toward it. Creatures within the
Enhance. When this voice is used, the beneficiary
radius must succeed a Strength saving throw or be
of the inscribed rune adds 1d8 + your Intelligence
pulled 10 feet towards the target point. If this would
modifier fire damage to the next damage roll they
make them collide with a Medium or larger object
make from a melee weapon attack before the start of
or another creature, it moves the closet open spot,
your next turn.
and take 1d6 bludgeoning damage. If reinforced, the
rune of ice distance a creature that fails its save against the
effect is moved also increases by 5 feet.
When this rune is marked on a weapon or creature,
Enhance. The beneficiary of the inscribed rune
damage dealt by that weapon or by that creature’s
adds 1d8 + your Intelligence modifier damage to the
unarmed strikes becomes cold damage.
next damage roll they make from a melee weapon
Spells: sleet storm, ice storm, cone of cold
attack before the start of your next turn. The
Attack. A lance of ice shoots forth from the rune
additional damage is of the same type as the weapon.
at a creature within 60 feet. Make a ranged spell
attack. On hit, the target takes 1d8 + your Intelligence rune of ligHtning
modifier cold damage.
When this rune is marked on a weapon or creature,
Manifest. Choose a point within 30 feet of the rune.
damage dealt by that weapon or by that creature’s
A 10 foot radius area around the point freezes solid,
unarmed strikes becomes lightning damage.
creating difficult terrain for 1 minute or until the
Spells: thunderwave, lightning bolt, storm sphere
manifestation ends.
Strike. A jolt of lightning shoots forth from the
Erupt. The temperature plummets and magical
rune at a creature within 60 feet. Make a ranged spell
frost forms in a 10 foot radius around this rune
attack. On hit, the target takes 1d8 + your Intelligence
or the point it is manifested. Creatures within the
modifier lightning damage.
affected area must succeed on a Constitution saving
Manifest. Energy crackles and sparks in 5 foot
throw against your spell save DC or take 1d6 cold
radius from a point you choose within 30 feet. For 1
damage and have their movement speed reduced by
minute or until the manifestation is dismissed, once
10 feet. If this rune is marked on a creature or set
on your turn you can choose a creature within the
of armor, the beneficiary automatically passes the
radius. That creature must make a Dexterity saving
saving throw.
throw against your spell save DC or take 2d6 lightning
Enhance. The beneficiary of the inscribed rune
damage.
adds 1d8 + your Intelligence modifier cold damage to
Erupt. Arcs of lightning erupt in all directions
the next damage roll it makes from a melee weapon
in 10 foot radius around this rune or the point it
attack before the start of your next turn.
is manifested. Creatures within the radius must
rune of graVity succeed a Dexterity saving throw against your spell
save DC or take 1d8 lightning damage. If this rune is
When this rune is marked on a weapon, you can add
marked on a creature or set of armor, the beneficiary
or remove the Light property to a weapon that does
automatically passes the saving throw.
not have the Heavy property or vice versa.
Enhance. The beneficiary of the inscribed rune adds rune of Vision
1d8 + your Intelligence modifier lightning damage to
When inscribed on a creature or set of armor, this
the next damage roll they make from a melee weapon
rune grants the beneficiary darkvision out to 60 feet.
attack before the start of your next turn.
If the creature already has darkvision, the range of
their darkvision is extended by 60 feet.
rune of Power Spells: darkvision, see invisibility, clairvoyance.
When this rune is marked on a weapon or creature, Strike. Choose a creature within 30 feet. It must
damage dealt by that weapon or by that creature’s make a Constitution saving throw against your spell
unarmed strikes becomes force damage. save DC or become blinded and dulled until the start
Spells: detect magic, magic missile, dispel magic of your next turn.
Attack. Bolts of pure force are hurled at the target. Manifest. Using this voice causes shadows, dazzling
Make a ranged spell attack. On hit, it deals 1d6 + rays of light, or other obfuscations appear at a point
your Intelligence modifier force damage. This attack within 30 feet that you choose. Creatures within 10
ignores half and three quarters cover. feet of that point become lightly obscured and count
Manifest. A humming orb of pure arcane power as having partial cover against ranged attacks.
appears at a point within 30 feet, casting bright Erupt. Magical darkness shrouds an area within 10
light for 5 feet and dim light for an additional 5 feet. feet of the rune or the point it is manifested until the
Creatures that end their turn within the bright light start of your next turn.
begin to glow as if affected by faerie fire until the Enhance. When you use this voice, the rune’s
start of their next turn. beneficiary gains Blindsight with a range of 30 feet
Erupt. The runes produces a ball of light that until the end of its next turn.
violently erupts, exploding outwards. All creatures
within 10 feet of it must make a Dexterity saving
throw or take 1d8 force damage. Creatures that are
glowing from the effect of the rune’s manifestation
make this save with disadvantage, and take an
additional 1d8 force damage on failure.
Enhance. When the rune is marked on a weapon,
using this voice causes the next strike of the weapon
to pass through all armor and defenses. The target’s
AC becomes 10 + their Dexterity modifier for that
attack, unless already lower.

rune of sPeed
When marked on creature or armor, the beneficiary’s
movement speed is increased by 5 feet.
Spells: expeditious retreat, longstrider, haste
Strike. A target creature within 30 feet must
succeed a Wisdom saving throw against your spell
save DC or have their movement speed halved and
become Fatigued until the start of your next turn.
Manifest. When you use this voice to manifest the
rune, choose a point within 30 feet of it. Time speeds
up or slows down within a 5 foot radius of the point.
When sped up, every 2 feet a creature moves only takes
1 foot of its movement speed. When slowed down,
creatures each foot of movement costs 1 extra foot.
Erupt. A 10 foot radius area of distorted time
appears and lasts until the start of your next turn. All
ranged weapon attacks that pass through the area of
effect have disadvantage on the attack rolls.
Enhance. When marked on a weapon or creature,
using this voice lets the beneficiary of the rune
make one additional attack as part of taking the
Attack action before the start of your next turn (this
can be part of the same action during which this
enhancement is used).

31
Galder's Gazeteer: Runewielder
Therianthrope Creating a Therainthrope
There are two key aspects to consider when creating
A slender elf woman bounds through and over the a therianthrope character. First, what sort of beast
underbrush, finally setting sight on her quarry. With do you embody when you assume your wereshape?
a shudder, her form melts into that of a panther, and Secondly you should think about how your character
she lets out a roar of challenge as she leaps upon her views their ability to transform. Is it a blessing to be
prey. cherished, honed, and protected? Or is it a mark of
Guards lead a half-elf man in cuffs to a cell. He shame to be hidden and a burden to be endured?
pleads for release — not for his safety, but for theirs.
His captors laugh and leave him to the mercy of his
cellmates. Come morning, the cell lies empty, its bars Class Features
bent outward, the iron tang of blood thick in the air. As a therianthrope, you gain the following class
Bursting from the water and stepping onto the features.
shore, a wereshark hoists a large fish over his
shoulder. A young human girl runs to him, smiling, Hit Points
as the wereshark shrinks into the form of a grinning Hit Dice: 1d10 per therianthrope level
man. Hit Points at 1st Level: 10 + your Constitution
These are all examples of therianthropes, Modifier
individuals with the ability to shift into an animal Hit Points at Higher Levels: 1d10 (or 6) + your
hybrid form. For many, this is a curse, a terrible Constitution modifier per therianthrope level after
affliction that devastates not only their own lives, but 1st
the lives of those around them. Some, however, have
mastered this change and wield its remarkable gifts in Proficiencies
a manner they choose.
Armor: Light armor
Weapons: Simple weapons, light crossbows
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Animal Handling,
Athletics, Deception, Insight, Intimidation,
Perception, Stealth, and Survival

equiPment
You start with the following equipment, in addition to
the equipment granted by your background:

• (a) a spear or (b) two daggers


• (a) a light crossbow and 20 bolts or (b) two
handaxes
• (a) a dungeoneer’s pack or (b) an explorer’s pack
• A set of traveler’s clothes

Multiclass Therianthrope
As a multiclass character, to take a level in the
therianthrope class, or to take a level of another
class if you are already a therianthrope, you
must have a minimum Constitution score of
13, as well as a score of at least 13 in either
Strength or Dexterity.

Savagery
Some of your therianthrope features and beast
traits require your target to make a saving throw to
Why does this resist the feature’s effects. The saving throw DC is
shark have legs? calculated as follows:
tHeriantHroPe
Proficiency Ferocity Beast
Level Bonus Features Die Traits
1st +2 Therian Origin, Therian Form, Wereshape — —
2nd +2 Beast Traits, Ferocity 1d4 2
3rd +2 Feast 1d4 2
4th +2 Ability Score Improvement 1d4 2
5th +3 Extra Attack 2d4 3
6th +3 Apex Predator, Therian Form Feature 2d4 3
7th +3 Enduring Form 2d4 4
8th +3 Ability Score Improvement 2d4 4
9th +4 Grim Visage 2d4 5
10th +4 Dark Flight 2d4 5
11th +4 Therian Form Feature 2d6 5
12th +4 Ability Score Improvement 2d6 5
13th +5 — 2d6 6
14th +5 Wild Regeneration 2d6 6
15th +5 — 2d8 7
16th +5 Ability Score Improvement 2d8 7
17th +6 Therian Form Feature 2d8 7
18th +6 — 3d8 8
19th +6 Ability Score Improvement 3d8 8
20th +6 Sanguine Frenzy 3d8 8

Savagery save DC = 8 + your proficiency bonus + as a result of a critical hit while in your wereshape.
your Strength or Dexterity modifier (whichever is However, the thrill of this savagery might overwhelm
higher) you. After dealing damage from the critical hit, you
must make a Wisdom saving throw against your
Therian Origin savagery DC. On a failure, you cannot attack another
creature until you reduce the creature you just hit to
At 1st level, you choose your Therian Origin from
0 hit points.
between Cursed, Gifted, or Inherited. You also count
as a shapeshifter for spells and other effects that
Gifted
affect that type of creature. Your origin also affects
how you can use your Wereshape feature, which is You were granted this form as part of a pact with a
detailed later in this section. powerful being, or through communion with the
wilds and the beasts inhabiting them. Your form is
cursed more fluid as a result.
Animal Form. You can use your Wereshape feature
You acquired your gift from a powerful curse, or you
to take an animal form resembling your wereshape.
were bitten by another therianthrope and survived
For example, you can become an otter if your
the encounter. Your power is strong, but only mostly
wereshape is a wereotter. You are treated as being
under your control.
in your wereshape while in this form, but your type
Predatory Critical. As a result of your curse, your
is Beast, and you can be size Medium or Small. Your
instincts are especially deadly. You can add half your
ability to speak or take actions is restricted to the
therianthrope level (rounded up) to damage you deal
limits of your new form.
33
Galder's Gazeteer: Therianthrope
You resemble this animal, but observers can make • Dropping to 0 hit points causes you to immediately
an Intelligence (Investigation) check versus your assume your normal form.
savagery DC to determine your true nature as a • Your ability scores and proficiencies remain
shapeshifter. unchanged. Traits gained from your race such as
Fey Ancestry or features you gained from other
inHerited classes, such as the barbarian’s Rage feature or
You were born with the ability to take your hybrid Spellcasting are suppressed, and you cannot use
form as a result of your ancestry. Perhaps you come them while in your wereshape.
from a family of therianthropes, or the power takes • You are resistant to bludgeoning, slashing, and
root in only certain individuals of your bloodline. piercing damage from non-magical weapons that
Regardless, your affinity for transformation eases the aren’t silvered.
physical stress of your Wereshape feature. • While wearing no armor and not wielding a shield,
Innate Adaptation. As long as you aren’t your AC equals 10 + your Dexterity modifier + your
incapacitated, once each turn you can transform Strength or Wisdom modifier (whichever is higher).
either into or from your wereshape without using • You can use Dexterity instead of Strength for the
your bonus action. You also no longer gain levels of attack and damage rolls of your unarmed strikes.
exhaustion from your Wereshape feature. • You choose whether your equipment falls to the
ground in your space, or merges into your new
form. Equipment that merges with the form has no
Removing the ‘Curse’ effect until you exit Wereshape.
Whether your therianthrope considers • You can use this feature a number of times equal
to 1 plus your Constitution modifier (minimum 1)
themselves cursed, others may seek to
without penalty. Each time you use your wereshape
“cleanse” you in one way or another. Due to
thereafter causes you to suffer a level of exhaustion.
the variety of ways to become a therianthrope,
You regain all penalty-free uses of your wereshape
talk with your GM to decide if being affected by
when you finish a long rest.
magic like the remove curse spell will prevent
further progress in this class.
Beast Traits
At 2nd level, you gain two beast traits of your
Therian Form choice. Your beast trait options are detailed at the
At 1st level, you choose a Therian Form from Aquatic, end of the class description. When you gain certain
Brute, or Cunning, each of which is detailed at the therianthrope levels, you gain additional beast traits
end of the class description. Your choice grants you of your choice, as shown in the Beast Traits column of
features at 1st level and again at 6th, 11th, and 17th the Therianthrope table.
level.
Ferocity
Wereshape Starting at 2st level, while in your wereshape, you
At 1st level, you gain access to a transformation can roll a d4 in place of the normal damage of your
called a wereshape. To determine your wereshape unarmed strike, and its damage is slashing. This die
and appearance, choose a beast. Your wereshape is changes as you gain therianthrope levels, as shown
a mixture of the beast upon a humanoid skeleton in the Ferocity Die column of the Therianthrope
and resembles the chosen beast. The extent of table.
your wereshape’s monstrous appearance is at your In addition, when you take the Attack action and
discretion. Once chosen, your wereshape and its attack with an unarmed strike on your turn, you
form’s appearance do not change. can make one additional unarmed strike as a bonus
You can transform into your wereshape or end its action.
affects as a bonus action on your turn. While using
your wereshape, the following rules apply: Feast
Starting at 3rd level, while in your wereshape, you
• You gain darkvision out to a range of 60 feet.
can use your action to deliver a powerful bite. Make
• Your creature type is Monstrosity, and you count
an unarmed strike. If the attack hits, the damage
as one size larger when determining your carrying
is piercing instead of its normal type, and you gain
capacity and the weight you can push, drag, or lift.
temporary hit points equal to your Constitution
• You can maintain your Wereshape for a number
modifier (minimum of 1) plus your therianthrope
of hours equal to half your therianthrope level
level. Once you hit with this attack, you can’t use this
(rounded up).
feature again until you finish a short or long rest.
Ability Score Improvement Additionally, you can maintain your wereshape
indefinitely without suffering levels of exhaustion.
When you reach 4th level, and again at 8th, 12th,
16th, and 19th level, you can increase one ability
score of your choice by 2, or you can increase two Therian Forms
ability scores of your choice by 1. As normal, you can’t Therianthropes differ widely in the form their
increase an ability score above 20 using this feature. wereshape takes. Although variations are as many as
there are animals, there are three wide classifications:
Extra Attack aquatic, brute, or cunning.
Starting at 5th level you can attack twice, instead of
once, whenever you take the Attack action on your Aquatic Form
turn. Therianthropes of the aquatic form largely inhabit
the coastal regions of the world, but are sometimes
Apex Predator known to travel inland. Though their strength is
formidable, the aquatic form’s favored method of
Starting at 6th level, while in your wereshape your
attack is to drag unsuspecting prey into the deeps to
unarmed strikes count as magical for the purpose of
drown them.
overcoming resistance and immunity to nonmagical
The various therianthropes that commonly make
attacks and damage.
up aquatics include weresharks, wereorcas, and
werecrocodiles, although many other variations exist.
Enduring Form Aquatic therianthrope have appearances suited to
Starting at 7th level, your therianthrope blood makes traversing the watery depths. They typically have gills,
you immune to disease. or are capable of storing oxygen. Aquatics are known
to have webbed fingers, fins, or webbed feet to allow
Grim Visage them to swim, as well as claws, crushing jaws fitted
with terrible teeth, fangs, or even beaks.
Starting at 9th level, when you use your wereshape
feature, you can fill your enemies with desperate
fatHom dweller
panic. As part your wereshape transformation, you
can choose a number of creatures equal to your Starting at 1st level, you gain a swim speed equal to
proficiency bonus within 60 feet that can hear and your walking speed. Additionally, your wereshape
see you. These targets must succeed on a Wisdom gains the following benefits.
saving throw against your savagery DC or become • You can breathe both air and water.
frightened of you until the end of your next turn. • While underwater, your darkvision range extends to
Once you use this feature, you must finish a short or 120 feet.
long rest before you can use it again.
abyssal maw
Dark Flight Starting at 6th level, when you hit a creature using
At 10th level, your movement speed increases by 10 your Feast feature, you can attempt to grapple the
feet. target with your powerful jaws. The creature you
hit must make a Strength saving throw against your
Wild Regeneration savagery save DC or become grappled by you. When
a creature attempts to escape from this grapple, you
Starting at 14th level, while in your wereshape, at
can use the result of your Strength (Athletics) check
the start of each of your turns, if your current hit
or your savagery DC, whichever is higher, for the
points are less than half your hit point maximum,
contested roll.
you regain a number of hit points equal to half your
therianthrope level (rounded up). You don’t regain
hit points from this feature if you have 0 hit points or
if you took damage from a silvered weapon since the
end of your last turn.

Sanguine Frenzy
Starting at 20th level, when you reduce a creature to
0 hit points with an attack while in your wereshape,
you can make another attack against a creature
within range.

35
Galder's Gazeteer: Therianthrope
Hunter in tHe deePs Preternatural beinG
Starting at 11th level, while in your wereshape, you At 6th level, gain one of the following features.
have blindsight out to a range of 30 feet while
underwater. • Your hit point maximum increases by 12. Whenever
Additionally, while in your wereshape, when you you gain a level in this class your hit point
take the Dash action and you move at least 10 feet maximum increases by an additional 2 hit points.
on your turn, you can make a melee attack targeting • You gain a d4 frenzy die. Once on your turn when
a creature that is in a space next to you during your you roll for damage for a melee attack, you can
movement. add this frenzy die to the roll. If you dealt damage
during your last turn, your frenzy die becomes a
blood in tHe water d6, increasing with each subsequent turn you deal
Starting at 17th level, while in your wereshape, you damage by one step, from a d6 to a d8, to a d10,
have advantage on all attacks against a creature that and finally to a d12 maximum. If you do not deal
is below its hit point maximum. damage on your turn, your frenzy die reverts to a d4.
Additionally, after using your Feast feature, you
can immediately move up to your speed without unrelentinG
provoking opportunity attacks. Starting at 11th level, while in your wereshape, you
ignore non-magical difficult terrain. Additionally, you
Brute Form have advantage on saving throws and ability checks
against effects that would reduce your movement
Brute Form therianthropes include the more speed or prevent you from moving.
“classical” shapechangers, such as werebears,
wereboars, and werewolves. flesH-riPPer
These therianthropes often reside in heavily Starting at 17th level, while in your wereshape, you
forested areas where prey abounds, and the can use your action to tear into a creature of your
therianthrope makes use of their overwhelming choice within 5 feet. That creature must make a
speed and ferocity to dispatch foes. Dexterity saving throw against your savagery DC
This form’s distinctive traits include fangs or sharp taking 10d6 + 10 slashing damage on a failure, or half
teeth and claws as much on a success. Once you use this feature, you
must finish a long rest before you can do so again.
Primal anatomy
Starting at 1st level, your speed increases by 10 feet. Cunning Form
Additionally, while in your wereshape, you gain the
following benefits: The Cunning Form therianthrope comprise the most
unusual of the various werebeasts in the world.
• You have advantage on Wisdom and Intelligence Focusing on their natural agility and cleverness, these
checks that rely on smell or hearing. therianthropes are found closer to civilization, and are
• As a bonus action, you can take the Search action. made up by wererats, werebadgers, and werefoxes.
Therianthropes of this form tend to look more The distinctive features of this form’s wereshape
humanoid than others when transformed. They include wings, claws or talons, and a beak or sharp
retain more of their normal instincts and tend to teeth. Wings may grow out of a therianthrope’s arms,
keep their mannerisms, like wearing clothes or using or simply sprout from their back. Whatever the case,
weapons, while on their hunts. Most therianthropes armor and weapons must be made to accommodate
in this form choose to carry weapons and wear the transformation to be useable while in wereshape.
custom armor suitable for both their normal form
and wereshape. Regardless, their appearance is still aerial build
marked by sharpened teeth, claws, or talons. Starting at 1st level, while in your wereshape and not
wearing armor, you gain a fly speed equal to half your
scavenGer walking speed.
Starting at 1st level, you gain a climb speed equal Additionally, you can use your wereshape feature as
to your walking speed. Additionally, when you a reaction when you fall more than 10 feet.
transform into your wereshape, you can choose to If you are falling when you enter your wereshape,
keep your equipment on. The GM decides whether it you can fly a number of feet equal to the number of
is practical for the new form to benefit from a piece of feet you have fallen.
equipment.
You also have a knack for finding ways to use aerie
objects in your environment to your advantage in Starting at 6th level, you can spend an hour while in
combat. You are proficient with improvised weapons your wereshape gathering twigs, branches, and small
and use your ferocity die instead of the normal stones to construct a nest. Your nest can be up to a
damage die. If you throw an improvised weapon, you 10-foot radius sphere, with walls up to 1-foot thick.
can use either Strength or Dexterity modifier for both The nest provides full cover, as well as shelter from
the attack and damage rolls. the elements. It has an AC equal to your savagery DC,
a number of hit points equal to five times your level,
slinkinG sHadow and is immune to psychic and poison damage.
Starting at 6th level, you can Hide as a bonus action While constructing this nest, you can choose to
on your turn. include a trigger mechanism, which upon using your
In addition, anytime you hit a creature that is action to interact with, destroys the nest immediately.
surprised, it must make a Constitution saving throw This may be a perfectly positioned twig or small stone,
against your savagery DC or become stunned until known only to you, that once removed causes the
the end of its next turn. collapse of the structure.

Pack tactics imProved aerial build


Starting at 11th level, while in your wereshape, you When you reach 6th level, your wings have grown and
have advantage on an attack roll against a creature heart strengthened. While in your wereshape, your fly
if at least one of your allies is within 5 feet of the speed increases to equal your walking speed.
creature and that ally isn’t incapacitated.
cut and run
swarm lord Starting at 11th level, while in your wereshape, when
At 17th level, as a bonus action, you can point out a you hit a creature with a melee attack, you don’t
weakness in a creature that you can see within 30 feet provoke opportunity attacks from that creature for
of you. Allies that can see the target and can hear you the rest of the turn.
have advantage on attacks against that creature until
the beginning of your next turn. ruler of tHe skies
Starting at 17th level, while in your wereshape, your
Avian Form flying speed increases by 20 feet.
Most elusive and rare are the therianthropes of the Additionally, while flying, when you take the Attack
avian form. They take to the sky freely, and stake their action, you can augment your attack with special
territory in isolated mountains or any other place techniques to peck out your opponent’s eyes or
difficult to reach without the gift of flight. sink your talons into vulnerable spots. The first time
Avian therianthropes flit in and out of combat, you hit on your turn, the target must also make a
preferring to strike and flee to a safe distance, but Dexterity saving throw against your savagery DC. On
must be wary of dangers that can remove their ability a failure, the target is either blinded until the end of
to fly. Among their ranks are werebats, wereravens, its next turn or the target’s speed drops to 0 until the
and wereowls. end of its next turn (your choice). A creature can only
be affected by this feature once every 8 hours.

37
Galder's Gazeteer: Therianthrope
Beast Traits
Additionally, if you reduce a creature to 0 hit points
using your Feast feature, but do not kill it outright,
You can take each beast trait only once, unless the that creature must make a Constitution saving throw
beast trait’s description says otherwise. If a beast against your savagery DC. On a failure, they are
trait has prerequisites, you must meet them gain the inflicted with therianthropy.
trait. You can learn the beast trait at the same time The GM determines when they assume their
that you meet its prerequisites. A level prerequisite wereshape, and whether they are hostile to creatures
refers to your level in this class. in this form. If that creature takes a level in this
class, its wereshape appearance, Therian Origin, and
ambusH Hunter Therian Form are identical to yours.
You gain proficiency in the Stealth skill. If you already
have proficiency in Stealth, choose another skill diminutive form
available to the therianthrope class in which to gain Prerequisite: Gifted Origin
proficiency. When you use your wereshape feature to assume your
While in your wereshape, if you are lightly obscured, animal form, you can choose to be Tiny size.
you are treated as being heavily obscured. If you assume a Tiny size with this feature, the
damage you deal with unarmed strikes is reduced to 1.
boundinG assault
While in your wereshape, you can use an action to dire form
triple your jump distance until the end of your turn. Prerequisite: Gifted Origin
Additionally, if you use your action in this way and When you use your wereshape feature to assume your
jump as part of your movement, you can make one animal form, you can choose to be one size larger
attack against a creature as part of your movement. than your normal size.

cursed bite feint and retreat


Prerequisite: 12th level, Cursed Origin Prerequisite: Cunning Form
You can use your Feast feature twice between short or If a creature makes a melee attack against you and
long rests. misses, you can use your reaction to immediately
move up to half your speed without provoking
opportunity attacks.

feral cHarGe
While in your wereshape, if you move at least 20 feet
straight toward a creature and then hit it with a melee
attack on the same turn, that creature must make a
Strength saving throw against your savagery DC or be
knocked prone.

HorrifyinG visaGe
Prerequisite: 15th level, Cursed Origin
Your Grim Visage feature affects any number of
targets of your choice that can see you.
Additionally, you can use your Grim Visage feature
twice between short or long rests.

inGrained ferocity
Prerequisite: 5th level
You have advantage on all Strength (Athletics) checks
and Dexterity (Acrobatics) checks.

instinctive sHift
Prerequisite: 7th level, Inherited Origin
If you are surprised at the beginning of combat and
aren’t incapacitated, you can use your reaction to
assume your wereshape.
lurkinG tHreat
Many people believe that were-creatures are
Prerequisite: 15th level
very simple, that they change in the light
When you are in an area of dim light or darkness, you of a full moon, that they are weak to silver,
can use your action to become invisible until you that they are savage. This may be true for
move, take an action, or take a reaction. some of them, but I have come across many
in my travels who do not adhere to these
kindred sPirit supposed rules, I have been saved on more
Prerequisite: Gifted Origin than one occasion by these people, but that
At the GM’s discretion, through vocalizations and is a story for another time. These people
body language, you can communicate with animals are as varied as any college of wizards or
of the same species as your chosen form (including thieves guild, and they have different forms
dire varieties). Such communication is limited by the that allow them to specialise however they
Intelligence of the conversing creatures, who can need to. I have seen them pull off the most
often only express simple ideas and concepts like spectacular feats, and then they turn into
hunger or fear. their hybrid form, ha! The main thing I have
learned from these savvy shapeshifters is
moon beast that no one is truly what they seem.
At night, you can use your wereshape feature without
suffering levels of exhaustion.
On the night of a full moon, your wereshape Predator
is especially potent. Once per night while in the You can focus your eyesight to magnify a portion of
presence of a full moon, as an action, you can what you see up to five times its normal size. You can
unleash your full fury. For 1 minute, you gain a +2 focus this way on something up to a mile away. If you
bonus to your AC and can make one additional attack know a creature’s scent, you can tell if has been within
whenever you take the attack action. 30 feet of where you are within the past 24 hours.
Additionally, you add double your proficiency bonus
Partial sHift to ability checks made to track creatures while in your
Prerequisite: Inherited Origin wereshape.
You can concentrate your transformation onto a Additionally, while in your wereshape, you can
single body part as a bonus action to gain one of add double your proficiency bonus to Intimidation
the following effects. These effects last until you are checks.
incapacitated, until you end them as a bonus action,
or until you use your wereshape feature. suPernatural reflexes
You have advantage on initiative rolls while in your
• You can use your ferocity die for your unarmed wereshape.
strikes.
• You count as one size larger when determining your run witH tHe Pack
carrying capacity and the weight you can push,
While in your wereshape, if an ally within 10 feet of
drag, or lift.
you takes the Dash action, you can use your reaction
• You gain darkvision out to a range of 60 feet. If you
to move up to your speed in the direction of your ally,
already have darkvision, instead increase its range
so long as you end your movement within 10 feet of
by 30 feet.
the triggering ally.
• You cannot use Partial Shift while in your wereshape.
• At 5th level, you can choose two effects instead of
terror in tHe niGHt
one, and at 11th level, you can choose to gain all
listed effects. You gain proficiency in the Intimidation skill. If you
already have proficiency in Intimidation, choose
Planar form another skill available to the therianthrope class in
which to gain proficiency.
You have tapped into planar energies and gained the
ability to mutate your wereshape as a result.
When you use your Wereshape feature, you can
choose to be one of these types instead: Abberation,
Celestial, Elemental, Fey, or Fiend. Your wereshape
appearance may change to suit this new type.
You can select this beast trait multiple times. Each
time, you must choose a different creature type.

39
Galder's Gazeteer: Therianthrope
Barbarian Thick Hide
You’re extraordinary in your ability to withstand and
This section contains new options for the barbarian, endure bodily harm. Beginning at 7th level, you add
both new Primal Paths and a variant base class. your Constitution modifier to any Dexterity saving
throw made to avoid taking damage.
Variant Barbarian
When you choose this variant class, you no longer Lingering Adrenaline
gain the following features presented in the Starting at 13th level, even after your rage ends,
Barbarian table: you still continue to make Strength checks with
advantage until the end of your next short or long
• Danger Sense rest.
• Reckless Attack
• Fast Movement Mighty Blow
• Indomitable Might
At 13th level you can strike at your foes with stunning
Instead, you gain new features at the levels shown violence. When you make a melee weapon attack, you
in the Variant Barbarian table. can choose to try and score a deadly blow. If you do
so and your attack roll exceeds the target’s AC by 5 or
Variant BarBarian more, the attack is a critical hit.
You can do this a number of times equal to your
Level Feature Strength modifier, and regain all expended uses at the
end of a long rest.
2nd Animal Instincts
3rd Primal Might Unstoppable Power
5th Headfirst Charge At 18th level, you are an indomitable force. While in
your rage, you have advantage on all saving throws.
7th Thick Hide
13th Lingering Adrenaline, Mighty Blow
18th Unstoppable Power

Animal Instincts
Your senses have been keened by your time spent
in the wilds. At 2nd level you have advantage on all
Wisdom (Perception) checks that rely on smell and
hearing.

Primal Might
Starting at 3rd level, while in your rage you add your
Strength modifier twice instead of once to the first
melee weapon attack roll you make each turn.

Beginning at 5th level, as a reaction you take when


a hostile creature moves to a space within 20 feet of
you, you can move up to half your speed towards that
enemy and make a single melee weapon attack with
advantage.
The enemy you attack using this feature has
advantage on attack rolls against you until the start of
your next turn.
You can use this feature a number of times equal to
your Constitution modifier, and must finish a short or
long rest before you can use it again.
Mystic Blood taBle
Bleed Minimum
Level Level Sanguine Sacrifice Master Ability
1 3 If you would add your proficiency bonus You have advantage on the first attack
to a Constitution saving throw, instead you make after you become bloodied.
only add half your proficiency bonus.
2 3 The first time each turn you take You gain a +1 bonus to your damage
bludgeoning, slashing, or piercing rolls with melee weapons. Additionally,
damage, you take 2 additional points of weapons that you use count as magical
damage. for the purpose of overcoming immunity
or resistance to non magical damage.
3 6 You no longer add your Dexterity Up to a range of 60 feet, you can both
modifier to your AC when using your communicate telepathically and see
Unarmored Defense. invisible creatures and objects.
4 10 You can no longer restore hit points While you are in your rage, you can cast
above your bloodied value. misty step 3 times without providing
material components. Constitution is
your spellcasting ability.
5 14 You are wounded. You gain a flying speed equal to your
walking speed.

Primal Paths
Path of the Blood Sage
From Casey Pelt
By choosing this path at 3rd level you can channel
the primal magic that flows along with your blood,
unlocking mystic powers as it leaves your body. When
you’re wounded you enter a state of transcendence, as
the spirit of your sublime rampage outlasts your flesh.

Mystic Blood
You begin to channel the mystic energy in your blood
to change how it behaves. This command over your
blood is represented by bleed levels. You start with a
bleed level of 0 and it can’t go lower. You start being
able to raise your bleed level to 2. You unlock new
bleed levels as you grow in mystic power. Once you
reach the level in this class listed in the Minimum Level
column, you can raise your bleed level to that level.
Once per turn while raging you can increase your
bleed level by 1 to do one of the following:

• After you make an attack roll, roll a d6 and add it to


the roll.
• As a reaction to taking any non-psychic damage,
reduce the damage dealt to you by 1d6 + your
Constitution modifier.
• Increase your walking speed by 15 feet until the end
of the turn.

41
Galder's Gazeteer: Barbarian
Controlling the magic in your blood comes at a cost. nuMinous sanguinity
You suffer the effect of your current bleed level as seen
At 14th level your control of the mystic energy
in the Sanguine Sacrifice column of the Mystic Blood
in your blood is so complete, you can use it to
Table as well as all lower levels. The buildup of primal
manipulate your body’s physicality entirely. You can
magics from manipulating your blood is unleashed
cast etherealness without providing any material
when your blood is spilled. If you are bloodied, you
components once, and regain the ability to do so
also gain the benefits in the Master Ability column for
when you finish a long rest.
your current and lower bleed level.
When you cast the spell this way, the duration is
When your rage ends, you reduce your bleed level by
only 10 minutes. Constitution is your spellcasting
1. Finishing a long rest reduces your bleed level to 0.
ability for this spell.
sapience
Starting at 6th level you can sense the intentions of
Path of the Pit Fighter
others in their blood. You have advantage on Wisdom From Danielle Roberts
(Insight) ability checks. Some barbarians learn to fight in brawls around a
bonfire, wrestling matches in mead halls, and as
ichor ally ritual combatants in their tribe’s celebratory games.
Starting at 10th level you can control your own blood Such barbarians are pit fighters, and they fight and
outside of your body. While in your rage, you can use live for glory. Excelling in close quarters, barbarians
a bonus action to raise your bleed level by 2 to create of this path are accustomed to destroying their
a blood slime, which appears in an unoccupied space opponent’s armaments for show before going in for
next to you. The blood slime acts on your initiative a finishing blow. With every victory, a pit fighter’s
and is magically able to follow your commands. power grows -- not just physical prowess, but their
The blood slime uses the statistics of a blue ochre ability to sway the emotions of all who see them in
jelly, with the following exceptions: it only has 20 action.
hit points, it doesn’t have the split reaction, and
pseudopod attack’s damage dice is reduced from 3d6 hardened in the ring
to 2d6. When you select this primal path at 3rd level,
The slime lasts until the rages ends at which point it you’ve learned tactics proven to please crowds and
falls into a puddle of your blood demoralize foes. If you successfully grapple or hit a
creature with an unarmed strike on your turn, you
can use a bonus action to Sunder an object that
creature has.

crowd FaVorite
By 6th level, you know how to put
on a show and have developed
a threatening reputation. You
add double your proficiency
bonus to any ability check that
uses either Performance or
Intimidation.

No is the short
answer. I don’t
enjoy spectacle
killing
pugilisM
At 10th level, you may use a bonus action to make
an unarmed strike and add your Strength modifier
twice instead of once to the damage on a successful
hit. You can do so a number of times equal to your
Constitution modifier and regain any expended uses
at the end of a long rest. If you finish a short rest and
have 0 uses of this feature, you regain 1.
In addition, when you deliver a critical hit from
an unarmed strike, the target must succeed on
a Constitution saving throw (save DC = 8 + your
proficiency bonus + your Strength modifier) or be
stunned until the end of your next turn.

spectacle Killing
At 14th level, your training as a gladiator has taught
you how to make a show of delivering lethal strikes. A
gruesome attack is especially demoralizing for your
foes and invigorating for your allies.
When you kill a creature or deliver a critical hit,
creatures of your choice within 30 feet of you that
can see or hear you must succeed on a Wisdom
saving throw with a DC equal to your passive
Strength (Performance) score. On a failure, creatures
are frightened until the end of your next turn. If the
creature succeeds on its saving throw, it can’t be
affected by this feature for 24 hours.
Creatures friendly to you with 30 feet that see the
triggering hit gain temporary hit points equal to your
barbarian level.
Once you use this feature, you must finish a short
or long rest before you can do so again.

Path of the Stallion


The Path of the Stallion calls rider across the untamed
wilds to become mounted combatants of great skill
and ferocity. Entire nations of barbarians can adopt
a nomadic lifestyle with exemplary members of the
horde riding down the most fearsome game, leading
mounted raids, or collecting tribute from far flung
cites at the head of an ever moving war-band.
Magically joining their essences, these barbarians
bond with their mount on a spiritual level. They share
a wild soul with the companion they ride in battle.

spirit taMer
When you choose this path at 3rd level you can bond
with a creature that could serve as your mount. As an
action, choose a beast or a monstrosity that can see
you, is no larger than Large, and has a CR less than
half your barbarian level. You must not have harmed
it in the last day, nor can the target be intelligent or
the companion of another creature. The creature you
target must make a Charisma saving throw with a DC
equal to 8 + your Wisdom modifier + your proficiency
bonus or be charmed by you.

43
Galder's Gazeteer: Barbarian
While charmed by you, the creature’s spirit is
magically bonded to your own and loyally serves as
Path of the Titan Slayer
your controlled mount with great tenacity. If you From Danielle Roberts
ride it while in your rage, you can use your action to In lands overrun by giants, dragons, dinosaurs, and
command the mount to make a single attack, and other hulking beasts, entire fellowships of barbarians
it adds the extra damage granted by your rage to its hone tactics and traditions with one purpose: to
damage rolls. bring low these massive foes.
Additionally, the animal instincts of the charmed Barbarians that walk this path often carry trophies
creature run through you. You can use its bonus to of their previous hunts, creating powerful weapons
Wisdom or Dexterity saving throws instead of your from the remains of monsters.
own. Even while dismounted, this spiritual link
remains. Bonus proFiciencies
Finally, so deeply are your spirits intertwined that When you take the Path of the Titan Slayer at 3rd level,
even death can not separate them. You may breath you gain proficiency with leatherworker’s tools.
life back into your mount by casting revivify on it
without expending a spell slot or providing material Killer weapon
components. You must spend 1 hour bonding with At 3rd level, you learn to create a weapon from the
your mount before you can use this feature again. remains of the giant monsters you’ve defeated in
Your bond with your mount lasts until you end it combat.
as an action, or until you attempt to charm another As part of a short or long rest you can use your
creature using this feature. The bond also ends if you leatherworker’s tools on a dead creature with a size of
die, or if you neglect or abuse your mount. Large or bigger to create your own killer weapon.
Your killer weapon is a martial weapon with the
Blood Kin Heavy and Two-Handed properties, has a damage die
At 6th level if you or your mount becomes bloodied, of 2d6 of your choice of bludgeoning, piercing, or
the other can make a single melee attack as a reaction. slashing damage, and an additional benefit based on
If the target is the creature who dealt the damage the
caused the triggering attack, the attack roll is made
with advantage. Killer weapons

traMple Remains Benefit


At 10th level, if you or your mount move at least 10 Jawbone When you kill a creature while
feet forward toward a hostile creature and hit with a Club in your rage, you add your
melee attack, the target must also make a Strength proficiency bonus to the next
saving throw (DC equal to 8 + your proficiency bonus damage roll you make if still
+ your Strength modifier). On a failure, the target raging.
takes additional damage equal to your rage damage
and is knocked prone. Foretooth The second time you deal
This feature can be used by either you or your Spear damage to the same creature
mount 2 times, and all expended uses are regained with this weapon while in your
when you finish a long rest. If you finish a short rest rage, you double your extra rage
with 0 remaining uses, 1 use is regained. damage.
Bone Plate After you hit a creature with this
spirit staMpede Targe weapon, it has disadvantage
You mystic connection to your mount grows to on the next attack roll it makes
include their ancestors and kin. As an action you against you before the start of
can summon spectral versions of your mount’s kind your next turn.
that stampede forth in a 60 foot cone from you. All
Vertebrae As a bonus action, you can give
creatures in the affected area must make a Strength
Flail this weapon the reach property
saving throw with a DC equal to 8 + your mount’s
until the end of your turn.
proficiency bonus + your mount’s Wisdom modifier.
Creatures in the area take 4d8 force damage on a Limb Bones Once per long or short rest,
failed save and half as much on a success. Creatures Hammer your weapon does an extra die
that failed the saving throw are also pushed back 10 of damage when you hit. You
feet and knocked prone. must decide to use this before
Once you use this feature, you must finish a short the attack roll is made.
or long rest in order to use it again.
its construction. You choose the
benefit from the Killer Weapons
table below, and can use the
suggested remains or build the
weapon from other remains of
your choice.
Your killer weapon’s benefits
remain until the weapon is
destroyed or until you use this
ability to create a new killer
weapon. Other creatures trying
to use this weapon gain none
of the previous benefits, and
can only use it as an improvised
weapon.

giant cliMBer
At 6th level, you are able to use your comparably
limited statue and greater nimbleness to take on
larger foes by climbing. You gain a climbing speed
your walking speed while attempting to climb
on creatures, and have advantage on Dexterity
(Acrobatics) and Strength (Athletics) checks to keep
hold of or maintain balance while climbing on a
creature.

Killer weapon iMproVeMent


Beginning at 6th level, you learn how you overcome
the natural defenses of massive creatures. As part of
a short or long rest, you can use your leatherworker’s
tools to harvest fluids from a dead creature with a size
of Large or bigger and create special oils that channel
the supernatural fury of your rage. With these oils
applied, attacks with your killer weapon count as
magical for the purpose of overcoming resistance and
immunity to nonmagical attacks and damage as long
as you are raging.

BulK eVasion
Starting at 10th level, your superior reflexes allow you
to take advantage of your smaller size when facing
towering enemies. While raging, when a creature
larger than you that you can see hits you with an
attack roll, you can use your reaction to gain a bonus
to your AC against that attack, potentially causing
it to miss you. The bonus equals your rage damage
Jotungrip
bonus. Starting at 14th level you can swing your weapon as
You can use this feature a number of times equal to though you were a titan yourself. While raging, you
your Dexterity modifier (minimum of 1), and regain all can ignore the two-handed property of your killer
expended uses on a long rest. weapon.

hard Fall
At 14th level, your ability to exploit a monster’s weak
spot is unparalleled. Once when you land a critical
hit against a Large or larger creature, you can knock it
prone. You regain use of this feature after completing
a short or long rest.

45
Galder's Gazeteer: Barbarian
Variant Bard
Proficiency Cantrips Spells
Level Bonus Features Known Known 1st 2nd 3rd 4th 5th
1st +2 Bardic Performance – - – – – – –
2nd +2 Folklore Repertoire, Spellcasting 2 2 2 – – – –
3rd +2 – 2 3 3 – – – –
4th +2 – 2 3 3 – – – –
5th +3 Martial Fanfare 2 4 4 2 – – –
6th +3 Converse Performance 2 4 4 2 – – –
7th +3 – 2 5 4 3 – – –
8th +3 – 3 5 4 3 – – –
9th +4 – 3 6 4 3 2 – –
10th +4 – 3 6 4 3 2 – –
11th +4 – 3 7 4 3 3 – –
12th +4 – 3 7 4 3 3 – –
13th +5 – 3 8 4 3 3 1 –
14th +5 – 3 8 4 3 3 1 –
15th +5 Unflappable 4 9 4 3 3 2 –
16th +5 – 4 9 4 3 3 2 –
17th +6 – 4 10 4 3 3 3 1
18th +6 – 4 10 4 3 3 3 1
19th +6 – 4 11 4 3 3 3 2
20th +6 – 4 11 4 3 3 3 2

Bard Bardic Performance


Starting at 1st level, you have mastered magically
Variant Bard influencing others through oration, music, or other
exceptional performance.
When you gain your first level in the variant bard You know two such performances: Call to Battle
class, you do not gain the following bard class and one other of your choice. Your performance
features: options are detailed at the end of this class
description. You gain additional performances of your
• Jack of All Trades
choice at 3rd, 7th, and 14th level.
• Song of Rest
Additionally, when you gain a level in this class, you
• Countercharm
can choose one of the performances you know and
You instead gain the following features at the levels replace it with another performance that you could
shown in the Variant Bard table. learn at that level.
In addition, you gain the Spellcasting feature at To start one of these magical performances, you
2nd level instead of 1st level. You ignore the Spells use an action on your turn to speak, dance, or play an
Known, Cantrips Known, and Spell Slots per Spell instrument. You must continue performing on each
Level columns in the Bard Table, instead using the of your turns to maintain the performance (no action
corresponding columns in the Variant Bard table required). You can switch to a different performance
whenever those features are referenced. you know as an action on your turn.
A creature must be able to see or hear you to be order to cast the spell none of its effects take place.
affected by your magical performance. A creature Charisma is your spellcasting ability for this spell, and
can only be affected by one performance at a time. you also add your proficiency bonus to the check you
If two or more bards try to affect the same creature make while casting counterspell.
with such performances, the creature is affected by Once you use this feature to successfully counter
neither. a spell, your performance ends, and you cannot use
The entire performance, whether composed of one this feature again until you finish a long rest. Starting
performance or several, has a possible duration of 10 at 11th level, you can use this feature twice between
minutes, and ends early if you are incapacitated or long rests, and starting at 17th level you can use it
silenced. If a spell cast with your Bardic Performance three times between long rests.
has an ongoing duration, it ends when your
performance ends. Once your Bardic Performance
ends, you can’t use this feature again until you rest
Starting at 15th level, you can cast the glibness spell
for at least 10 minutes.
once without expending a spell slot. One you use this
feature, you must finish a long rest before using it
Folklore Repertoire again.
Starting at 2nd level, you possess extensive
knowledge of myths, legends, and oral traditions few Bardic Performances
can equal. If you hear the name of a person, place, or
The available bardic performances following in
object of significance, you might glean information
alphabetical order. If a Bardic Performance has
about the subject from your repertoire.
prerequisites, you must meet them to learn it. You
Roll d100. If you roll a number equal to or lower
can learn the performance at the same time that you
than your bard level times three, you recall lore about
meet its prerequisites.
the subject. The GM determines the nature of this
knowledge. The lore might exist in your repertoire in
Baffling rhapsody
the form of a line in a heroic poem, a verse of a folk
song, or even fairytales stories. Prerequisite: 7th level
The lore you recall using this feature is always When you start this performance, you cast the
accurate, even while contained in figurative language. confusion spell without expending a spell slot or
If you already have information about the subject, the providing material components. Additionally, as long
lore in your repertoire can provide further context as any creature is affected by a confusion spell that
and detail. you cast, you can use your action to choose one of
Once you use this feature to try and recall lore the behaviors the spell creates. Until the start of your
about a specific subject, you cannot do so again until next turn, all creatures affected by your confusion
you spend at least 4 hours researching it. You can spell must adhere to the behavior you chose, instead
research either in established places of learning such of rolling to randomly determine at the start of its
as monastery, or by collecting folk tales and other lore turn.
in an area populated with creatures familiar with the
subject. Call to Battle
While you perform Call to Battle, friendly creatures
Martial Fanfare within 60 feet of you, including yourself, are inspired
to fight with greater zeal. Once per turn, an affected
Starting at 5th level, despite the clamor of battle, you
creature can roll one additional d4 when rolling
can communicate with your allies and distract your
damage for a melee or ranged attack, adding it to the
foes. When you take the Help action, you can grant
total. This extra damage die increases in size when
advantage on an attack roll to an ally up to 60 feet
your bard level reaches 6th (1d6), 9th (1d8), 13th
away. You can then make a weapon attack or cast a
(1d10), and 17th (1d12).
cantrip as part of the same action.
CounterCurse
Converse Performance Any time while you are performing Countercurse, you
Starting at 6th level, the pitch and rhythm of your can choose to end one of the following conditions
performance can interfere with the casting of a on a friendly creature within 60 feet of you: blinded,
spell. You can cast counterspell without expending deafened, or poisoned. The chosen condition must be
a spell slot. In order to do so, you must either be a result of a spell or another magical effect.
engaged in a Bardic Performance or you can start a Once you use this performance to remove a
performance as part of the same reaction you used to condition, you cannot do so again until you finish a
cast counterspell. If you start a new performance in long rest.

47
Galder's Gazeteer: Bard
dissipating performanCe is charmed by you until this performance ends or
the target leaves its radius. A charmed target cannot
Prerequisite: 7th level
move or take actions and makes Wisdom (Perception)
Any time while you are performing Dissipating checks with disadvantage.
Performance, you can attempt to end one magical If you or another allied creature draws or
effect within 60 feet of you as per the dispel magic brandishes a weapon or casts a spell affecting a
spell. Charisma is your spellcasting ability for this charmed creature, each charmed creature can make
spell, and you add your proficiency bonus to the a new Wisdom saving throw to end the effect. If
Charisma check you make as a part of the dispel any affected creature takes damage or is otherwise
magic spell. harmed, this effect ends for all affected creatures. If
If you successfully dispel the effect, you cannot you make an attack or cast a spell that affects anyone
benefit from this performance again until you finish a but yourself, this effect ends.
long rest.
Starting at 11th level, you can use this performance hymn of healing
twice between long rests, and at 17th level you can
A friendly creature that comes within 60 feet of you
use it three times between long rests.
and can hear part of this performance during a short
rest is filled with soothing magic. An affected creature
enhanCed presentation
can add your Charisma modifier to any Hit Dice rolled
Prerequisite: 11th level to restore hit points at the end of a short rest.
Your mastery of showmanship causes your spells
to have an enhanced effect. You can start this inspire dread
performance or switch to it as part of casting a bard Prerequisite: 7th level
spell. While using Enhanced Presentation, if you cast
You can cause a feeling of terror. While performing
a bard spell by expending a spell slot, you can choose
Inspire Dread, each hostile creature within 30 feet of
one style from the list below to affect that spell. You
you must make a Wisdom saving throw against your
can only affect one spell this way during each of your
bard spell save DC at the start of its turn. On a failed
bardic performances.
save, the creature becomes frightened or despondent
Encore. If the spell has a duration of at least 1
(your choice) until the start of its next turn. On a
minute, you can extend the duration until your
successful save, the creature becomes immune to
performance ends.
this performance for 10 minutes.
Mindful. If you cast a spell that requires a saving
throw, you can choose one creature to automatically
inspire resolVe
succeed on its saving throw against the spell.
Projecting. If the spell has a range of at least 5 feet, Your words and music fill your companions with
you can increase the range by 30 feet. courage and the will to resist mind-altering effects.
Tandem. If the spell can only target one creature While using this performance, each friendly creature
and doesn’t have a range of self, you can now target a within 60 feet of you has advantage on saving throws
second creature when you cast the spell. against being charmed or frightened.

eVisCerating Wit rallying performanCe


You perform using barbed insults and scathing satire Prerequisite: 9th level
to undermine your foes’ confidence. While you use When you start this performance or as a reaction to a
this performance, each hostile creature within 30 feet friendly creature within 60 feet of you taking damage
of you must make a Charisma saving throw against while you are performing, you can cast mass cure
your bard spell save DC at the start of its turn. wounds without expending a spell slot.
On a failed save, the creature has disadvantage Beginning at 15th level, when you cast this spell
on all ability checks and saving throws while it is in using this performance, it ends the charmed,
the performance’s radius. On a successful save, the frightened, paralyzed, and stunned conditions on its
creature becomes immune to this performance for 10 targets. Each target can also use its reaction to stand
minutes. up or move up to its speed.
Once you use this performance to cast the spell you
fasCinating performanCe cannot do so again until you finish a long rest.
Prerequisite: 5th level
seeds of douBt
While using this performance, each creature within
120 feet of you that isn’t hostile to you must make Prerequisite: 13th level
a Wisdom saving throw against your bard spell save You sow the seeds of doubt in your enemies, making
DC at the start of its turn. On a failed save, the target them reluctant to attack you. When you start this
performance, choose a creature within 60 feet of
you. While using this performance, the next time the Bardic Colleges
target creature attempts to target you with an attack
or harmful spell, it must first make a Wisdom saving College of Fame
throw against your bard spell save DC. On a failed From the Tallahassee Do It, Nerd! Club
save, it must choose a new target or lose its action. Bards of this college have learned to grab and hold
This effect doesn’t protect you from spell effects that onto the attention of the masses. They strive to
don’t target you directly, such as the explosion of a be in the limelight, and have mastered the craft of
fireball. how to focus an audience’s attention - most often
If you make an attack or cast a spell that affects on themselves. These bards relish glory or infamy,
anyone but yourself, this effect ends. Creatures that because with notoriety comes the ability to sway the
cannot be charmed are immune to this effect. minds of others.

song of Creation
Prerequisite: 17th level
Your music and lyrics echo the very founding of the
multiverse. When you start performing Song of
Creation, choose one of the following effects:
• The body of one creature you can see is restored
to life as though by the resurrection spell. The
creature can’t have been dead for more than 100
years, can’t have died of old age, can’t be undead,
and the soul must be free and willing to return.
• You create one non-magical object no larger than a
100 foot cube that is worth less than 25,000 gp.
• You can cast control weather, earthquake, storm of
vengeance, or fire storm without expending a spell
slot and without the need for material components.
• This performance taxes you greatly. After the
chosen effect takes place, your Bardic Performance
ends and you cannot use this or any other
performance until you finish a long rest.

stupendous improVisation
Prerequisite: 11th level
When you start this performance, choose any spell
from the bard spell list of 6th level or lower. Anytime
while using this performance, you can cast the
chosen spell once without expending a spell slot,
as long as the casting time doesn’t exceed the time
remaining on your bardic performance. You must
provide the material components, if any.
Starting at 17th level, you can choose any spell of
7th level or lower.
Once you cast a spell using this feature, you cannot
do so again until you finish a long rest, and your
bardic performance ends.

suppressing performanCe
Prerequisite: 15th level
When you start this performance, you cast antimagic
field without expending a spell slot and without the
need for any material components.
Once you use this performance, you cannot use it
again until you finish a long rest.

49
Galder's Gazeteer: Bard
all eyes on me saving throw to stop being charmed from a spell you
cast, the creature only stops being charmed or makes
At 3rd level, you learn the enthral spell. The spell
a saving throw if you damaged it.
doesn’t count against the number of bard spells you
know.
Immediately after you cast enthral, in addition to College of the Playwright
the spell’s normal effects, you can choose a number From Thomas DiLavore
up to your bard level of targeted creatures that failed There are bards who prefer to use the art of language
the saving throw made as part of the spell. The in ways other than song. Bards in the College of the
chosen creatures are charmed by you for the duration Playwright use their skill to write incredible works
of the spell. that reveal their true magic when performed. By
Additionally, you can cast this spell as part of a writing epic poems, heroic stories, cunning satires,
performance of singing, playing an instrument, and stirring orations, these bards unleash the magic
reciting a poem, or dancing. When you do so, of dramatic or comedic performance through the
the casting is indistinguishable from the rest of spoken word.
the performance and the duration of enthrall is
extended for up to 10 minutes as long as you keep Bonus profiCienCies and neW spell
performing. When you join the College of the Playwright at 3rd
level, you gain proficiency with calligrapher’s supplies.
naturally CaptiVating You also learn the minor illusion cantrip if you don’t
At 3rd level, you’ve mastered how to use your enticing know it already, and it does not count against the
nature to distract and enthrall others into falling number of bard cantrips you know.
for your wiles. When a creature you can see within
60 feet of you makes a Wisdom saving throw, you inspiring speeCh
can use your reaction to expend one of your uses of Starting at 3rd level, you can write out a speech,
Bardic Inspiration, rolling a Bardic Inspiration die and soliloquy, poem, or a comedic routine during a long
subtracting the number rolled from the creature’s rest, expending one use of your Bardic Inspiration to
roll. imbue it with magic.
You can choose to use this feature after the A creature can read the speech aloud off the page
creature makes its roll, but before the GM determines as a bonus action. That creature can then choose
whether the saving throw succeeds or fails. A creature another creature within 60 feet that can hear it. The
is immune to this effect if it can’t either hear or see chosen creature gains the Bardic Inspiration die
you, or if it’s immune to being charmed. expended when you created the speech and can
use it as though it were gained through your Bardic
influenCer Inspiration feature. The speech loses its magic after it
Your reputation and the breadth of your renown is used in this way.
has power. At 6th level, as an action you can speak You may only have a number of magical speeches
your name to a creature that shares a language with equal to your Charisma modifier written at a time; if
you, and magically try to influence that creature. The you try and compose another speech, the previously
target must make a Wisdom saving throw against written one loses its magic.
your spell save DC. On a failure, for the next hour
you gain a +5 bonus to Charisma checks made to get magiCal monologue
that creature to act in your interest and that creature Beginning at 6th level, you can write a singular
has disadvantage on saving throws to avoid being monologue and imbue it with magic during a long
charmed by you. rest. Choose a bard spell that you know at 5th level
Whether or not a creature succeeds on the saving or lower. While writing the monologue, you cast the
throw, it cannot be affected by this feature again for spell as normal, but the effect does not take place.
10 days. Instead, any creature that can read the speech and
speaks the words aloud can cause the chosen spell to
posse come into effect using your spell save DC, spell attack
Starting at 6th level when an ally within 60 feet rolls bonus, and spellcasting ability modifier. The time it
one of your Bardic Inspiration die and rolls a 1 or a 2, takes to read the monologue is the same amount of
that ally can reroll the die but must use the new roll. time it takes to cast the spell.
You may only have one such monologue at a time,
master of entertainment and if you try and compose another the previous
At 14th level, you inspire your allies and captivate your loses its magic. You cannot compose one of these
audience with legendary skill. If taking damage would monologues and a speech from your Inspiring Speech
end a creature being charmed or allow it to make a feature during the same long rest.
inspiring performanCe College of Spoons
By 14th level, your oratory skills and rhetoric are From the Tallahassee Do It, Nerd! Club
the pinnacle of inspiration. If you read one of the
Bards of the College of Spoons are able to use their
speeches created with your Inspiring Speech feature,
own bodies to channel magic through rhythmic and
you can choose to expend any number of your
fluid movements. Aided only by the jangling of tassels
remaining uses of Bardic Inspiration. The creature
on their clothing or the clacking of castanets (both
you inspire with the speech gains an additional Bardic
shaped like spoons), these dancing bards evoke
Inspiration die for each additional use you expend
powerful emotions by embodying the passion of
beyond the first.
music.
As a College of Spoons bard, you decide how you
learned and honed your craft. Did you have a teacher?
If so, what were their methods? Did you start learning
your methods on a dirty street corner, or were your
undulations perfected in grand palace halls? Consult
the Spoony Beginnings table for a potential origin.

d6 Spoony Beginnings
The people in your village saw your
1 potential, and found an accomplished
dancer to teach you more.
You’re self taught, you try to keep
your magical influence subtle. You try
2 and make it look more like you just
happen to be extremely attractive while
dancing.
You received a formal education as a
3 prestigious school for performance.
You were talented, but unmotivated.
An elderly stranger at a tavern was
willing to give you private lessons.
4 Dancing at the tavern brought
you great fame, and made you feel
powerful.
You use your dancing as a way to
5 express overwhelming emotion. You
learned the art out of necessity.
Your family has several accomplished
6 dancers. They consider your abilities to
be mediocre at best.

51
Galder's Gazeteer: Bard
enChanted danCes
When you join the College of Spoons, you learn three
dances to enthrall others and empower yourself. You
can begin a dance as a bonus action on your turn and
must concentrate on it as though concentrating on a
spell. The effects last as long as you remain dancing,
up to one minute. The dance lasts until you stop (no
action required), you lose concentration, or if you are
unable to move.
Alluring. Choose a humanoid, beast, or fey within
30 feet. The target must make a Wisdom saving throw
against your spell save DC or be charmed by you.
Hostile creatures have advantage on the save. While
charmed by you, the creature can’t look away. If
anything harms the charmed creature, the effect
ends.
Emboldening. Friendly allies within 30 feet
that can see you gain temporary hit points equal
to half you bard level. These hit points only last
as long as you are dancing and your allies remain
within 30 feet and can see you.
Feverish. You dance yourself into a wild frenzy
of unbridled passion. If an ally expends one of
your Bardic Inspiration dice and adds it to an
attack or damage roll, you can also add half the
result to your own roll of the same kind before
the end of your next turn.
Once you use any of these dances, you cannot do so
again until you finish a long rest. Starting at 14th level,
you can use this feature twice between long rests.

hypnotiC sWay
Also at 6rd level, you can expend one use of your
Bardic Inspiration to magically lure the susceptible
to you. Roll your Bardic Inspiration die, then choose
up to that number of creatures that aren’t constructs
or undead within 30 feet that can see you. They must
make a Wisdom saving throw. On a failure, a creature
is charmed by you and must use its movement to
move closer to you on each of its turns. A creature
can repeat the saving throw at the end of each of its
turns, ending the effect on a success.

Burning temptation
At 14th level, your grace is irresistible and
your spoony mastery complete. While you
are using your Enchanted Dance feature,
any damage you deal to hostile creatures
that can see you can choose to be psychic
damage instead of its normal type.
Additionally, while using your Alluring
dance, if you harm the creature the effect
doesn’t end unless the target makes
another saving throw against the same
DC.
Cleric
Emissaries of the divine, two new ways for a cleric to
manifest their gods’ will are presented here. The Arts
Domain celebrates the spark of creative genius, and
the Harmony domain spreads peace.

Divine Domains
Arts Domain
From Johannah “J.C.” Mehling
Art has long been used to spread ideas, inspire
minds, and share beauty with the world. The arts
can bring joy to the downtrodden and beautify the
unsightly. Clerics of the Arts Domain bring joy and
beauty to the world, being a beacon of hope in a
world dulled by war and strife. They bring peace
and understanding between nations, and inspire
their allies to fight when all other options have
been exhausted. Whether it be through painting,
sculpting, song, dance, or poetry, they spread the
word of their religion to the masses.

Bonus Proficiencies
When you choose this domain at 1st level, you gain
proficiency with any combination of two musical
instruments or artisan tool sets of your choice. The
tool sets or musical instruments you gain proficiency
with can be used as a holy symbol for you.

Domain sPells
At each indicated cleric level, add the listed spells to
your spells prepared. They do not count towards your
limit.

art Domain sPells


Cleric
Level Spells
1st Charm Person, Color Spray
3rd Calm Emotions, Enthrall
5th Beacon of Hope, Hypnotic Pattern
Freedom of Movement,
7th
Hallucinatory Terrain
9th Dominate Person, Creation

insPiring oPus
You can create music to stir passion, paintings that
enrage the soul, sculptures that soothe the mind, and
poems that put the body to rest.

53
Galder's Gazeteer: Cleric
You create a special piece of magical art that For every minute you spend creating this work of
changes emotions of a particular creature. Choose art, up to 10 cubic feet of new material is created, up
a creature that you know that isn’t a construct or to 600 cubic feet.
undead. You can spend an hour creating a piece of art When you complete the work of art, the object or
that speaks to that creature’s soul. After creating the terrain feature depicted becomes a real, nonmagical
piece, if the intended target is within 60 feet, as an object and the terrain becomes another sort
action you can present the piece and the art’s magic including sound and smell. For example, painting
to come into effect. After being used in this way or if a door creates an actual door on a wall that can be
you create a new one, the art piece loses its magic. opened, a dance of the jungle produces trees and
The artwork takes one of the following forms: swamps, or a song about a pit on a floor creates a real
Heart of War. This is a battle hymn, a heroic poem, pit (its depth counts against the total area of objects
or artwork praising glory in war. The affected creature you create). Everything you bring into existence in
gains temporary hit points equal to your Wisdom this way must be within 100 feet of you.
modifier plus your cleric level. Your new creations are real in nearly every way
Emotive Release. This piece taps into deep and including providing cover, producing difficult
vulnerable feelings. The affected creature must make terrain, and obscuring vision, however there are
a Wisdom saving throw against your spell save DC. some exceptions. Nothing created from this feature
On a failure, the creature becomes either friendly can have a value greater than 25 gp. If you create an
and receptive or aggravated and hostile toward the object of greater value (such as a gold statue), the
subject of the artwork (your choice). The subject can object looks authentic, but close inspection reveals
be a creature, a faction such as a guild or noble house, it is made of some worthless material. If you create
or some abstract idea, such as war or love. This effect some form of energy such as hot coals or bolts of
lasts for 1 hour. lightning, the energy appears but is harmless.
Inspiring Influence. Your piece acts to spark the After using this feature, you cannot do so again
creative drive of the target. The affected creature until you finish a long rest.
gains advantage on the next ability check using a set
of artisan tools or a musical instrument. Harmony Domain
From Moosh
channel Divinity: Burst of insPiration
Your deity makes their creative will known to those Clerics of the Harmony domain focus on the
around you, and you are the muse. This raw creative maintenance of peace and the prevention of violence.
energy can help your allies find solutions and These clerics promote reconciliation, calm and
opportunities they otherwise would have overlooked. tranquility through convincing those on a violent path
As a reaction to a friendly creature within 60 feet that there is another way. Domination remains a last
making an attack roll or an ability check, you can resort for those who refuse to sway from the harmful
roll a d6 and add the number rolled to the ally’s roll. path of violence. Any deity that doesn’t actively seek
You can wait until after the ally rolls the d20 before or promote combat over a more diplomatic solution
deciding to use this feature, but must decide before can claim some sway over this domain.
the GM says whether the roll succeeds or fails.
Domain sPells
suPerior oPus At each indicated cleric level, add the listed spells to
Starting at 6th level, the number of creatures you can your spells prepared. They do not count towards your
affect with a piece of art using your Inspiring Opus limit.
feature increases to equal your Wisdom modifier
(minimum 2).
harmony Domain sPells
Potent sPellcasting
Starting at 8th level, you add your Wisdom modifier Cleric
to the damage you deal with any cleric cantrip. Level Spells
1st Command, Sleep
vessel of the muse
Starting at 17th level, when the spirit of creation 3rd Calm Emotions, Hold Person
springs forth from you, it can manifest itself in the 5th Dispel magic, Magic Circle
world. You can sing about, paint, or otherwise create
a work of art representing inanimate objects, terrain, 7th Banishment, Compulsion
or weather features-such as a boulder, a crevasse, a
9th Dominate Person, Geas
rainstorm, trees, rooms, or weapons.
I am always sceptical when I am handed
flyers from followers telling me about
their gods, but some of these people have
undeniable powers. And it never hurts to
have a little faith! Although in my many
travels, no two people have shown it the
same way. You’d think the gods would be
more consistent.

Boon of Peace
Starting when you choose this domain at 1st level,
whenever you reduce a creature to 0 hit points and
use non-lethal damage, you gain temporary hit points
equal to 3 + your cleric level.

channel Divinity: torrent of Peace


Starting at 2nd level, you can use your Channel
Divinity to tap into the divine well of peace that flows
through you. As a bonus action you can project these
feelings, giving all hostile creatures within 60 feet
of you disadvantage on their saving throws against
spells you cast to charm them. This projection lasts
for 10 minutes, or until you dismiss it using another
bonus action.

channel Divinity: censure violence


At 6th level, you can use your Channel Divinity to
admonish those who use wanton violence against
innocent parties. Immediately after a creature
within 60 feet of you makes an attack roll, you can
use your reaction to force the attacker to make a
Wisdom saving throw. On a failed save, the attacker
becomes stunned until the end of its next turn,
and also causes the attack to miss if it would have
hit. While the creature is stunned in this way, it
automatically fails saving throws to become charmed
by you. On a successful save, the creature resists your
admonishment and cannot be targeted in this way for
24 hours.

Potent sPellcasting
Starting at 8th level, you add your Wisdom modifier
to the damage you deal with any cleric cantrip.

aegis of reconciliation
Starting at 17th level, as a reaction when you or an
ally you can see within 30 feet of you would normally
take damage from an attack, a spell, or another
intentionally harmful effect, instead all damage dice
automatically roll 1. Once you use this feature, you
must finish a short or long rest before you can do so
again.

55
Galder's Gazeteer: Cleric
Druid
When you push against nature, it’s defenders
will very often push back. It does well
to remember that these defenders are as
powerful as any warrior or mage.

Druid Circles
Two new circles are available for druids upon reaching
2nd level. The Circle of Tides is a druid of the coasts
and reefs who harnesses the tremendous power of
the ocean. More attached to civilization than other
druids, members of the Circle of the Harvest work to
cultivate the land to feed the masses in balance with
nature.

Circle of the Harvest


Druids of the Circle of the Harvest amplify the bounty
of the land to benefit all. Unlike other druids who
tend to be removed from civilization, members of
this circle live alongside rural communities and often
serve as leaders and guardians of the farmlands.
Usually responsible and diligent, these druids seek to
see others reap the just rewards of their work, and
then go on to share the plenty.

Mystic AgronoMy
When you choose this circle at 2nd level, you learn
to magically enlarge grains and vegetables as an
action. You touch a fruit or vegetable, and cause it to
grow one size category and weigh 10 times more. A
single fruit or vegetable can only be affected twice
by this magic. Alternatively, a 10 foot radius area of
grassy plants around you can grow up to 10 feet high,
making the area heavily obscured.
You can use this feature a number of times equal to
your Wisdom modifier, and regain all expended uses
when you finish a long rest.

Blight Exorcist
Additionally at 2nd level, you learn how to remove
harmful toxins from plants, and how to release them
back out.
You can cast protection from poison targeting a
plant type creature at-will, without expending a spell
slot. You also learn the poison spray cantrip, and
when you cast it you add additional necrotic damage
equal to your proficiency bonus to the damage roll.

Bountiful hArvEst
Starting at 6th level, you always have plant growth
prepared and it doesn’t count against the number of
spells you can prepare.
This spell also has special properties when you cast The plants can exert fine control on objects with
it. When you cast the spell using an action, you can their delicate vines. You can use them for simple tasks
selectively choose which spaces within the area are such as turning a key, opening a chest, retrieving an
affected by the growth, or cause plants to appear item from a bag, or knocking over a lantern.
anywhere in the area there aren’t any. When you cast Once you use this feature, you must finish a long
the spell using either casting time, the affected area is rest before you can use it again.
doubled.
Circle of Tides
sow goodnEss
Druids of the Circle of Tides commune with the
Beginning at 10th level you can sow magic seeds spirits of the ocean to learn its mystic nature, and
which rapidly mature and bloom. Choose three harness the crushing power of the sea. The vastness
points within 20 feet. Plants magically spring forth of the open waters call these druids to spend much
from the points and bear fruit at the end of your turn. of their lives at sea, voyaging across the world on a
Eating the fruit restores 1d4 hit points. As long great adventure. Occasionally, a druid of this circle
as the fruit remains on the plant, the amount of will notice a rocky alto, sea cave or reef in need of
healing increases by 1d4 at the end of each of your particular protection due to its delicate ecology or
subsequent turns, up to a maximum of 4d4. spectacular wildlife. In such a case, these druids
Any time after the end of your turn, a creature often seek ways to ward off threats to these regions.
next to that space can pluck a fruit from the magical
sapling and eat it as a bonus action. circlE spElls
Each plant lasts until a fruit is picked from it, or for
Your link to the ocean grants you access to certain
one minute, after which they wither and die. The fruit
spells starting at 3rd level, then again at 5th, 7th , and
rots one minute after being picked if not eaten.
9th level. When you gain access to your circle spells,
you always have them prepared, and they don’t count
sEntiEnt syMBiosis
against the number of spells you can prepare each day.
Starting at 14th level, you can awaken a connection
to the life force present in plants, and can convince
them to act on your behalf. As an action each round
for up to 1 minute, you gain a limited ability to control circlE of tidEs spElls
plants within 30 feet of you with your thoughts.
The plants can affect one target in the area each Level Spell
turn. The target can be a creature or an object, and be 3rd fog cloud
either the same each turn, or you can choose a new
target on your turn. If you switch targets, the prior 5th call lighting
target is no longer affected. 7th control water
Creature. You can try to move or restrain a Large
or smaller creature. The target must make a Strength 9th conjure elemental
saving throw against your spell save DC. on a failure,
you move the creature up to 30 feet in any direction,
including upward but not beyond the area of this
effect. Until the end of your next turn, the creature
flow
is restrained by writhing vines and roots. A creature You gain the ability to harness your connection to the
lifted upward is suspended in mid-air by the plants. ocean in the following ways:
A creature can repeat the saving throw at the end of • As an action, you can create a whip of water to
each of its turns to stop being restrained. lash out and strike. Make a ranged spell attack roll
Object. With grasping roots, branches, and vines, against one creature that you can see within 30
the plants try to move an object that weighs up feet. On a hit, the target takes 1d10 bludgeoning
to 500 pounds. If the object isn’t being worn or damage. Instead of dealing damage, you can knock
carried, the plants smoothly move it up to 30 feet in the creature prone if it is Medium or smaller. At
any direction, including straight up. If you move the 10th level, the damage increases to 2d10 or you can
object outside the area affected by this feature, it is knock a Large or smaller creature prone.
flung by the plants and cannot rest midair. • As long as you have speak with animals or animal
If the object is worn or carried by a creature, friendship prepared, when you cast one of the
you must make Wisdom check contested by that spells targeting a fish or other sea-dwelling
creature’s Strength check. You add your proficiency creature, you can cast the other spell targeting the
bonus to the contested roll. If you succeed, the same creature using the same spell slot.
plants pull the object away from that creature and • You have advantage on Intelligence (Nature) checks
can move it on subsequent turns. relating to the predicting the weather at sea.
57
Galder's Gazeteer: Druid
givEr of lifE
Starting at 6th level you can channel the mystic
properties of the water flowing through living things.
Whenever you cast a spell that restores hit points to
a creature that isn’t a construct or undead, if you can
touch that creature it regains 1d10 + your Wisdom
modifier additional hit points. Starting at 10th level,
you roll another 1d10, adding it to the total additional
hit points resorted.

wAtEr wiEldEr
Beginning at 10th level you can cast control water
once without expending a spell slot, and regain the
ability to do when you finish a short or long rest.

tidAl crush
When you reach 14th level you can summon forth the
terrible wrath of the sea. You unleash a crushing wave
of water in a 100 foot cone from a point you choose
within 60 feet. All Huge or smaller creatures in the
wave must make a Strength saving throw against your
spell save DC. On a failure, the creature takes 5d10
bludgeoning damage and is pushed 20 feet away from
the wave’s origin and knocked prone. A creature that
succeeds takes half damage, is pushed only 10 feet,
and not knocked prone.
The wave extinguishes all flames in the area and
leaves behind shallow pools of water. The wave also
carries with it some sea life, which the GM chooses
or rolls for on the table below. The creatures appear
in any part of the area affected by the wave, and act
according to their nature.
Once you use this feature, you must finish a long
rest before you can do so again.

d8 Sea Creatures
1-3 Small fish, crabs, and jellyfish
4 2d10 quippers
5 1d4 octopuses + 1d4 giant seahorses
6 1d6 giant crabs
7 1d4 giant octopuses
8 1 giant shark
Fighter Iron Will
Your fighting spirit is as tough and durable as your
Presented in this section are a variety of new options body. At 9th level, you add half your proficiency
for the fighter. There is a variant fighter class that is bonus, rounded up, to any Intelligence, Wisdom, or
more reliant on long rests and Constitution. There are Charisma saving throw that doesn’t already add your
also several new fighter archetypes. proficiency bonus.

Variant Fighter Superior Fighting Style


When you choose this variant class, you no longer Starting at 13th level, your mastery of your fighting
gain the following features in the Fighter Table: style deepens. You can choose an additional option
from the Fighting Style feature you gain at 2nd level,
• Second Wind or you can choose an improved version of a fighting
• Action Surge style you already know as detailed below.
• Indomitable
Superior Archery
You instead gain the following features at the levels
indicated in the Variant Fighter table. You gain a +3 bonus to attack rolls you make with
ranged weapons.
VAriAnt fighter Superior DefenSe
Level Features While you are wearing armor, you gain a +1 bonus to
AC. You also gain a +1 bonus to all saving throws.
2nd Combat Valor
7th Improved Reflexes Superior Dueling
When you are wielding a melee weapon in one hand
Iron Will, Combat Valor and no other weapons, you gain a +4 bonus to
9th
improvement damage rolls with that weapon.
13th Superior Fighting Style
Superior greAt WeApon fighting
Legendary Resistance, Combat
17th When you roll a 1 or a 2 on a damage die for an attack
Valor improvement
you make with a melee weapon that you are wielding
with two hands, you can reroll the die and must use
Combat Valor the new roll, but can treat any roll of 2 or lower as a
3. The weapon must have the two-handed or versatile
Starting at 2nd level, you can leap into action with property for you to gain this benefit.
extreme vigor. As a bonus action you can make a
single weapon attack and gain temporary hit points Superior protection
equal to your Constitution modifier plus your fighter
When a creature you can see attacks a target other
level (minimum 1). You can also move up to half your
than you that is within 5 feet of you, you can use your
speed without provoking opportunity attacks as part
reaction to impose disadvantage on the attack roll
of the same bonus action.
and make an opportunity attack against the attacker.
Starting at 9th level, you can make two weapon
You must be wielding a shield.
attacks using this feature. At 17th level the distance
you can move increases to your entire speed, and
Superior tWo-WeApon fighting
you can make up to three weapon attacks. If using
two-weapon fighting, you make one additional attack When you engage in two-weapon fighting, you can
when using this feature. add your ability modifier to the damage of the second
You can use this feature a number of times equal to attack. You gain a +1 bonus to AC while you are
1 plus your Constitution modifier (minimum 1), and wielding a separate melee weapon in each hand.
regain any expended uses at the when you finish a
long rest.
Starting at 17th level, if you fail a saving throw, you
can choose to succeed instead. You use this feature
By 7th level, you’ve mastered how to duck and dodge once, and must finish a long rest before doing so
out of harms way. You gain proficiency in Dexterity again.
saving throws.

59
Galder's Gazeteer: Fighter
addition, if you take the Attack action and make an
attack with an unarmed strike, you can make another
attack with an unarmed strike as a bonus action.

Sucker punch
Starting at 7th level, your unarmed strikes count as
magical for the purpose of overcoming resistance and
immunity to nonmagical attacks and damage.

eVASion
At 7th level, your sharpened reflexes allow you to
dodge out of the way of magical area effects that
cause damage, such as a blue dragon’s Lightning
Breath or a fireball spell. When you are subjected to
an effect that allows you to make a Dexterity saving
throw to take only half damage, you instead take no
damage if you succeed on the saving throw, and only
half damage if you fail.

floAting Sting
At 10th level, when you take the Dodge action, you
can make a melee attack as part of the same action.
You make this attack with advantage.

choke holD
At 15th level, when you succeed on an unarmed
strike against a target you are grappling, the attack
automatically scores a critical hit.

Superior choke holD


At 18th level, you may grapple creatures that are up to
two sizes larger or smaller than you.
Additionally, if you make a melee attack against a
target you are grappling and score a critical hit, you
cause the creature to become frightened of you until
the end of your next turn. A creature frightened this
way takes an extra 1d12 psychic damage whenever
Brawler they are hit by an attack.
From W. Gage Berry
Rather than putting their trust in breakable weapons
Defender
or fallible armor, brawlers rely on might of their own From David Cook
body and physical resilience to defeat their enemies. From bodyguards for underworld kingpins to
Warriors in the purest form, some brawlers combine knighted shieldbearers for noble lords, fighters
brawny strength and incredible speed with steely who are trained themselves to protect claim the
discipline and cunning. Others, however, just know title Defender. Fortifying their position by way of
how to hit hardest and fastest. defensive stances and techniques, these fighters are
master guardians and protectors.
AggreSSiVe
Starting at 3rd level, as a bonus action, you can move DefenSiVe StAnce
up to your speed toward a hostile creature that you Beginning when you choose this archetype at
can see. 3rd level, you can enter into an uncompromising
protective technique fortified with determination. On
BrutiSh StrikeS your turn you can enter a defensive stance as a bonus
At 3rd level, your unarmed strike damage increases action, and gain temporary hit points equal to half
to a d4. Your unarmed strikes deal one extra die your fighter level (minimum 1) . While in a defensive
of damage the first time you hit on your turn. In stance the following rules apply:
• You can take a bonus action on each
of your subsequent turns to use
either the Dodge or Guard action.
• You have advantage on ability checks
and saving throws to avoid being
moved against your will or knocked
prone. This includes teleportation and
interplanar travel.
• Your walking speed is reduced to 15 feet
if it isn’t already lower, and you can’t
take the Dash action.

You can hold your defensive stance for


1 minute. It ends early if you are knocked
unconscious or if you are unwillingly
moved or knocked prone.
You can enter your defensive stance three
times, and regain all expended uses when
you finish a long rest. If you finish a short
rest and have no remaining uses, you regain
one.

unmAtcheD BrAVery
Beginning at 7th level, if you fail a saving throw
against being frightened, you can choose to
succeed instead. Once you use this feature you
must finish a short or long rest before you can
do so again.

Armor mAVen
Starting at 10th level, your techniques allow you to
deflect the power of blows made against your allies.
When you are wearing armor and in your defensive
stance, all allies within 5 feet gain a +1 bonus to their
AC. This bonus increases to +2 at 18th level.

teStuDo tActicS
Starting at 15th level, you can allow bursts of
movement without compromising the defenses
of you and your allies. Opportunity attacks made
against you or allies within 5 feet of you are made
with disadvantage.

lASt WorD
At 18th level, if an effect or attack would knock you
unconscious or kill you, you can make a melee attack
against the creature that made the attack or caused WeAponS of the DrAgoon
the effect if that creature is within your reach. You When you choose this archetype at 3rd level,
have advantage on the attack and if it hits, the attack your training has focused on a mastery of
does the maximum possible damage. hafted weapons. Spears, javelins, glaives,
halberds, lances, pikes, and tridents are
Dragoon Fighter considered dragoon weapons, and can be
From Garett Zanca used with certain dragoon features.
The dragoon is a fighter trained to control the battle In addition, spears and tridents you wield use a d8
space through mobility, and by using spears and pole for damage if used one handed and a d10 if wielded
arms to devastating effect. They can go anywhere, but two handed. The short and long thrown ranges of
their opponents can’t. these weapons are also increased by 10 feet.

61
Galder's Gazeteer: Fighter
intruSiVe WeApon
Beginning at 7th level you can take the Disengage
or Harry action as a bonus action while wielding a
dragoon weapon. If you Harry as a bonus action, you
can choose a target within reach of your dragoon
weapon instead of within 5 feet.

AreA Strike
Starting at 10th level, your threat in battle extends
beyond your immediate foe. On your turn, if you
make an attack using a dragoon weapon and hit,
every other enemy within reach of your weapon
must make a Dexterity saving throw equal to 8 +
your proficiency bonus + your Strength of Dexterity
modifier (whichever was used for the attack). On a
failure, each enemy takes damage equal to half the
amount dealt in by the original attack.
Once you use this feature, you can’t do so again
until you finish a short or long rest.

lAncet
Starting at 15th level with a stunning charge, you can
choose to drain your enemy’s vitality to envigor your
own. If you move at least 10 feet on your turn before
making a melee attack using a dragoon weapon, on a
hit you can choose to gain temporary hit points equal
to the damage dealt. If you do so, you also regain a
use of your Area Strike feature, but can’t use this
feature again until you finish a short or long rest.

controller
At 18th level, you have mastered the subtle art of
positioning on the battlefield. When you Dash, or
take the bonus action granted by your Superior
Maneuverability feature, your speed is doubled.
Additionally, for the purpose of making opportunity
attacks, your reach with dragoon weapons is
increased by 5 feet.

Dragon Bound
From David Cook
You belong to a martial tradition born out of service
to great dragons, and your training reflects their
Superior mAneuVerABility magic and knowledge. Most often, dragon bound
Starting at 3rd level, you can bound toward a foe and fighters trace their origin to an army in the service
strike with a deft charge. While wielding a dragoon of a powerful, militaristic dragon. Others belong to
weapon, you gain the following benefits: orders that have long forsaken service to a tyrant but
kept the traditions and practices alive within their
• When you move at least 20 feet in a straight line ranks. Some of these corps are well regarded, but
towards a creature, your next attack against that most are either obscure or feared.
creature is made with advantage. However, any given dragon bound could be
• As a bonus action, you can move up to your the first of a new tradition. A dragon bound could
speed toward a hostile creature that you can seek out a dragon to serve, and as a reward receive
see. Opportunity attacks made against you have mentoring and opportunity. Other exceptional
disadvantage during this movement. dragon bound might learn the ways of dragons from
In addition, your walking speed increases by 5 feet. diligent research, practice, and observation.
DrAconic trADition tABle
Dragon Damage Type Cantrip Lesser Magic Greater Magic
Black Poison acid splash fog cloud fear

Blue Lightning shocking grasp silent image lightning bolt

Brass Fire produce flame absorb elements blink

Bronze Lightning shocking grasp speak with animals call lightning

Copper Acid minor illusion Tasha’s hideous laughter hypnotic pattern

Gold Fire fire bolt bless daylight

Green Poison poison spray charm person stinking cloud

Red Fire fire bolt cause fear fireball

Silver Cold sacred flame detect evil and good wind wall

White Cold ray of frost fog cloud sleet storm

DrAconic trADition You can use this feature to cast these spells in
any combination a total of two times. You regain
At 3rd level, when you select this archetype, you
expended uses of your Lesser Magics when you finish
choose one type of dragon from which your tradition
a long rest.
stems. The type of draconic tradition you pick will
Spellcasting Ability. Charisma is your spellcasting
determine which damage type is used by features you
ability for these spells; you channel draconic magic
gain later, and greatly affects which spells you learn
to manifest your will. You use your Charisma score
as seen in the Draconic Tradition table.
whenever a spell refers to your spellcasting ability.
You are well-versed in draconic lore of your
In addition, you use your Charisma modifier when
tradition. Whenever you make an Intelligence
setting the saving throw DC for a sorcerer spell you
(History) or Intelligence (Nature) check relating to
cast and when making an attack roll with one.
dragons, you double your proficiency bonus to the
Spell save DC = 8 + your proficiency bonus + your
check. Additionally, you can speak, read, and write
Charisma modifier
Draconic.
Spell attack modifier = your proficiency bonus +
DrAconic mAgic your Charisma modifier
Your tradition has enabled you to cast a limited clAW AnD tAil
number of spells. This could be a result from an
Starting at 3rd level, you can use combat tactics that
arcane rite performed by an ancient dragon, long
mimic those of a dragon.
exposure to a dragon’s lair, secret glyphs of your
If you take the Attack action and hit a creature
tradition carved into your body with a dragon’s claw,
with a melee weapon attack, you can follow up with
or some other infusion of the dragon’s innate magic
another fast swipe. As a bonus action, you can make
into your being.
a melee weapon attack against the same creature. On
Cantrips. You learn two cantrips, one
a successful hit, you deal damage equal to the ability
corresponding to your draconic tradition as per the
modifier the melee weapon attack used for damage.
Draconic Tradition table, and one from the sorcerer
Additionally, if you move at least 5 feet before
spell list. You learn an additional sorcerer cantrip of
attempting a shove, you have advantage on the
your choice at 10th level.
contested roll. You plough into your foes with the
Lesser Magics. You’ve mastered the ability to
force of a mighty tail sweep.
spontaneously cast a small number of spells. You
Once you use a benefit granted by this feature, you
know two spells: one from your draconic tradition
cannot do so again until you finish a short or long rest.
listed on the Draconic Tradition table, and one 1st
level spell of your choice from the sorcerer spell
list. Whenever you gain a level in this c1ass, you can
tooth AnD Wing
replace the sorcerer spell you chose with another By 7th level, you’ve mastered additional fighting
spell from the sorcerer spell list. techniques inspired by dragons in battle. As an

63
Galder's Gazeteer: Fighter
action, you can move up to your speed in the process turn, every creature within 5 feet of you must make
of making and landing a running jump. Your jump a Dexterity saving throw. If your draconic tradition’s
distance is doubled and you can make a melee damage type is poison or cold, a creature makes a
weapon attack with advantage against any creature Constitution saving throw instead. On a failed save,
within your reach when you land. On a hit, roll an the creature takes 1d6 damage corresponding to
extra die for your weapon damage. your draconic tradition, or half as much damage on a
Once you use this leaping strike, you cannot do so successful one.
again until you finish a short or long rest.
improVeD DrAconic mAgic
elementAl AurA At 10th level, your magical ability increases. You learn
Starting at 10th level, elemental energy begins to one additional 1st level spell and two 2nd level spells
flow in and around you. As a bonus action, you from the sorcerer’s spell list. These spells typically
can create an aura corresponding to your draconic reflect the characteristics of the type of dragon
tradition. This aura lasts for 1 minute, or until you revered in your tradition, but they may be any spells
dismiss it as a bonus action. At the beginning of your you choose.
You can now cast spells more often. You can cast
the spells gained from this class a number of times
equal to 1 plus your Charisma modifier (at a minimum
of 3) and regain any expended uses when you finish a
long rest.

DrAgon BreAth
At 15th level, you’ve mastered the secret of a dragon’s
breath weapon. As an action, you can exhale magical
energy in a fearsome display of power. Each creature
in a 15-foot cone or 5 x 30-foot line (your choice)
must make a saving throw against your spell save
DC. If your tradition’s damage type is poison or cold,
the saving throw uses Constitution, otherwise it
uses Dexterity. On a failed save, a creature takes 3d6
damage of the type corresponding to your tradition
and is burned, and half as much damage on a
successful save and is not burned.

greAter DrAconic mAgic


When you reach 18th level, you can fly. As a bonus
action, dragonlike wings made of magical force
spring forth from your back, granting you a flying
speed of 30 feet. If you already have wings, those are
augmented with magical energy to resemble those of
a dragon. These wings last for 1 minute, or until you
dismiss them as a bonus action.
You also master a single 3rd level spell, as seen
in the Draconic Tradition table. Unlike your other
draconic magic spells, you can only cast this spell a
single time before you must finish a long rest to do so
again.

Fell Knight
From Frank DePaolo
Fell Knights are warriors who embrace an
My favourite type of otherworldly darkness in order to gain strength. The
warrior! Who doesn’t typical Fell Knight conducts some dark ritual, binding
love dragons? their weapon and armor to a minor fiend or another
shadowy entity. This fell rite represents a willingness
to sacrifice their own vitality, and possibly their very
souls, to defeat their foes.
riteS of mAleficiA
When you choose this archetype at 3rd level, you
learn an eldritch ritual that bonds your weapon and
armor to a dark power. This ritual takes one hour, and
expends 10 gp worth of rare minerals, sulfur, and salt
to magically link your equipment with the essence of
an evil or mysterious otherworldly entity. The armor
bonded in this ritual must be medium or heavy, and
the weapon must have either the heavy, two-handed,
or versatile property. You can only have one set of
bound equipment at a time; if you start a new ritual,
the magic from the previous one fades away.
This shadowy rite allows you certain abilities, each
called a maleficium, that are fueled by your life pool.
You must be wearing your bonded armor and wielding
your bonded weapon in order to use your maleficia.
You learn three maleficia of your choice, which
are detailed under “Maleficia” below. Many of these
enhance an attack in some way. You can use only one
maleficium per attack.
You learn an additional maleficia of your choice at
7th, 10th, 15th, and 18th level. Each time you learn a
new maleficium, or conduct your ritual again, you can
also replace one you know with a different one.
Life Pool. You have four life points in your life
pool, which represent the contribution of your
spiritual energy to the fell ritual. You regain all of your
expended life points when you finish a short or long
rest. Depleting this pool usually leaves you with some
adverse effect; you’ve weakened your life force and
the dark power is pulling your soul.
You gain another life point at 7th level, and a sixth at
15th level.

from the grAVe


Starting at 3rd level, the prospect of your demise
throws the bound dark power into terrible
excitement. If you’re wearing your bonded armor,
after you roll a death saving throw, roll a d8. Hostile
creatures within 30 feet take necrotic damage equal
to the roll if you fail the save, and half as much if you
pass it. Do not roll the damage if the death saving
throw stabilizes you.
The damage dice you roll increases to 2d8 at 10th
level, and 3d8 at 18th level.

DArk Armor
When you reach 7th level, your affinity with the entity
bonded by your fell ritual manifests in the form of
ominous wisps of shadow emitting from your armor.
You add your proficiency bonus to any ability check
one With DeAth
using the Intimidation skill while wearing your bonded
armor. If you are already proficient in Intimidation, Starting at 10th level, as a bonus action, you can have
you add double your proficiency bonus instead. all your weapons deal necrotic damage instead of
In addition, if you are lightly obscured by shadows, their normal type until the end of your turn.
you can instead choose to be heavily obscured as the Additionally, you gain resistance to necrotic
darkness clings to you tightly. damage.

65
Galder's Gazeteer: Fighter
DeADly Vehemence infernAl Strike
At 15th level, you can infuse your attacks with wicked When you make an opportunity attack using your
fervor from the bound entity, but the focus on bonded weapon, you can choose to spend any
destruction leaves you compromised. As a bonus number of life points. On a successful hit, add 1d4
action, you can allow the dark entity’s essence of necrotic damage to the damage done per life point
viciousness to overwhelm you. Until the start of your spent, and reduce the enemy’s speed by 5 feet per life
next turn, you gain a bonus to your attack and damage point to a minimum of 0.
rolls equal to twice your current number of life points,
but all attack rolls against you have advantage. SAnguine Strike
Once you use this feature, you cannot do so again As an action you can choose to channel the power of
until you finish a short or long rest. the dark entity in you into one brutal attack. Spend
2 life points to make a melee weapon attack with
grim BArgAin advantage using your bonded weapon against a
At 18th level at the end of your turn, if you have no life creature in range. A creature hit with this attack also
points left, you can barter for more power by rolling has disadvantage on its next attack. If this attack
a d20. On a roll of 10 or higher, you can choose to causes a creature to become bloodied, you deal
regain 1 life point. If you do so, you are doomed until additional necrotic damage equal to your fighter level.
the next dawn, as the dark entity claims you.
SouleAter
Bloodletting your enemies allows you to steal some
of their vitality. After you hit an enemy with a melee
If a maleficium has prerequisites, you must meet weapon attack using your bonded weapon, you can
them to learn it. You can learn the maleficium at the expend 1 life point and gain temporary hit points
same time that you meet its prerequisites. equal to the roll of the weapon’s damage dice.
The maleficia are presented in alphabetical order. If using this maleficium expends your last life point,
absorbing some of your enemy’s life force taints your
ABSorB weakened soul. You have disadvantage on saving
Prerequisite: 15th level throws to avoid being charmed or frightened until
By spending 2 life points, you can use your reaction to you regain life points.
absorb all incoming magical damage into your armor,
feeding the entity’s power. Surge of WickeDneSS
If using this maleficum leaves you with 0 life points, Prerequisite: 10th level
your speed is halved until you regain life points. The Wearing your bonded armor gives you unnatural vigor
growing weight of negativity slows you down. and a searing hatred that can manifest in the world
around you. When you are subject to an effect that
ABySSAl WAVe forces you to make a saving throw to avoid taking
As an action, you can spend 2 life points and unleash damage, as a reaction you can spend 1 life point to
some of the dark entity’s terrible power. All hostile gain advantage on that saving throw.
creatures within a 15-foot radius sphere centered on Alternatively, if an enemy you can see within 30 feet
you take 1d8 necrotic damage. This damage increases is forced to make any saving throw, you can impose
to 2d8 at 10th level, and to 3d8 at 18th level. disadvantage on that creature’s saving throw by
If you do not have any remaining life points after spending 1 life point as a reaction.
you make this attack, you also take the damage rolled, If you spend your last life point to use this
and it overcomes your resistance to necrotic damage. maleficium, your will is exhausted. Starting at the
end of the current turn, you are despondent until you
fell BlADe have at least 1 life point.
Once per turn, when you hit a creature with a melee
weapon attack using your bonded weapon, you can unholy SAcrifice
spend 1 or more life points to deal necrotic damage Prerequisite: 10th level
to the target, in addition to the weapon’s damage. After you hit a creature that isn’t a construct or
The extra damage is 1d6 for 1 point spent, plus ld6 for undead with your bonded weapon, but before you
each additional life point spent more than the 1st, to roll for damage, you can spend 1 life point and infuse
a maximum of 3d6. your weapon with the dark entity’s appetite for death.
Starting at 10th level you roll d8s for the extra Choose one ally you can see. If your attack reduces
damage, and at 18th level you roll d10s. the hit creature to 0 hit points, the ally regains hit
If using this maleficium expends your last life point, points equal to the damage dealt by your killing blow.
you are doomed until you have at least 1 life point.
Wrecking BloW VenAtor
When you hit with a bound weapon attack, you can You wear down your quarry with inexorable skill.
expend 1 life point and roll a d4. The enemy’s AC is Starting at 15th level, when you hit a creature that is
reduced by the number rolled. This effect lasts until below its hit point maximum with a weapon attack,
the start of your next turn. you deal an additional d6 damage of the same type as
If using this maleficium reduces your life pool to the weapon. You can deal this extra damage only once
0, your bonded armor’s AC is reduced by the amount per turn.
rolled until you have at least 1 life point. The bonded
entity corrupts your armor’s material. guArDiAn of the mArcheS
Your resolve is unyielding, and your skill unmatched.
Wildlander At 18th level, you have advantage on saving throws
From Garrett Zanca against suffering exhaustion, becoming poisoned,
and being knocked prone. In addition, you gain a
Fighters who live on the wild frontier, wildlanders second type of known enemy and can change either
rely on martial prowess to defeat the monstrous whenever you finish a long rest instead of whenever
foes prowling on the fringes of civilization. Unlike you gain a level.
rangers who draw magic from a sacred connection to
nature, a wildlander’s heart remains with the society
they protect, even when patrolling deep into the
wilderness. Their knowledge of weapons, enemies,
and the terrain they roam is paralleled by few, and
should never be underestimated.

knoWn enemy
Beginning when you choose this archetype at 3rd
level, your experience stalking and slaying a certain
type of monster gives you an edge. Choose a type
of known enemy: beasts, dragons, elementals,
fey, fiends, giants, monstrosities, oozes, or plants.
Alternatively, you can select two races of humanoid
(such as gnolls and orcs) as your known enemies.
You have advantage on ability checks made to track
your known enemies or recall information about
them. Additionally, you gain a bonus to damage rolls
with weapon attacks against creatures of the chosen
type on your first turn after you roll initiate. This
bonus is equal to your proficiency bonus.
Whenever you gain a level in this class, you can
replace your selection with another reflecting new
foes you’ve grown accustomed to hunting.

Self-reliAnt
At 7th level you gain proficiency in another skill to
help sustain yourself while ranging the frontier.
Choose one from Animal Handling, Nature,
Perception, Stealth, or Survival.

lAnD'S StriDe
Starting at 10th level, moving through non-magical
difficult terrain costs you no extra movement. You can
also pass through non-magical plants without being
slowed by them and without taking damage from
them if they have thorns, spines, or a similar hazard.
In addition, you have advantage on saving
throws against plants that are magically created
or manipulated to impede movement, such those
created by the entangle spell.

67
Galder's Gazeteer: Fighter
Monk Path of Power
This section contains new options for the monk, both Breath of Building heat
new Monastic Traditions and a variant base class. The You’ve mastered a meditation technique that fills
variant monk class is built around pursuing a balance your lungs with steam and your blood with fire. As a
between mental and physical perfection. The Way of bonus action, you can begin to concentrate on this
Crushing Snow is a tradition with practices inspired meditation as though concentrating on a spell. As
by the power of icy avalanches. Also presented is the long as you do so, you have resistance to cold and fire
Way of the Open Mind, a tradition that focuses on damage.
mastering psychic power.

Variant Monk
When you choose this variant class, you gain the
Extraordinary Techniques feature at 4th level instead
of the following features presented in the Monk Table:

• Deflect missiles
• Slow fall
• Stillness of Mind
• Purity of Body
• Tongue of the Moon and Sun
• Extraordinary Techniques
In your pursuit of mystic truths and bodily
perfection, you have mastered extraordinary
techniques. These are ways you’ve learned to
harness your ki that grant you exceptional abilities
and supernatural power. At 4th level you gain one
extraordinary technique of your choice from both the
Path of Power and the Path of Serenity.
As your ability grows, you must strive to keep these
paths in balance. When you gain certain monk levels,
you gain additional techniques, as shown in the
Techniques Known column of the Variant Monk table.
You cannot know more than one more technique of
one path than the other.
Additionally, when you gain a level in this class,
you can choose one of the techniques you know and
replace it with another technique that you could learn
at that level, as long as you know no more than one
more technique of one path than the other.

Variant Monk taBle

Level Techniques Known


4 2
7 3
9 4
10 5
13 6
14 7
18 8
supreMe forM
When you have experienced as much as me
you think that you have seen it all. I used Prerequisite: 18th level
to think this, at least until I saw a monk As a bonus action, you can spend 8 ki points to
floor a dragon with a flurry of staggering focus your energy and transform into an avatar of
blows. Nice. These monks have honed their supreme excellence and spiritual perfection. For the
fists to be as deadly as any blade or spell. next minute, you gain resistance to all damage and
every hit you make using your unarmed strikes or
monk weapons in a critical hit. You also gain a flying
deflect Missiles speed equal to your walking speed. Once you use this
You can use your reaction to deflect or catch the technique, you must finish a long rest before you can
missile when you are hit by a ranged weapon attack. do so again.
When you do so, the damage you take from the attack
is reduced by 1d10 + your Dexterity modifier + your whirlwind attack
monk level. Prerequisite: 6th level
If you reduce the damage to 0, you can catch the You can use your action to strike in a massive spiral
missile if it is small enough for you to hold in one motion and make a melee attack against any number
hand and you have at least one hand free. If you of creatures within 5 feet of you, with a separate
catch a missile in this way, you can spend 1 ki point attack roll for each target.
to make a ranged attack with the weapon or piece
of ammunition you just caught, as part of the same
reaction. You make this attack with proficiency,
Path of Serenity
regardless of your weapon proficiencies, and the diaMond soul
missile counts as a monk weapon for the attack,
Prerequisite: 14th level
which has a normal range of 20 feet and a long range
of 60 feet. Your mastery of ki grants you proficiency in all saving
throws.
flowing counter Additionally, whenever you make a saving throw
When an enemy strikes, you can use the momentum of and fail, you can spend 1 ki point to reroll it and take
their attack against them. The first time each turn an the second result.
enemy misses you with a melee attack, you can force
that enemy to move to a space within 5 feet of you. MeditatiVe insight
Prerequisite: 9th level
grip of stillness You can spend an hour in careful mediation
Prerequisite: 9th level contemplating an intelligent creature you are familiar
As an action, you can attempt to grab an enemy at a with. The next time you interact with that creature,
special point on their body to interrupt the flow of you can tell whether it is lying. You can only use this
their ki. Spend 2 ki points and make a melee attack feature for one creature at a time, and if you use it on
roll using your unarmed strike against a humanoid second your mystic intuition about the first leaves
you can see. On a hit, instead of taking damage the your mind.
creature is grappled by you. While it is grappled it is
also paralyzed. The grapple lasts until the creature stillness of Mind
takes any damage or if you move. By focussing inward, you can use your action to
Once a creature has been affected by this technique, end one effect on yourself that is causing you to be
it is immune to the effect for the next 24 hours. charmed or frightened.

iron shirt slow fall


Prerequisite: 6th level You can use your reaction when you fall to reduce any
falling damage you take by an amount equal to five
You harden your body to withstand incoming blows.
times your monk level.
In response to being targeted with a melee attack,
you can use your reaction and spend 1 ki point to give
yourself resistance to any bludgeoning, piercing, and
tongue of the Moon and sun
slashing damage that might be dealt by that attack. Prerequisite: 9th level
You learn to touch the ki of other minds so that
purity of Body you understand all spoken languages. Moreover,
Your mastery of the ki flowing through you makes you any creature that can understand a language can
immune to disease and poison. understand what you say.

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Galder's Gazeteer: Monk
tranquil archery frost strike
Prerequisite: 14th level Starting at 3rd level, you become one with the
Once on your turn if you take the Attack action and shifting snow and can spend 1 ki point to infuse your
make a ranged attack with a monk weapon, you can blows with icy cold. When you do so, your unarmed
spend 3 ki points to add your Wisdom modifier to the strike and monk weapons deal cold damage instead
attack roll. of their normal type for the next minute. While this
effect is ongoing, once per turn after you hit using an
read forM unarmed strike or a monk weapon, you can spend 1
Prerequisite: 6th level additional ki point to do an extra 1d4 cold damage.
With a moment’s study, you can learn to predict your
threatening presence
foes moves. As an action, you can observe a hostile
creature that is engaged in combat. For the next When you choose this tradition at 3rd level, you gain
minute your attack rolls using unarmed strikes or proficiency in the Intimidate skill, and you may add
monk weapons have advantage against the creature double your proficiency bonus when attempting to
and it has disadvantage on attack rolls against you. intimidate someone into moving out of your way.
This benefit also ends if, in any combination of three
times, you miss with an attack or the enemy hits you.
natural exposure
Starting at 6th level, you gain resistance to cold and
hyperBolic Meditation bludgeoning damage.
You put yourself into a deep trance that causes
you to appear dead. Any physical inspection fails
MoMentuM transfer
to distinguish between your meditation and death, Starting at 11th level, you harness the unstoppable
though magic will reveal you’re alive. movement of the avalanche. If on your turn you move
For up to 1 year, or until you choose to emerge from at least 20 feet towards a creature and then attempt
this state, you are blinded and incapacitated, and its to shove it away using your Attack action, you may
speed drops to 0. You gain resistance to all damage spend up to 3 ki points, moving that target an
except psychic damage, and you no longer need to additional 10 feet per ki point spent.
eat, drink or breath. If you are diseased or poisoned
when you enter your meditative state, or becomes unstoppaBle force
diseased or poisoned while in this state, the disease Starting at 17th level, whenever your first attack on
and poison have no effect until your trance ends. your turn hits, you may spend 3 ki points. If you do,
you gain advantage on all attack rolls until the end of
eMpty Body your turn.
Prerequisite: 18th level
You can use your action to spend 4 ki points to Way of the Seeing Mind
become invisible for 1 minute. During that time, you From Christopher T. Cooper
also have resistance to all damage but force damage. Your tradition focuses on opening the mind. You’ve
Additionally, you can spend 8 ki points to cast the trained yourself to perceive reality from a vantage
astral projection spell, without needing material beyond your own senses. These mystic insights allow
components. When you do so, you can’t take any you to shape the world around you into what it may be,
other creatures with you. and is, based on your deeper understanding of reality.

Monastic Traditions paradigM strike


At 3rd level, you can channel ki into your strikes
These are two new options for subclasses available to
to bend reality. Whenever you use your Flurry of
monks when they reach 3rd level.
Blows, in place of one of the attacks, you can target a
creature with one of the following effects.
Way of the Crushing Snow Astral Shift. You teleport the target up to 10 feet to
From Benjamin Petitt a destination you can see.
Your monastic tradition draws power from the Psychic Terror. The target gains vulnerability
pulverizing momentum of an avalanche. You learn to to psychic damage until the end of your next turn.
harness the power of the rolling snow and sheets of In addition, until the end of your next turn your
ice to assault your foes. Monks that choose this path unarmed strikes deal psychic damage to it instead of
push forward relentlessly, regardless of the situation the normal type.
or the obstacles in front of them. Warp Time. The target either has its walking speed
halved or doubled until the end of its next turn.
Mental oVerload infinite sight
Starting at 6th level, when you hit a foe with an At 17th level, you can transcend your physical body
unarmed strike, your touch can impart a portion and exist in a state of psychic potential.
of your mystic understanding on an untrained As an action, you transform into a translucent,
mind, fracturing the creature’s grip on this world. shimmering form and three duplicates of yourself
Immediately after you hit a creature that isn’t a appear in your space. When you do so, you gain
construct or undead and has an Intelligence of at resistance to all types of damage, a fly speed of 30
least 4, you can spend 2 ki points to force the target feet, and the ability to pass through solid objects but
to make a Wisdom saving throw. On a failure, it acts not end your movement within them. The duplicates
as though under the effect of the confusion spell. An use your game statistics, including these benefits.
affected creature can repeat the saving throw at the This transformation and the duplicates last for 1
end of its subsequent turns, ending the effect on a minute or until you dismiss the effect as a bonus
success. action.
While the duplicates last you can talk, see, and hear
extended possiBilities as though you were in any of the duplicate’s spaces.
Beginning at 11th level, your ability to see beyond the You can use a bonus action to have the duplicate
present world lets you harness possibilities unknown move 30 feet or make a single attack.
to others. After you make an attack roll or ability As soon as a duplicate hits with an attack, loses hit
check, but before the GM tells you the result of the points, or fails a saving throw, it disappears. If all the
roll, you can gain an additional bonus to the roll equal duplicates disappear, your transformation also ends
to your monk level. early.
Once you use this feature, you must finish a short Once you use this feature, you cannot use it again
or long rest in order to do so again. until you complete a long rest.

71
Galder's Gazeteer: Monk
Paladin
These armoured power-houses take on an
oath to gain the power to overcome their
foes. Hope that they never take an oath to
come after you!

Sacred Oaths
Upon reaching 3rd level, paladins select their subclass
by taking a solemn vow. Four new options for Sacred
Oaths are presented in this section. The Oath of
Obedience swears fealty to a single deity, and dutifully
fulfills their demands. The Oath of Remembrance
carries on the memory of fallen comrades. Those
who take the Oath of Transcendence join an order
dedicated to protecting mortals from the dangers of
the far realms. Finally, the Oath of the Triune are the
sworn servants of three noble virtues who are called
into service by divine will.

Oath of Obedience
From Garrett Zanca
Most paladins swear an oath to justice and
righteousness. Many serve the gods who share their
love in these principles. But some are destined by
their deity to be a conduit of their divine power.
These paladins accept the calling and understand
that their deity will always have the better grasp of
these divine concepts. They believe that by totally
and perfectly serving their deity, they might be able
to see the world through divine eyes destined for
greatness

TenanTs of obedience
Though the Oath of Obedience varies from different
faiths, paladins of this oath share these tenets of
divine devotion.
Faith. The gift that brings all the others to you. Use
it in abundance and without reservation.
Determination. Never flinch in your staunch
pursuit to do what the deity needs.
Service. You are a champion blessed and bestowed
with many talents. Use them to accomplish the
mission.
Piety. Respect and honor is due to the deity, the
teachings, and those that follow.
Zeal. You follow your deity’s cause with
outstanding passion.

divine domain
Choose one divine domain related to your deity from
those available to the cleric class. If you have taken,
or later take, levels in cleric, you must select the same
divine domain.
oaTh spells deific paragon
Your choice of Divine Domain grants you oath spells At 20th level, as an action you can charge yourself
when you choose it at 3rd level. You use that domain’s with a mantle of divine power. For 1 minute, if a
spell table to determine your oath spells, using half Channel Divinity option normally requires your
your paladin level instead of a cleric level. action to use, you can instead use it as bonus action.
In addition, you can use your Channel Divinity any
channel diviniTy number of times without resting.
When you take this oath at 3rd level, you gain the
following ways to use your Channel Divinity: The Oath of Remembrance
Domain Channel. Your chosen domain determines From Thomas St. Clair
the way you can Channel Divinity. Using your
Channel Divinity, you are able to produce the effect The Oath of Remembrance is a solemn vow to
of the option a cleric of your chosen domain gains at remember and act in accordance with the ideals of
2nd level. If that option uses a value of a cleric level, those who have died. The relationship to the deceased
use half your paladin level instead. can differ greatly between paladins of this oath - they
Rebuke the Heathen. As an action, you present could be a loved one, a fallen comrade, a cherished
your holy symbol and speak a prayer condemning friend, or even a hero of legend who perished long
the faithless. Choose a single hostile creature that ago. Regardless of who was lost, paladins who swear
can see or hear you within 30 feet of you. It must this oath dedicate themselves to preserving life in
make a Wisdom saving throw. If that creature fails remembrance of the departed.
its saving throw, it cowers or stands in awe (your
choice) for up to I minute. If the creature takes any
damage, is targeted by a harmful spell, or you become
incapacitated, the effect ends at the start of your
subsequent turn.
An affected creature can’t willingly move, and
attack rolls against it have advantage. It also has
disadvantages on Dexterity or Wisdom saving throws
while it is dumbstruck by your deity’s power.

aura of obedience
Starting at 7th level, your devoted obedience to your
deity manifests as the power to compel the will of
others. You always have command prepared and it
does not count against the number of spells you can
prepare per day.
When you cast command targeting a creature
within 10 feet of you, you may target one additional
creature within 10 feet of you for each one affected
by the spell. Additionally, all creatures within 10 feet
of you have disadvantage on their saving throws
against the spell.
At 18th level, the distance at which these additional
effects take place increases to 30 feet.

WiThering sermon
Starting at 15th level, the divine authority you wield
to condemn the unfaithful grows. When you use
your Rebuke the Heathen option for your Channel
Divinity, all unfriendly creatures within 30 feet that
can hear you must make a Wisdom saving throw or
take necrotic or radiant damage (your choice) equal
to your level.

73
Galder's Gazeteer: Monk
TeneTs of remembrance within 30 feet of you takes damage that would reduce
their hit points to 0, you can use your Channel
Though the Oath of Remembrance represents an
Divinity to take a special reaction that prevents any
intensely personal journey, paladins of this oath tend
damage from being dealt to that creature. Instead,
to share these tenets.
you drop to 0 hit points. You are automatically
Remember the Fallen. Let the memories of those
stabilized and do not make death saving throws as a
we’ve lost guide our actions.
result of this effect.
Preserve Life. Life is precious, and I will do all I can
to safeguard it.
Sacrifice. If someone is to join the fallen, let it be
aura of The fallen
me in the stead of others. Starting at 7th level, the spirits of the fallen imbue
you with an aura that defends your allies from
oaTh spells death itself. While you aren’t incapacitated, friendly
creatures within 10 feet of you have advantage on
You gain oath spells at the paladin levels listed in the
death saving throws and weapon attacks can’t score
Oath of Remembrance Spells table. See the Sacred
critical hits against them.
Oath class feature for how oath spells work.
At 18th level, the aura’s range increases to 30 feet.

oaTh of remembrance spells ode To remembrance


Starting at 15th level, you can seek guidance from
Paladin those whose spirits have traveled to the outer planes.
Level Spells You can cast commune once and regain the ability to
3rd healing word, silent image do so again when you finish a long rest. You receive
the answers to your questions from the spirit of
5th enthrall, gentle repose someone you honor, acting as a divine messenger.
9th beacon of hope, speak with dead Additionally, when you cast the spell this way, the
spirits you commune with supernaturally rejuvenate
13th death ward, divination you and your allies. You and up to six friendly
hallow, legend lore creatures within 30 feet regain hit points equal to
17th
your paladin level and are cured of any diseases.

requiem aeTernam
channel diviniTy At 20th level, as an action, you may call the spirits
When you take this oath at 3rd level, you gain the of the fallen to manifest around you. For 1 minute,
following two Channel Divinity options: enemy creatures who attack a friendly creature within
To the End, They Remain. As an action, you a 30-foot radius of you have disadvantage on attack
present your holy symbol and speak a prayer for the rolls. Additionally, for the duration, friendly creatures
fallen, warding a friendly creature of your choice within the radius, including you, automatically
against a similar fate. For the next minute, any succeed on death saving throws.
creature who makes an attack against the warded Once you use this feature, you can’t use it again
creature must first make a Wisdom saving throw. On until you finish a long rest.
a failed save, the creature must choose a new target
or lose the attack or spell. The warded creature is not
protected from area effects, such as the explosion
The Oath of Transcendence
from fireball. Those that take up the Oath of Transcendence often
Funeral Bell. You, and only you, hear the deafening swear themselves to an order of knights who have
clang of a spectral bell, warning you of death’s seen those that reside beyond the Material Plane.
approach. Immediately after a friendly creature Empowered by an ancient tradition of runic wards,
those who take this path swear to fight demons of
the abyss, the devils of the hells, creatures that feed
Another Way of Remembrance on negative energy, and the abhorrent alien intellects
Instead of the oath spells listed, you might that stare upon the material world with greedy
instead learn spells that honor other adventurers. eyes. These cosmic threats seek to topple what the
You may replace an oath spell with a spell of the transcendent call the Unseen Throne, the very order
same level named after someone you are sworn of creation, and return all that is to utter nothingness.
to protect the memory of. For example, at 3rd Whether one swears this oath is a member of an
level instead of silent image you might choose order, been shown the truth by a master, or has had
Galder’s fabulous fizzbangers instead. divine providence set them upon the path, all are
united in their purpose to defend creation itself.
TeneTs of Transcendence your Charisma modifier to the damage. This additional
damage is radiant. Fiends, undead, and aberrations
I am the custodian of the Throne. I shall protect the
take an additional 1d4 radiant damage from this effect.
song of creation, and those who sow discord in its
You may use this ability a number of times a day
notes I shall hunt. I act to shield the mortal realm.
equal to your Charisma modifier.
I am the sword that stands ready. I shall tend to
my mind as I do my body. I shall embolden the spirits
of others as I do my own and encourage those about
quicksilver
me to move toward destiny. Starting at 15th level, the authority with which you
I am one against the legion. Though my enemies speak your canticles of abolishment gives you greater
are without number, and my war is without end. power over your foe. When a creature under the
effect of your Demonhunter feature makes an attack,
oaTh spells you can use your reaction to make a melee weapon
attack against that creature if it is within range. You
You gain oath spells at the paladin levels listed in the
make the attack roll with advantage.
Oath of Transcendence Spells table.
Transcendence
oaTh of Transcendence spells At 20th level, you have come to master the esoteric
nature of your oath. Your appearance has changed
Paladin
permanently, such as glowing symbols tattoos across
Level Spells
your body, or a nimbus of golden light. Decide with
3rd shield, hunter’s mark your DM how you these changes manifest. This
transformation grants you advantage on Wisdom
5th silence, zone of truth
(Persuasion) checks made to get good creatures
9th haste, counterspell to act in your interest, and advantage on Charisma
(Intimidation) checks made against evil creatures.
13th banishment, dimension door In addition, you can become a font of the divine
17th commune, scrying energy of the high heavens. As a bonus action, you
can gain the following effects:

• You can use both your Demonhunter and


channel diviniTy Geometric Warding Channel Divinity options.
When you take this oath at 3rd level, you gain the • For the next minute, your attacks do an additional
following two Channel Divinity options. 4d8 radiant damage. Fiends, undead, and
Demonhunter. As an action, you utter canticles aberrations hit by your attack must succeed on
of abolishment, using your Channel Divinity. For 1 a Wisdom saving throw or become blinded for 1
minute, any fiend, undead, and aberration within minute.
60 feet of you that can see or hear you must make a
Wisdom saving throw. Fiends have disadvantage on You regain the ability to manifest this power when
this saving throw. you finish a short or long rest.
On a failed save, the creature is frightened for 1
minute and its speed is reduced to 0. On a successful The Oath of Triune
save, the creature’s maximum speed is halved for 1 From Cameron Melka
minute. A creature that fails this save can repeat it at Paladins who swear the Oath of the Triune are bound
the beginning of each of its turns. to teaching three great virtues: honesty, justice, and
Geometric Warding. As a bonus action, you charge vigilance. These three virtues form the basics of a high
geometric patterns woven into your clothes, tattooed code of chivalry and bravery that all who devote their
across your body, or etched into your armor. For 1 lives to this path must follow. Often these paladins
minute, these patterns serve to ward you from the are members of a religious order, but some set on this
outsider’s baleful abilities. You gain a bonus equal to path after feeling the call of gods from beyond their
half your paladin level on saving throws against spells own world.
and effects from fiends, undead, and aberrations.

ardenT blade Tenets of the Triune


By 7th level, you have learned to charge runic script, These tenets form the core of the Triune belief system.
geometric patterns, or the prayers that adorn your They are upheld as enacting the will of the divine.
weapons with divine energy. When you hit a creature Honesty. Lies and deceit are the antithesis of the
with a magical or silvered weapon, you can add 1d4 + Threefold. Deeper though is the quest for truths.

75
Galder's Gazeteer: Monk
Justice. Deal justice evenly. Illuminate the truth vigilanT WaTcher
behind corruption, and punish the guilty.
Starting at 15th level, you have truesight out to a
Vigilance. Be vigilant. Stand, wait, and watch
range of 30 feet.
carefully. Protect the weak, poor, injured, and young.
Anticipate attacks and be ready. Know your foes. Care loyal fury
for your weapons so they may perform their duties
At 20th level, you can channel the appearance of the
when called upon. Careful planning always defeats
Threefold Deity. Your eyes go invisible, showing only
rushed actions in the end.
maimed, empty sockets and spectral gauntlets appear
oaTh spells over your hands. Using your action, you undergo
a transformation. For 10 minutes, you gain the
You gain oath spells at the paladin levels listed.
following benefits:

oaTh of Triune spells • You gain a fly speed of 60 feet.


• When an ally within 30 feet of you is hit with an
Paladin attack, you can use your reaction to swap places
Level Spells with that ally and take the damage from the attack
identify, sanctuary instead. You magically teleport into each others
3rd
spaces, and the attack roll made against your ally
5th see invisibility, detect thoughts automatically hits you.
9th beacon of hope, tongues
• You know when a creature within 30 feet of you is
lying.
13th arcane eye, guardian of faith
Once you use this feature, you can’t use it again
17th legend lore, scrying until you finish a long rest.

channel diviniTy
When you take this oath at 3rd level, you gain the
following two Channel Divinity options.
Blind Faith. As an action, you touch a creature,
turning their eyes solid white. The creature gains
blindsight of 30 feet for 10 minutes.
The Great Guard. As an action, choose a number
of targets equal to your Charisma modifier (minimum
of 1). The selected targets gain +1 AC for 1 minute.

aura of acumen
Starting at 7th level, your faith rattles liars and
deceivers. Any creature within 10 feet of you has
disadvantage on Charisma (Deception) checks made
to lie. At 18th level, the range of this aura increases to
30 feet.

The Triune in Other Worlds


In a faraway world, paladins of this oath are
devout followers of the good gods: Helm the god
of truth, Tyr the god of justice, and Torm the
great guardian. Often discounted as a heretical
belief, members of this order know the truth
- Helm and Tyr were both killed, and their
essences merged into Torm’s. Though amounts
of devotion to specific aspects of the Tripartite
deity differs between paladins, those who swear
the Oath of the Triune dedicate their lives to
furthering the goals of Torm, and by extension,
Helm and Tyr.
77
Sah-Kajul Galder's Gazeteer: Monk
Arctic. You have resistance to cold damage, and can
Ranger tolerate sub-freezing temperatures without penalty.
Coast. You can hold your breath twice as long as
Variant Class From Michael Margolin
normal, and your swimming speed increases by 10.
Desert. You have resistance to fire damage.
I’ve seen countless rugged heroes ranging Forest. You have resistance to poison damage.
the frontiers and wandering the wilderness. Grassland. You have resistance to lightning
They all have different sets of skills and damage, and your walking speed increases by 5.
talents. Many think they’re the best type Mountains. Your climbing speed increases by 10,
of ranger and the others are lacking some and any damage you take from falling is halved.
essential quality. No wonder they often end Swamp. You have resistance to acid damage, and
up as loners! advantage on saving throws to resist disease.
Subterranean. You have tremorsense out to 10 feet.
You also gain darkvision out to 30 feet, or increase the
Variant Ranger range of your darkvision by 30 feet if you already have
it.
When you choose this variant class, you no longer
Each time you gain a level, you may replace your
gain the following features in the Ranger Table:
chosen environment with another from the same list,
• Favored Enemy reflecting the new experience you’ve gained on your
• Natural Explorer travels.
• Primeval Awareness
• Hide in Plain Sight Expert Tracker
• Vanish You are skilled at finding and following traces of
• Feral Senses creatures as they pass through an area. Beginning
• Foe Slayer at 1st level, you add double your proficiency bonus
to Intelligence and Wisdom checks made to track
You instead gain the following features at the levels
creatures or notice signs of their passage.
indicated in the Variant Ranger table.
Vigilance
Variant ranger table It’s near impossible to catch you off your guard.
Starting at 3rd level, you have advantage on initiative
Level Features Known rolls.
1st Boundless, Expert Tracker
Gift of the Wild
3rd Vigilance
At 6th level, your mystic connection to nature
6th Gift of the Wild grants you a wondrous boon. Choose from one of
the following gifts detailed below. Once you use the
9th Legendary Endurance
benefit granted by your gift, you must finish a short
10th Stalker or long rest before doing so again.
Animal Empathy. Through body language,
14th Matchless Slayer
vocalizations, and a spiritual link to your wild kin, you
18th Master Guide can influence the behavior and attitudes of animals
as an action. Choose one beast that can see and hear
20th Preternatural Senses you with an Intelligence of 3 or lower, and that you
haven’t harmed in the last 10 minutes. It must make
a Wisdom saving throw against your spell save DC
Boundless or be charmed by you for 1 hour or until it takes any
You are an expert explorer and adept at navigating damage.
the wilderness. Starting at 1st level, you have a While charmed by you, you and the beast are able
climbing and swimming speed equal to your walking to communicate simple thoughts through sounds
speed. and gestures. The beast is limed in its awareness
Additionally, you have dedicated yourself to and intelligence, but can generally recall information
patrolling a particular environment and enduring about the local area or what it has witnessed in the
against the threats found there. Choose one type of past day. It can also follow simple instructions at the
terrain from the list below, which determines how GM’s discretion such as “fly to that tree and chirp if
you’ve trained yourself to survive. you see a troll” or “carry this scroll in your mouth.”
You can only have one beast charmed in this way at
a time, and attempts to charm additional beasts fail.
Preternatural Senses
Mark Quarry. When you choose this gift, you learn You have an unparalleled awareness, heighted by
the hunter’s mark spell, and it doesn’t count against your primal connection to nature. At 20th level you
the number of spells you know (if you already know know the location of creatures that are invisible or
this spell, choose another ranger spell to learn for attempting to hide within 30 feet of you. Additionally,
free). You can use this gift to cast hunter’s mark once you cannot be surprised.
without expending a spell slot.
Protector’s Awareness. You can attune your
consciousness to the region around you to sense
lurking threats. As an action, choose a type of
creature from: dragons, fey, fiends, elementals,
monstrosities, plants, oozes, or undead. Alternatively,
you can choose a type of monstrous humanoid
such as gnoll or goblinoid. Within a 5 mile radius,
you know the approximate number of creatures of
the chosen type (such as few or scores), and their
general direction (such as 2 miles north-east and
underground).

Legendary Endurance
At 9th level, if you fail a saving throw to resist
becoming exhausted or adversely affected by extreme
weather, you can choose to succeed instead. You can
use this feature once, and must finish a long rest
before you can do so again.

Stalker
Starting at 10th level, you can take the
Hide action as a bonus action. Once you
are hidden, if you are in natural terrain
you can expertly camouflage yourself and become
invisible. You remain invisible as long as you move
no more than 5 feet on your turn. The invisibility
also ends if you make or are hit with an attack, cast a
harmful spell, make noticeable noise, or enter an area
that offers no cover or obscurement.

Matchless Slayer
At 14th level, you are unrivaled at finding weaknesses
and exploiting your prey’s vulnerabilities. If you
spend 1 minute observing a creature, once each turn
you can add a bonus equal to your Wisdom modifier
to a damage roll against any creatures of the same
type (or sub type, such as goblinoid for humanoids).
This benefit lasts for 1 hour or until you focus your
study on another type of foe.

Master Guide
Beginning at 18th level, as part of a long rest, you may
spend 1 hour instructing up to 8 willing creatures
how to employ the same survival techniques you’ve
mastered. Those creatures gain the benefits of your
Boundless features based on your chosen terrain.
These benefits last until the creatures you instructed
finish their next long rest.
Rogue Dirty Trick
At 5th level you can upend a fight with some dastardly
maneuvers. You learn two of the following tricks. You
In my travels in Erustral I journeyed gain another at 9th level and a fourth at 18th level.
alongside Jimmy the Rogue. More like Jimmy Whenever you gain a level in this class you can choose
the Useless! He was so clumsy with dagger one of the tricks you know and replace it.
and bow that he more often hit his allies
Backstab. Once a turn when you make a melee
than his enemies. Here are my notes for
aspiring rogues to improve their skills and attack, you can give yourself advantage on that attack
not end up like Jimmy. roll if there is at least one creature hostile to your
target within 5 feet of it. Once you use this trick on a
target, that creature cannot be affected by this trick
for 8 hours.
Variant Rogue Eye Gouge. If you hit a creature with a melee
weapon attack and met the requirements for your
When you choose this variant class, you no longer
Sneak Attack feature you can forgo dealing the
gain the following features presented in the Rogue
additional damage and instead go for the eyes. The
Table:
creature you hit is blinded until the end of its next
• Thieves Cant turn. Once you use this trick on a target, that creature
• Uncanny Dodge cannot be affected by it again for 8 hours.
• Evasion Hamstring. If you hit a creature with a melee
• Blindsight weapon attack and met the requirements for your
• Slippery Mind Sneak Attack feature, you can choose to reduce that
• Elusive creature’s speed to 0 until the end of its next turn
instead of dealing the extra damage. A creature can
You instead gain features at the levels indicated in the only be affected by this trick once every 8 hours.
Variant Rogue table. Harassing Fire. When an enemy you can see
attacks an ally that is at least 10 feet away from you,
Variant rogue table you can attempt to distract them with incoming
missiles. As a reaction, make a ranged weapon attack
Level Feature with weapon you are holding. On a hit, you deal no
damage, but that creature makes the triggering attack
1st Hide in Shadows with disadvantage.
Joint Lock. If you hit a creature with a melee attack
5th Dirty Trick
and met the requirements of your Sneak Attack
7th Lighting Reflexes feature, you can grab your foe at a weak point and
severely hamper them. Instead of dealing additional
9th Dirty Trick improvement
damage you can choose to grapple the target of your
14th Roguish Scheme attack. That creature has disadvantage on melee
attacks while you are grappling it.
15th Wiley Cunning Juke Move. If an enemy forces you to make a
Lighting Reflexes improvement, Dexterity saving throw to avoid taking damage, you
18th can reduce any potential damage you take from
Dirty Trick improvement
that enemy’s effect by an amount equal to your
proficiency bonus.
Skirmisher’s Stealth. If you are hidden when you
Hide in Shadows roll initiative, your first attack in combat doesn’t
reveal your location if you otherwise meet the
You know how to make yourself unseen if given the conditions to hide.
slightest advantage. You can attempt to hide even if
you are only lightly obscured by dim light as long as
you meet the other conditions for hiding.
By 7th level your reflexes allow you to avoid harm.
When you are hit with an attack from an attacker you
can see or if you are subject to an effect that allows
you to make a Dexterity saving throw to avoid taking
damage, you can choose to use one of the following
benefits as a reaction.
• If you are not wearing heavy armor, you can add This NPC is determined by your GM and can provide
your Dexterity modifier twice instead of once to you with a favor in the form of the benefit from
your Armor Class, potentially turning a hit into a any feature of your choosing granted by character
miss. backgrounds that could reasonably be fulfilled in
• You can add double your proficiency bonus to a the area. If you leave the area, harm the character
Dexterity saving throw, possibly turning a failure providing you with the favor, or use this feature again,
into a success. you lose the benefit that NPC provided.
Once you use this feature, you must wait 10 days
At 18th level you can use your Lighting Reflexes before using it again as you build a new scheme.
even if you have already expended your reaction in the
current round, but not more than once per turn. Wiley Cunning
Roguish Scheme By 15th level you’ve seen every trick in the book and
can avoid being bamboozled. You have advantage on
At 14th level your knowledge of the underworld and ability checks to recognize illusions and advantage on
network of seedy contacts allows you to exert wide saving throws to avoid being charmed or frightened.
influence and reap the rewards. After spending 8
hours in an area populated by civilized humanoids
such as a town or a fort, you can find someone to do
you a favor.

81
Galder's Gazeteer: Rogue
Sorcerer Innate Magic
Your sorcerous bloodline grants you a pool of sorcery
This section presents several new options for the points that reflect your inborn magical power. You
sorcerer class. This variant sorcerer relies only on expend sorcery points to create a spell slot of a
spell points for their primary magic. There are also given level, and then use that slot to cast a spell. The
new origins for your sorcerous bloodline. number of points you must expend to create spell
slots is shown in the Sorcery Point Cost table. You
Variant Sorcerer can’t have less than 0 sorcery points, and you regain
all spent sorcery points when you finish a long rest.
When you choose this variant class, you no longer
The number of sorcery points you have to spend,
gain the following features as listed in the Sorcerer
and the maximum level of spell slot you can create
Table:
is shown in the Sorcery Points and Maximum Spell
• Spellcasting Level columns of the Variant Sorcerer Table.
• Sorcerous Restoration
sorCery point Cost
You instead gain the following features at the level
indicated in the Variant Sorcerer Table:
Spell Level Sorcery Point Cost
1 2
2 3
3 5
4 6
5 7

Flexible Cantrips
You know 2 cantrips of your choice from the sorcerer
spell list. You learn additional sorcerer cantrips of
your choice at higher levels, as shown in the Cantrips
Known column of the Sorcerer table. Whenever you
finish a long rest, you can replace one of your cantrips
known with another from the sorcerer spell list.

spells known oF 1st level and HigHer


At 1st level you know two 1st-level spells of your
choice from the sorcerer spell list. You learn a new
sorcerer spells level as you gain levels in this class as
shown in the Spells Known column of the sorcerer
table. A spell you choose must be of a level no higher
than what’s shown in the table’s Highest Spell Level
column for your level. When you reach 6th level, for
example, you learn a new sorcerer spell, which can be
1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you
can choose one of the sorcerer spells you know and
replace it with another spell from the sorcerer spell
list, which also must be of a level which you can cast.

Wellspring of Magic
Starting at 3rd level, when you finish a short rest,
you can regain up to half of your expended sorcery
points.
variant sorCerer table
Cantrips Spells Sorcery Highest Spell
Level Features Known Known Points Level
1st Innate Magic 2 3 4 1st
2nd - 2 4 6 1st
3rd Wellspring of Magic 2 5 8 2nd
4th - 3 6 10 2nd
5th - 3 7 14 3rd
6th - 3 8 18 3rd
7th - 3 9 22 4th
8th - 3 10 26 4th
9th - 3 11 30 5th
10th Spontaneous Casting 4 12 32 5th
11th Sorcerous Arcanum 4 12 32 5th
12th - 4 12 34 5th
13th - 4 12 34 5th
14th - 4 12 36 5th
15th - 4 12 36 5th
16th - 4 12 38 5th
17th - 4 12 38 5th
18th - 4 12 40 5th
19th - 4 12 40 5th
20th Arcane Conduit 4 12 45 5th

Spontaneous Casting Sorcerous Arcanum


Starting at 10th level, you can cast any spell from At 11th level, you can manifest your gift into magical
the sorcerer spell list if you can cast spells of that power called an arcanum. Choose one 6th-level spell
level. If you don’t know the spell, it costs you from the sorcerer spell list as this arcanum.
additional sorcery points to cast it. You can’t use your You can cast your arcanum spell once without
metamagic feature on a spell cast in this way. expending a spell slot. You must finish a long rest
before you can do so again.
At higher levels, you gain more sorcerer spells of
spontaneous Casting Cost your choice that can be cast in this way: one 7th-level
spell at 13th level, one 8th-level spell at 15th level, and
Spell Level Total Sorcery Point Cost one 9th-level spell at 17th level. You regain all uses of
1st 3 your Sorcerous Arcanum when you finish a long rest.
You can replace one of your arcanum with another
2nd 4 of the same level through dedicated effort to bring
3rd 7 forth your innate magic. It takes 1 hour of work to
replace your 6th-level spell, 4 hours to replace your
4th 9 7th-level spell, 8 hours to replace your 8th-level spell,
5th 12 and 12 hours of continuous practice to replace your
9th-level spell.

83
Galder's Gazeteer: Sorcerer
Arcane Conduit You may have been a scholar who discovered a
discrepancy in the natural laws of the world only
At 20th level you are an unmatched font of raw magic. for it to correct itself moments later, or witnessed
You can spend 10 sorcery points to cast any spell of the world shift suddenly - the previous existence
6th level or lower from the sorcerer spell list. enduring within only your own memory. Perhaps you
were the follower of a mystic and finally attained this
Sorcerous Origins enlightenment after years of disciplined meditation.
Or maybe you ate a rare flower or fungus that
Here are five new options for you to choose from triggered your spiritual journey. Whatever the case,
to explain how you became a sorcerer: Existential your eyes have been permanently opened, and your
Resonance, Gnostic Soul, Haunted Soul, Primal Soul, touch of understanding the beyond awaked great
and the innate Pyromancer. potential.

Existential Resonance alteration versatility


From Guthrie Muschlewski Starting at 1st level, your viewpoint allows you to alter
Your innate magic was born of an revelatory the world for others more easily. You can learn two
insight into the nature of existence. Beyond mortal spells from the enchantment, evocation or illusion
comprehension, those who have experienced schools that are on the sorcerer, cleric, or warlock
what they termed resonance, describe it as more spell list. They must be of a spell level that you can
real than real. After this deeply mystic experience, cast.
their perception of reality has been forever altered. They count as sorcerer spells for you, but don’t
Afterwards, some see the world as an out-of-tune count against the number of spells you know.
string in need of correction, others understand the Whenever you gain a level, you can replace one of
world around them is but a window into a plane of these spells with another spell that meets the same
unparalleled potential. criteria.
Mind ManiFestation Gnostic Soul
At 1st level, your perception of otherworldly From The Tallahassee Do It, Nerd! Club
metaphysics allows you to manifest the essence of
You are a supernatural vessel of arcane knowledge.
another plane in your current position. As a bonus
Unbridled and unmanaged, your powers are caused
action, choose one planar type from the table
by the collision of your bloodline with a concentrated
below. You create a 10 foot radius sphere centered
source of information about the nature of magic.
on yourself that lasts for 1 minute. Damage of the
Some gnostic souls had an ancestor that was
corresponding type dealt to creatures within the area
possessed by the spirit of a powerful archmage,
is increased or decreased by 1d4.
whose magical learnings left an generational imprint.
You can use this feature a number of times equal to
Others were exposed to an animated spell book that
your Charisma modifier, and regain all expended uses
transferred some of its sapience on to their being.
when you finish a long rest.
Whatever the case, now these extraordinary powers
reside within you, constantly trying to escape and be
planar ManiFestation learned. Inexperienced gnostic souls find very quickly
that their fledgling talents are highly volatile when
Boosted Reduced not contained and bound in the correct way.
Plane Type Damage Damage
Fire Fire Cold
Law Radiant Necrotic
Dreams Psychic Force
Air Lightning Thunder
Death Necrotic Radiant
Ice Cold Fire

resonant MetaMagiC
At 6th level, your ability to change your spells are even
greater when within reflecting on your resonance.
When your Mind Manifestation is active, you can use
any metamagic option, instead of only the ones you
selected.

saCred unity
At 14th level, you more fully fall into the shared
connection between all living things. Choose a
number of creatures up to your sorcerer level within
60 feet. The creatures must be Tiny or larger, have a
Charisma score of at least 3, and can’t be constructs
or undead. You gain 2 temporary hit points for each
chosen creature. Additionally, each chosen creature
must make a Charisma saving throw against your
spell save DC or be charmed by you until the end of
your next turn.

psyCHonaut
At 18th level, your understanding of the
extradimensional alignment of consciousness is
intuitive, though that enlightenment is fleeting. You
can cast either the gate or astral projection spell
using this feature without the need for material
components. Once you cast either spell this way, you
can’t use this feature again until after you finish 2d4
long rests.

85
Galder's Gazeteer: Sorcerer
bonus understanding Frenzied Fixation
Your gnostic source’s learning echoes in you. Starting At 14th level, the arcane knowledge buried deep in
at 1st level, you can pick a spell from or roll on the the vestiges of your existence erupts forth in a frenzy.
table to set your sorcerer on their specialty path. Over the course of a minute you can scribe one 3rd
You learn the spell and it doesn’t count against level spell scroll from the bard, sorcerer, warlock, or
the number of spell you can know. You also gain wizard spell list. You can cast the spell from the spell
proficiency in the corelated skill. scroll without issue. If any other creature tries to use
the scroll, it must make a DC 13 Intelligence saving
gnostiC understanding throw. On a failure, it takes 3d10 physic damage and
the spell fades from the scroll without effect.
If you scribe another spell before using the previous
d6 Spell Proficiency
scroll, the first loses its powers.
1 Comprehend Languages History Once this arcane impulse is unleashed and you
scribe a scroll, it takes 1d4 days to build up again.
2 Illusory Script Deception
3 Identify Perception arCane MeMory
Starting at 18th level, as a bonus action you can use
4 Heroism Performance
your gnostic soul to recall any spell from the bard,
5 Mage Armor Survival sorcerer, warlock, or wizard spell list that is 6th level
or lower. This spell counts as a spell you know and as
6 Fog Cloud Stealth a sorcerer spell for you when you cast it. The memory
of the spell fades at the end of your next turn, and
polyglottal you can’t recall another for 2d4 hours.
Your gnostic soul is drawn to words you might not
fully comprehend, and reading them stabilizes its Haunted Soul
temperamentality. Starting at 1st level you roll with A mysterious event in your family’s past has led to a
advantage when trying to decipher spoken and connection with the dead. Strange occurrences and
written languages, even those you have you haven’t whispers follow your bloodline wherever it goes. You
learned. have learned to tap into this ethereal connection and
Additionally, as part of a short or long rest you harness ghostly energies as your own.
can study books or texts in languages you don’t There are many ways that your connection to the
know. Roll a d6 when you do so. On a roll of 6, you spirits could have happened. In the past, perhaps
have advantage on saving throws against becoming one of your ancestors interrupted a powerful ritual,
frightened or despondent until you finish your next binding the spirits of those responsible to your own.
long rest. Or maybe your family feels a strong sense of purpose
that allows them to continue to manifest long after
sHade suMMoner their corporeal bodies have crumbled to dust.
At 6th level you begin to have visions of creatures and A haunted soul is often a drifter or outsider, feared
aberrations you’ve yet to come across – memories and respected by villages for their ability to commune
and records from your gnostic soul. You can sketch or with the dead. They are considered soothsayers,
scribe the likeness of an aberration, beast, elemental, witches, or seers -- a Haunted Soul commands a
fey, fiend, or ooze down on paper. healthy respect for the unknown.
You can bring connections from your magical past Some parts of the world might see great benefit
into the world through the image. The image appears to having a haunted soul in their midst. Traditions
as a wispy, intangible figment of the creature at a spot of ancestor worship and respect for the dead would
that you can see within 60 feet and lasts for a minute. elevate a haunted soul to a position of power as
The image uses the stat block of a creature up to CR others seek them out for the wisdom of the dead.
3 of the same type as the drawing. The creature’s stat
block has the following changes: it’s hit points are gHost touCHed
equal to half your hit point maximum, it is resistant At 1st level, you learn the chill touch cantrip and
to bludgeoning, piercing, and slashing damage from it doesn’t count against your number of cantrips
non magical weapons, any speed it has is reduced to known.
5 feet. The figment acts like the creature would when When you reach 3rd level in this class, you learn
your gnostic soul encountered it in the past, at the the augury spell. It counts as a sorcerer spell for you
GMs discretion. and it doesn’t count against your number of sorcerer
You can only evoke one image once per long rest. spells known.
Friends on tHe otHer side sorcerous origin’s description. The spirit appears in
an unoccupied space of your choice within 10 feet
Your close connection with the dead has affected
of you. You determine the spirit’s appearance. In
you in several ways. You gain resistance to necrotic
combat, the spirit shares your initiative count, but
damage. In addition, your proficiency bonus is
it takes its turn immediately after yours. On each of
doubled when making an ability check using the
your turns, you can use a bonus action to mentally
Deception, Intimidation, or Persuasion skills to
issue simple commands to any number of spirits you
influence an incorporeal undead.
control. If no command is issued, the spirit takes the
Call tHe beyond Dodge action. The spirit disappears if it is reduced
to 0 hit points, if you are reduced to 0 hit points,
At 6th level, you gain the ability to speak with and call
or when you finish a long rest. You can dismiss any
forth the spirits of the dead. You learn the speak with
number of spirits as a bonus action on your turn.
dead spell; it counts as sorcerer spell for you and it
You start being able to have a single spirit
doesn’t count against your number of sorcerer spells
summoned this way at a time. At 14th level, the
known.
number of spirits you can summon and control
In addition, as an action you can spend 3 sorcery
increases to 2.
points to conjure a haunting spirit to assist you, the
stat block for which is provided at the end of this
Haunting spirit
Medium undead, any alignment
Armor Class 11
Hit Points (2 times your sorcerer level + your
Charisma modifier)
Speed 0 ft., fly 40 ft.
STR DEX CON INT WIS CHA
6 (-3) 13 (+1) 10 (+0) 10 (+0) 12 (+1) 12 (+1)
Saving Throws DEX +3
Damage Resistances Bludgeoning, piercing,
and slashing from nonmagical weapons Damage
Immunities Necrotic, Poison
Condition Immunities charmed, exhaustion,
frightened, grappled, paralyzed, petrified, poisoned,
prone, restrained
Senses passive Perception 11
Languages understands all languages its summoners
know but can’t speak
Incorporeal Movement. The spirit can move
through other creatures and objects as if they were
difficult terrain. It takes 5 (1d10) force damage if it
ends its turn inside an object.
Spiritual Servitude. Any spirit that starts its turn
more than 60 ft away from its summoner takes 5
(1d10) force damage.
Might of the Master. The following numbers
increase by 1 when your proficiency bonus
increases by 1: the spirit’s saving throw bonuses
(above) and the bonuses to hit and damage of its
attack (below).
Actions
Vitality Siphon. Ranged Weapon Attack: +3 to
hit, range 30 ft., one target you can see. Hit: 1d6
+ 2 necrotic damage. Until the end of the spirits
next turn, the next time a creature hit by this
attack takes necrotic damage it suffers extra
necrotic damage equal to its summoner’s charisma
modifier.
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Galder's Gazeteer: Sorcerer
etHereal Jaunt
At 14th level, you gain incorporeal movement. You can
move through other creatures and objects as if they
were difficult terrain. If you occupy the same spot
as a solid object or creature when your movement
ends, you are immediately shunted to the nearest
unoccupied space that you can occupy and take force
damage equal to twice the number of feet you are
moved.
In addition, you may spend 1 sorcery point to take
the Disengage action as a bonus action.

astral asCendanCe
At 18th level, your connection to the astral realm
waxes. You gain a magical flying speed of 60 feet and
immunity to necrotic damage.
In addition, when you are reduced to 0 hit points,
all of your spirits sacrifice themselves if you had any
summoned. You regain a number of hit points equal
to the total amount of hit points that your spirits had
when you were reduced to 0.
Once you use this feature, you can’t do so again
until you finish a long rest.

Primal Soul
From Jackson Jelenic
The raw, furious power of nature and the wilderness
rages in your blood. You might be invested by the
spirits of powerful beasts, or the unstoppable force
of a mighty storm. Perhaps you are the descendant of
an archfey where their raw passion and innate affinity
for nature manifests in you. However it came to be,
your soul is bound with the primal magic of nature
itself.

priMal MagiC
At first level, you gain access to new spells as your
primal connection to nature grows. Choose two
spells of a level you can cast from the druid spell list
to learn. These spells count as sorcerer spells for you,
and they don’t count against your number of spells
known. You can choose two more spells at 6th and
another two at 14th level.
Additionally, when your spellcasting feature lets you
learn or replace a sorcerer cantrip or a sorcerer spell
of 1st level or higher, you can choose the new spell
from the druid spell list or the sorcerer spell list.

bolstered by nature
Also starting at 1st level, whenever you finish a long
rest in a wilderness environment, such as a forest or
swamp, you are well-rested.
spell FeroCity Pyromancer
At 6th level, you can unleash your spells with a From Nikolai Smith
reckless and wild fury.
You have a magical connection to the essence of fire
When you cast a spell using a spell slot that deals
that lets you control and manipulate flames. It could
acid, cold, fire, lightning, or poison damage, you can
be that your bloodline was touched by a being of fire,
choose to spend 2 sorcery points in order to charge
such as a devil of Hell or an Efreeti prince from the
your spells with extra ferocity. If you choose to do
Plane of Fire. Perhaps you were burned by a magical
so, you no longer add your proficiency bonus to the
fire and it left a permanent scar on you, deeper than
spell’s attack roll or saving throw DC. If the spell hits
your skin and into your being. Whatever the origin
or deals damage to a creature as a result of failing
of your powers, sorcerers bestowed with this gift
a saving throw, the spell also causes the target to
wield wider magics through their connection to this
become burned.
essential element of the multiverse.
Once you use this feature, you must finish a short
The power that comes with being a pyromancer
rest or long rest before you can do so again.
affects sorcerers differently. It’s common for
priMordial ManiFestation pyromancers to let their connection to fire manifest
in other areas of their personality; being quick to
When you reach 14th level, the power of nature
anger or showing outstanding passion. Some love
coursing through you takes new form. You gain one
fire with a mania, never wanting to let a flame and
of the following benefits detailed below.
die reflexively feeding fire whenever they encounter
Beast's Toughness. You have an extraordinarily
it. Others feel terrified of the awesome destructive
thick hide. While you are not wearing armor,
potential they wield, and fear losing control.
bludgeoning. piercing, and slashing damage that you
take from non-magical sources is reduced by 2. pyrokinesis
Living Greenery. When you reach 14th level,
Starting at 1st level, you can light fires just by touching
your mastery of spells that create plants becomes
flammable materials.
unmatched. When you cast a spell that has a duration
You learn the produce flames cantrip and it doesn’t
of 1 minute or longer that creates plants, such as
count against the number of cantrips you know.
entangle or grasping vine, it no longer requires your
You also gain a new way to attack with the flame
concentration, and you can use a bonus action on
created by the spell. When you cast this spell, or as
your turn to move plants created by the spell up to
an action on a later turn, you can focus on an object
30 feet along the ground in a direction of your choice.
that you are touching and it will ignite if flammable. If
Additionally, you can cast spells as though you were
the object is being worn or carried, you must first hit
in the space of any of those plants.
the creature wearing or carrying it with a melee spell
Storm's Wrath. Once per turn, you can spend
attack.
4 sorcery points to add half your sorcerer level to
The item will continue to burn until a creature takes
damage rolls from spells you cast.
an action to extinguish it, dealing 1d8 fire damage to
priMal guardian the targeted object at the end of each of your turns.
This damage increases by 1d8 when you reach 5th
At 18th level, you can become a powerful protector
level (2d8), 11th level (3d8), and 17th level (4d8).
of the wilds. As an action, you can become a Primal
Guardian manifesting as a massive behemoth such as ignite
a moss covered ancient treant, a large mass of sticks
Starting at 1st level, you’ve learned to channel the fire
and sediment, or some other form of your choosing.
that flows through your veins, unleashing its burning
This magical transformation lasts for one minute.
power in a fearsome display. As a bonus action,
While a guardian, your size increases up to Huge,
you can expend a 1st level spell slot, and gain the
your hit point maximum is doubled, and you gain hit
following benefits for 1 minute:
points equal to the amount your hit point maximum
increased. Your Strength and Constitution scores also • You shed bright light for 30 feet and dim light for an
increase to 24. additional 30 feet.
Finally, while transformed, you can use your Spell • The first time a creature hits you with a melee attack
Ferocity feature without expending sorcery points. or touches you each turn, that creature takes fire
Once you use this ability, you cannot use it again damage equal to your Charisma modifier.
until you finish a long rest. • Damage dealt by your attacks and spells ignores
resistance to fire damage.
• You have resistance to fire damage.

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Galder's Gazeteer: Sorcerer
The appearance of this manifestation is up to you. can’t speak. After one minute or if your spirit is
Your body could become wreathed in flames, or your reduced to 0 hit points, it disappears and you begin
eyes could glow like coals, or maybe your hair turns dying. Likewise, if you recover any hit points, your
bright orange and you leave trails of fire behind you fiery spirit disappears.
when you move your body. Once you use this feature, you must finish a long
rest before doing so again.
roaring FlaMe
At 6th level, when you use your Ignite feature and inFerno
cast a spell using a spell slot that deals fire damage, Starting at 18th level, as an action you can create a
targets who take that fire damage are also burned. hellfire landscape in the area around you. The ground
You can use this feature once and must finish a in a 60 foot radius centered on you turns molten
short or long rest before you can do so again. At 14th and burst in flames. Each creature in the affected
level, you can use this feature twice between rests. area must make a Constitution saving the first time
it enters the area or starts its turn there or take 4d10
spirit oF tHe pHoenix fire damage, or half as much on a successful save.
At 14th level, when you are reduced to 0 hit points You also can carve out niches of safety in the
or would be killed outright, your body erupts in a inferno. When you use this feature you can choose
glorious blaze and your essence is reformed from to begin to concentrate as though concentrating
the Plane of Fire for a time. For the next minute, on a spell. If you do so, you can choose a number
your body is unconscious but stable, but your of creatures equal to your Charisma modifier to
spirit remains and manifests itself in the nearest automatically succeed on their saving throws against
unoccupied space. Your fiery spirit is under your the effect, and they take no damage instead taking
control and uses the fire elemental game statistics, half damage for the successful save. This protection
except it understands the language you know but lasts as long as you keep concentration, and
permanently ends if your concentration is broken as
fire spreads throughout the affected area.
Once you use this feature, you must finish a long
rest before you can do so again.
Warlock
Some people want power but are too lazy to
want to study for months at a Mage’s Guild
or were unlucky not to be born with some
supernatural magic. They make pacts instead
with powerful beings to gain otherworldly
abilities. Is it right to take short cuts?
Maybe, maybe not, but one thing is certain:
you get what you deserve with magic! And
maybe, I am a tad bit jealous. After all, so
many potential apprentices sought to gain
magic through bargains with others instead
of with me!

Otherworldly Patrons
When you choose the warlock class, you gain an
otherworldly patron. This section has two new
options for a warlock’s supernatural benefactor. The
Parasite warlock serves as a host to their patron,
who feeds off some form of the warlock’s being.
Summoning an embodiment of the essence of the
Outer Planes, the Eidolon warlock’s extraordinary
conviction won them a chance at a pact.

The Eidolon
From David Cook
Arcane energy that forms the essence of the Outer
Planes can coalesce into phantoms of planar power.
These spirits are called eidolons. When not used
by deities as their emissaries, Eidolons are called
to exceptional individuals with strong desires that
matches with the alignment of the plane that created
them. When summoned this way, these phantoms act
to further the manifestation of that plane’s alignment
in that person.
They act as companions, mentors, or guardian
figures for their warlock, and many warlocks form
deep personal bonds with their Eidolon after
spending so much time in their unique partnership.
It’s been said that occasionally Eidolons take on
the traits of people that are no longer a part of the
warlock’s life.

OppOsed eidOlOns
On rare occasions, an eidolon is pulled toward an
individual of opposing alignment. These eidolons
form shadowy reflections of the ones they choose
to patronize, and attempt to distort them. For those
individuals of such exceptional conviction who
manage to attract the attention of an opposing
eidolon, their patron represents a constant
temptation. Joined with what amounts to an anti-
conscience, having an opposed eidolon is a constant
challenge to one’s outlook and behavior.

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Galder's Gazeteer: Rogue
expanded spell list Once you summon the eidolon, you can’t again
until you finish a long rest, unless you choose to
The Eidolon lets you choose from an expanded list of
expend a Pact Magic spell slot to do so additional
Spells when you learn a warlock spell.
times. The eidolon remains for a number of minutes
equal to 5 times your warlock level, until it is reduced
eidOlOn expanded spells to 0 hit points, until you use this feature to summon
a new eidolon, or until you die.
If you later gain the Pact of the Chain feature,
Spell Level Spells
you can choose to make your eidolon into your
1st bless, command familiar. Doing so gives your eidolon additional hit
points equal to 3 + your warlock level, its hit die size
2nd augury, enhance ability
increases to a d8, and it gains an additional 10 feet to
3rd clairvoyance, spirit guardians its movement speed.
4th arcane eye, compulsion eidOlOn
5th commune, raise dead Medium Celestial or Fiend (chosen when summoned)
Armor Class 11+PB
Hit Points 1 + your Charisma modifier + 3 times your
Materialize eidOlOn warlock level (the eidolon has a number of Hit Dice
[d6s] equal to your warlock level)
At 1st level, you gain the ability to summon a
Speed 20 ft. (hover)
phantasm known as an Eidolon. The Eidolon is
friendly to you and your companions, and it obeys STR DEX CON INT WIS CHA
your commands. See its game statistics in the Eidolon 8 (-1) 8 (-1) 14 (+2) 12 (0) 16 (+3) 16 (+3)
stat block, which uses your proficiency bonus (PB) in Saving Throws Wis +3 plus PB, Cha +3 plus PB
several places. You choose if it is a fiend or celestial, Skills Arcana +1 plus PB, Perception +3 plus PB
then determine its appearance by choosing or rolling Condition Immunities charmed, despondent,
on the Eidolon Form table. doomed, exhaustion, frightened, grappled, paralysed,
petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 13 + PB
eidOlOn FOrM table Languages understands the languages you speak
Challenge —
d6 Eidolon Form Proficiency Bonus (PB) equals your bonus
1 A ghostly visage of a former loved one. Banish Immunity. The eidolon is immune to the
The dark, floating silhouette in the effects that would force it off its current plane
2 against its will.
shape of your childhood pet.
An angel that appeared to you in your Actions
3
darkest hour. Exhibition of Will (1/summon). One creature that
can see the eidolon must make a Charisma saving
4 The spirits of your ancestors.
throw against your spell save DC. On a failure
A ghostly figure with features that the creature is either charmed (if the eidolon is a
5
invoke the imagery of your favorite song. celestial) or frightened (if the eidolon is a fiend)
of the eidolon until the end of its next turn. The
A floating pair of arms surrounded by an eidolon can only use this action once each time it
6
iridescent mist. is summoned.
Phantasmal Swipe. Melee Spell Attack your spell
attack modifier to hit, reach 5 ft., one target you
In combat, the eidolon shares your initiative count,
can see. Hit 1d4+PB force damage.
but it takes its turn immediately after yours. It can
Phantasmal Blast. Ranged Spell Attack your spell
move and use its reaction on its own, but the only
attack modifier to hit, range 20/60 ft., one target
action it takes on its turn is the Dodge action, unless
you can see. Hit 1d3+PB force damage.
you take a bonus action on your turn to command
it to take another action. That action can be one ReActions
in its stat block or some other action. If you are
Phantasmal Phase. If the eidolon takes
incapacitated, the defender can take any action of its
bludgeoning, piercing, or slashing damage, it can
choice, not just Dodge.
use its reaction to give itself resistance to all of
that attack’s damage on this turn.
planar bOnd
Starting at 6th level, your eidolon boosts your
resolve to act in concordance with its essence. When
you make a saving throw against being charmed,
frightened, or despondent, you can make that save
with advantage. You can do so once, and can do so
again after you finish a short or long rest.

ethereal deFense
Starting at 10th level, your eidolon takes a more active
role in defending you and your allies. If a creature
you can see within 60 feet of you is targeted by an
attack roll, you can use your reaction to teleport
your eidolon to a space within 5 feet of the affected
creature. The attack roll that triggered the reaction
is instead made against your eidolon. If you don’t
currently have an eidolon summoned, you can
expend a Pact Magic spell slot to summon one as part
of this reaction.

eidOlOn Unleashed
Starting at 14th level, your
Eidolon true power is
revealed, allowing it to
attack twice when you
command it to attack with
your bonus action.
Additionally as an action, you can force a creature
that has been damaged by your eidolon within the
past 24 hours to make a Charisma saving throw
against your spell save DC. On a failure, the target
takes 5d12 radiant or necrotic damage (your choice).
If the target is a fiend and the eidolon that damaged it
is a celestial or vice versa, the target takes maximum
damage. A target that successfully saves is immune to
this effect for the next 24 hours. Once you deal this
damage, you cannot use this feature again until you
finish a long rest.

The Parasite
From Nicholas Barker
As a warlock, your pact with your patron is always a
powerful and personal agreement. However, you have
created a bond so binding, it physically dwells inside
of you. You serve in part as your patron’s host.
As your new patron grows accustomed to its new
home, you, too, grow in power. Gradually, you are
able to tap into more of its parasitic nature. As you do
so, you begin to take on features of your Patron - a
physical manifestation of your symbiosis.
Your patron may feed on various aspects of yourself
and the people you face in combat. Consult the
Parasite’s Food table for the nature of your patron
sustenance.

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Galder's Gazeteer: Rogue
You can use this feature a number of times equal to
parasite's FOOd your Charisma modifier, and you regain all expended
uses when you finish a long rest.
d6 Parasite’s Food
syMbiOtic alteratiOn
1 Emotions.
Starting at 6th level, your parasite has changed the
2 Arcane magic. way your body is shaped or how it works. Choose one
of the following alterations:
3 The remnants of your digested food.
Bulging Flesh. Bulbous masses cover your body.
4 Blood. The first time each turn you are hit with a weapon
attack that only deals bludgeoning damage, you can
5 Your spiritual essence. add +5 to your AC, potentially turning a hit into a
Electrical impulses from your heart and miss.
6 Infected Brain. The parasite has burrowed into
brain.
your brain and has altered some of your mental
expanded spell list functions. You have advantage on saving throws
against being despondent or dulled.
The Parasite lets you choose from an expanded list of
Metabolic Mutation. You have to consume twice as
spells when you learn a warlock spell. The following
much food as you normally would, but you can now
spells are added to the warlock spell list for you.
eat any time of organic material such as wool or grass.
You also have resistance to poison damage.
parasite expanded spells
inFested FOrtitUde
Spell Level Spells At 10th level, living with a monster inside you have
given you a high pain tolerance. You gain proficiency
1st bane, inflict wounds
in Constitution saving throws.
2nd alter self, web
sangUine spawn
3rd stinking cloud, slow
At 14th level, your parasite has reached maturity and
4th giant insect, dominate beast wishes to spread to other hosts. As an action, you
can force a creature that is not a construct or undead
5th insect plague, contagion
within 60 ft to become infected with a parasite
spawn. The target must make a Constitution saving
throw against your spell save DC. On a failure, the
leech liFe
creature takes 4d8 necrotic damage and is poisoned
Starting at 1st level, you gain the ability to steal life until the parasite spawn is removed. Removing the
from someone by having your parasite momentarily parasite requires three successful DC 15 Wisdom
scrounge nourishment from another’s wounds. (Medicine) checks, each taking an action to perform
When a bloodied creature other than yourself the parts of the surgery. The parasite spawn can also
within 30 feet of you takes damage, as a reaction, you be removed by greater restoration or similar magic.
can regain a number of hit points equal to 1d4 + your Once you use this feature you can’t do so again
proficiency bonus. until you finish a short or long rest.
Wizard Across the words there are as many ways
This section contains an assortment of new options to classify the arcane arts as there are
for the wizard. There is a variant wizard class that practitioners!
continually imprints spells in their mind, offering
less versatility but more reliability. There are also a
variety of new arcane traditions: the Arcane Assassin, 1 minute after you use a spell slot to cast a spell
Chronomany, Dark Arts, Defensive Magic, Spell you have memorized, you can cast the same spell
Striking and the Wandering Mage. again without expending a spell slot. When you cast a
memorized spell this way, it is always cast at its lowest
possible level. For example, a 12th level wizard might
Variant Wizard memorize fireball then cast fireball using a 5th level
When you choose this variant wizard, you no longer spell slot. In 1 minute, that wizard would be able to
gain the following features presented in your class: cast fireball as a 3rd level spell without expending a
spell slot.
• Arcane Recovery Once you cast a spell this way it escapes your
• Spell Mastery memory, and you can’t do so again unless you
• Signature Spells rememorize that spell when preparing your spells at
end of a long rest.
You instead gain the following features at the levels
indicated in the Variant Wizard table. Studious Metamagic
By 17th level your academic understanding of the
Variant Wizard arcane allows you to tweak spells beyond what most
can do. Choose two spells that are no higher than 5th
Level Feature level and are in your spellbook. Whenever you prepare
1st Spell Memorization these spells you can choose to imbue them with any
one metamagic option found in the sorcerer class.
17th Studious Metamagic Casting the metamagic version of the spell expends
20th Perfect Recall a spell slot one level higher than normal (this first
extra level doesn’t count as casting at a higher level
for the enhanced effects of some spells). Preparing a
metamagic version of a spell counts separately from
its ordinary version in the number of spells you can
Spell Memorization prepare daily.
You specially prepare a spell by imprinting it deep A metamagic spell you have prepared cannot be
into your mind. When you cast it, it leaves an arcane memorized using your Spell Memorization feature.
echo and you retain some of its power. When you
prepare spells, you can choose a number of spells Perfect Recall
that you have prepared to memorize. You cannot
At 20th level the time until you can re-cast a
have the same spell memorized more than once. The
memorized spell is reduced from 1 minute to the start
number of spells and the highest level of spell you can
of your next turn.
memorize is determined by your wizard level as shown
on the Spell Memorization Table.
Arcane Traditions
Starting at 2nd level, wizards choose to join an arcane
Spell MeMorization tradition reflecting a particular focus for their study
Highest Spells of magic. Six new traditions are presented here. The
Wizard Level Spell Level Memorized Arcane Assassin uses magic to swiftly and silently
kill. Chronomancy wizards learn to walk out of step
1st 1st 2 with time. Wizards of the Dark Arts tradition pursue
5th 2nd 2 foul magical secrets forbidden to most scholars. The
Defensive Magic tradition focus on evading bodily
8th 2nd 3 harm though spells, whereas the Striking Spell
11th 3rd 3 tradition uses their body to deliver more powerful
attacks. Lastly, the Wandering Mage is a tradition
17th 3rd 4 born of hedge wizards who learn magic of all sorts
during their travels.
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Galder's Gazeteer: Wizard
Arcane Assassin iMproVed diSguiSe
From Bob Willoughby At 6th level, you can cast disguise self at will without
expending a spell slot. When you cast this spell, your
You focus your study on magic that allows you to
voice and speech patterns are also magically altered
eliminate your foes with great stealth and precision.
as you choose to aid in your disguise.
Your magical effects are especially subtle and you’ve
learned how to strike when a foe is at their most Stealth caSting
vulnerable. Some eldritch assassins find employment
Beginning at 10th level you can weave subtlety
with seedy nobles, serving as a way to eliminate
into your magic to prevent exposing your hidden
enemies. Others use their arcane power to give
position. While hidden, your somatic and verbal spell
justice to the weak, while some seek their own
components are imperceptible and do not reveal your
fortunes as killers for hire.
location. However, other spell effects emanating from
arcane aSSaSSination you, like bursts of light or peels of thunder, may still
cause you to be noticed, as does casting a spell that
Starting at 2nd level, you can pinpoint the most
requires making an attack roll.
opportune moment to strike your foes. Once per turn,
if you cast a spell of 1st level or higher that requires an lay WaSte
attack roll and can target only one creature, you can
Starting at 14th level, you have learned to apply
choose to deal an extra 1d6 damage to one creature
Arcane Assassination damage to a spell that uses a
you hit if you have advantage on the attack roll. You
saving throw rather than an attack roll. If one or more
don’t need advantage on the attack roll if another
creatures are forced to make a saving throw to avoid
enemy of the target is within 5 feet of the target,
taking damage from a spell you cast, you can attempt
that enemy isn’t incapacitated, and you don’t have
to amplify the power of your magic by spending a use
disadvantage on the spell attack roll.
of your Arcane Assassination.
The amount of extra damage increases when you
reach certain levels in this class: 2d6 at 6th level, 3d6
at 10th level, and 4d6 at 14th level.
You may use this feature a number of times equal
to your Intelligence modifier. You regain all expended
uses when you finish a long rest. If you have 0 uses,
you regain 1 use after a short rest.

Skeleton key
Starting at 2nd level, you can spend 1 hour and 50 gp
worth of material to create a special magic item called
a skeleton key. When your skeleton key is touched to
a door, a chest, a set of manacles, or another object
that is held shut by a mundane lock or that is stuck or
barred, it becomes unlocked, unstuck, or unbarred.
If the object has multiple locks, only one of them is
unlocked.
If the object you touch is held shut with arcane
lock, that spell is suppressed for 10 minutes, and the
object can be opened and closed normally.
You can use your skeleton key a number of times
equal to your Intelligence modifier before it loses
its magic and you must construct another. As
soon as you begin work on a new skeleton key,
your old one crumbles into a pile of dust.

obfuScation
At 6th level, you’ve mastered using magic
to aid your concealment. As long as
you can cast spells, you can Hide as a
bonus action.
If you choose to do so, after an affected creature chronoMaticS
succeeds or fails its saving throw, but before damage
When you select this tradition at 2nd level, you learn
is rolled, you must succeed on an Intelligence saving
to manipulate the flow of magic and time. You gain
throw with a DC equal to 10 + 1 per creature that was
the following chronomatic abilities:
affected by your amplified spell. If you succeed on
When you cast a spell with a casting time of 1 action,
this check, apply your Arcane Assassination damage
you can instead change its casting time to a bonus
to the damage roll.
action. You can’t make an attack or cast another spell
on the same turn you use this chronomatic.
Chronomancy If you cast a spell with a casting time of at most 11
From Garrett Zanca minutes, you can change the casting time to 1 minute.
All creatures of the Material Plane must walk one step If you cast a wizard spell as a ritual, and it would
at a time. But not the chronomancers -- they look for normally take no more than two hours to cast, you
shortcuts. Whether contacting their future selves, can instead complete the ritual in 10 minutes.
bending time to suit their needs, or letting themselves You can use your chronomatic abilities in any
relive the same moments, chronomancers master the combination a number of times equal to one third
magic of time. your level in this class (rounded up) and regain any
expended uses when you finish a long rest.

alternatiVe Self
Starting at 2nd level, you gain the ability to contact a
past or future version of yourself. These alternative
selves come from a vast array of possibilities across
the multiverse. Contacting this alternative self requires
you to use an action and expend one spell slot.
Your alternative self appears as an ethereal form,
visible only to you, and it can give advice, though its
powers are limited. You ask your alternative self one
question about a specific course of action you want
to take in the next hour. The DM replies truthfully
telling you if the outcome, generally, would be good
or bad. This doesn’t take into account any other
actions you might take as a result of this information.
Though the alternative self can only speak those
two words, which version of your alternative self
appears might offer further clues. For example, if
there is a fire breathing dragon on the other side of
a door you are questioning whether or not to open,
your alternative self might appear burned and injured
and say “bad.”
Starting at 10th level, your link to alternate
timelines grows. You can use this feature and expend
a spell slot of 5th level or higher to instead ask your
alternate self three yes-or-no questions about events
that will transpire over the next three days. The DM
gives truthful replies.
Once you use this feature, you must finish a short
or long rest before you can do so again.

MaSterful adjuStMentS
Also at 6th level, you add the haste and slow spells to
your spellbook if they are not there already.
If you cast haste using a spell slot, part of the
spell’s magic quickens your mental reflexes. You can
cast a cantrip as part of the same action used to cast
the spell.
If you cast slow using a spell slot, you can make the
target have disadvantage on its next attack roll.

97
Galder's Gazeteer: Wizard
intertWined echoeS Dark Arts
Starting at 10th level, you can create an echo of From Thorne
yourself. The echo is a mindless, blurry, translucent
Wizards who pursue the dark arts set off on a twisted
duplicate of yourself made of magical force that
path to that many would find unsettling. They relish
repeats your actions.
in unlocking the unnatural, and blurring the line
At the beginning of your turn, you can use a bonus
between the living and the departed, the arcane and
action to create an echo of yourself that lasts until
the divine. Those who progress in this tradition are
the start of your next turn, or until it takes damage
often seen as vile and dangerous for pursuing such
or fails a saving throw. The echo uses your game
aberrant knowledge and skills.
statistics.
At initiative 0, the echo performs the same actions
and movements you did on your turn. The echo
forbidden necroMancy
can move, attack, cast cantrips, and use your class At 2nd level you’ve begun to unravel some of the
features. If the echo uses a class feature which has a secrets of death. You can add one spell that can deal
limited number of uses, it expends one of your uses. necrotic damage and is of a spell level you can cast
If you have no uses left, or you try to cast a leveled to your spell book for free. This spell can be from any
spell, it has no effect as the echo performs only a class’s spell list, but it counts as a wizard spell for you.
mimicry and its action is wasted. As you increase in level, you can add additional spells
If something occurs that would prevent the echo to your spellbook in this way. You gain another at 6th
from repeating your actions, such as the creature you level and a third at 14th level.
attacked died, the echo is ruptured. Roll a d20. On
a roll or 9 or lower, the echo fades away as it fails to bonded to the graVe
replicate your actions. On a 10 or higher, it performs Beginning at 6th level, when you destroy life, you
a friendly action at the DM’s discretion, representing can also destroy the will of those bonded to the
the course of another timeline. fallen. When you reduce a creature to 0 hit points,
Once you use this feature, you can’t use it again you can choose an ally of that creature within 60
until you finish a long rest. feet. The chosen creature must make a Wisdom
saving throw against your spell save DC or become
perpetual celerity despondent for the next minute. An affected creature
Starting at 14th level, when you use your chronomatic can make another saving throw at the end of each
ability to cast a spell as a bonus action, you can cast of its subsequent turns, ending the effect early on a
another spell on the same turn as long as that spell is success.
a cantrip with a casting time of 1 action.
befouled nature
Beginning at 10th level you no longer need to eat,
sleep, drink or breath. You also gain immunity to
poison damage.

create thrall
At 14th level you add the dominate person spell to
your spellbook if it isn’t there already. Whenever you
cast this spell, if the target fails its saving throw you
can choose to do it additional harm. If you choose,
the target takes 3d10 psychic damage at the end
of each of its turns while under your control. The
target feels no pain, and is only vaguely aware that it
is losing its vitality. If you reduce a creature to 0 hit
points in this way, you can instead have it remain at 1
hit point and become a mindless thrall. The creature’s
Intelligence and Charisma score is reduced to 3 if it’s
not lower already, and it acts as your servant. The
creature remains under your control in this state
unless greater restoration or similar magic restores it.
You can only have one such thrall at a time. Any
attempt to use this additional effect of dominate
person automatically fails while your current thrall
still lives in your service.
Defensive Magic
From Garrett Zanca
Wizards can deploy a myriad of incredible effects, but
they are not generally warriors. Unable to fend off
physical attacks or avoid harm, many adventuring
wizards find themselves prone to injury and untimely
death. However, wizards from this tradition use their
magic to avoid deadly blows and toothy maws.
iMperViouS Shield
When you choose this school at 2nd level, you add
the shield spell to your spellbook. You always have
this spell prepared, and it doesn’t count against the
number of spells you can prepare each day.
When you cast shield, you also gain resistance
against bludgeoning, piercing, and slashing damage
from non-magical sources until the spell ends.
Magnified Mage arMor
At 2nd level, you add the mage armor spell to your
spellbook if it is not there already. When you cast
mage armor on yourself, you can cast a special version You can use this feature to target a total number
of it that allows you to suppress the spell as an action. of creatures equal to your Intelligence modifier and
While suppressed, you no longer gain the benefit of regain any expended uses when you finish a long rest.
the spell, but the time the spell is suppressed doesn’t You can choose to target more than one creature at a
count against the spell’s duration. If you wish to recall time when you choose a bewitchment.
it, you can do so as an action.
near-future ViSion
coMbined Magic defenSe Beginning at 14th level, your studies into divination
At 6th level, when you are under the effects of mage have enabled you to look mere seconds into
armor, you can cast shield as a reaction which you the future. As a bonus action, you can begin to
take when a spell or effect forces you to make a concentrate on these premonitions as though
Dexterity saving throw to avoid taking damage. You concentrating on a spell. While doing so for up to 1
can add a +5 bonus to your Dexterity saving throws minute, attack rolls against you have disadvantage
until the start of your next turn. and you have advantage on Dexterity saving throws.
Once you use this feature, you cannot do so again
coMpel diStance until you finish a long rest.
Beginning at 10th level, as a bonus action, you bewitch
creatures and compel them to keep a within certain Spell Striking
distance with you. Choose one of the following:
Bind. A creature that can see or hear you within 30 From Garrett Zanca
feet of you must make a Wisdom saving throw against When a wizard takes on the arcane tradition of spell
your spell save DC. On a failed save, a targeted creature striker, they strive for all harm they cause to be by
can’t willingly move to a space more than 30 feet away their own hand - quite literally. Students of arcane and
from you until the end of its next turn. This effect ends martial arts, these wizards can deliver touch spells
on the creature if you are incapacitated or die, or if the by way of unarmed blows. Wizards that take on this
creature is more than 30 feet away from you. tradition are taught there is value in using their body
Ban. A creature of your choice that can see or hear as a channel for magic. Strike masters are taught the
you within 30 feet of you must make a Wisdom saving stronger their body, the closer their connection to
throw against your spell save DC. If the creature their magic will be. That to hone one’s martial skills is
fails its saving throw, it must spend its movement on to sharpen the strength of one’s spells.
subsequent turns trying to move at least 30 feet away They can be specialists living in a monastery
from you. Once a creature is at least 30 feet away devoted to other practices, or someone who learned
from you, it cannot willingly move closer until the end martial arts before pursuing arcane study, or maybe
of its next turn. If there is nowhere to move that is the spell striker took up underground boxing as a way
not obviously dangerous or the creature is restrained, of paying tuition at a magic academy. Whatever the
it can use its action to try and escape or take the case, rather than blasting foes from the sidelines, in
Dodge action. the fray is where these wizards feel at home.
99
Galder's Gazeteer: Wizard
unarMored defenSe If the damage is reduced to 0 you suffer no
additional effects from the spell, and may also try and
Your ability to anticipate and predict where danger
rebound the ranged spell attack to the original caster
will come from aids in your defense. Beginning at
as part of the same reaction. You make this attack
2nd level, while you are wearing no armor and not
with your spellcasting ability and proficiency bonus,
wielding a shield, your AC equals 10 + your Dexterity
and the spell uses your spell save DC.
modifier + your Intelligence modifier.

Spell Striker flurry attack


Starting at 10th level, when you use your action to
At 2nd level, you can harmonize your arcane
cast a cantrip, you can make two unarmed strikes as a
knowledge and martial skill into a single blow. When
bonus action.
you hit a creature with a melee spell attack it also
counts as hitting with an unarmed strike. Additionally,
your unarmed strikes can use your Intelligence
Synaptic bloW
modifier for attack and damage rolls instead of your At 14th level, you have studied where points
Strength modifier. vulnerable to magic on a myriad of creatures lay.
Striking these points, you can channel tremendous
catch SpellS amounts of harmful energy. When you hit a creature
with an unarmed strike, you can attempt to overload
At 6th level, experience and discipline has made your
the creature’s nervous system. The creature must
magic instincts in tune with your reflexes.
make an Intelligence saving throw against your spell
Once per long rest, you can use your reaction to
save DC or be stunned until the end of its next turn.
redirect a spell when you are hit with a ranged spell
A creature can only be affected once by this feature
attack that deals damage. When you do so, you
every 24 hours. Once you attempt to stun any
expend a 1st level spell slot to reduce the damage you
creature this way, you must finish a short or long rest
take from the attack by 1d10 + wizard level.
before you can do so again.

Wandering Mage
From Ragnvald Iarainn
In pursuit of knowledge, some wizards dedicate
themselves wholly to traveling. As such, they do not
have the luxuries other wizards take for granted in
their vaunted magic schools and lofty towers. While
these wizards rarely have formal training from a
wizarding school or similar institution, they often
have learned their knowledge of magic from a variety
of mentors they have met along their journey. Though
these wizards can be regarded as lesser by formally
trained arcanists, there are many secret that can be
unlocked through observation in traveling that would
otherwise be hidden to those lost in studious doctrine.
These wizards that do not carry the title of their
profession are often known as itinerant arcanists or
wanders. These wanderers drink in the mysteries of
the world and learn a diverse range of magics to allow
them to survive.

Wanderer'S VerSatility
Starting when you choose this archetype at 2nd level,
your travels have opened your eyes to the secrets of
many facets of magic. You learn one cantrip and add
a spell of 1st level to your spellbook for free from any
classes’ spell list. These count as wizard spells for you.
At 6th level, you may learn an additional spell of 1st
or 2nd level, and at 14th level you may learn a further
spell of 1st, 2nd, or 3rd level.
Worldly perSpectiVeS Wayfinding
At 2nd level, you’ve developed a broad range of At 14th level, your wanderlust has manifested in the
knowledge throughout your travels. Choose either ability to locate the next stop on your never-ending
two languages or one skill from those available to journey. You may perform a one-hour ritual to divine
your class. You gain proficiency in your chosen skill or your next destination. During this ritual, you say
learn to speak, read, and write your chosen languages. the name of a place, object, or creature and if it is
on the same plane of existence as you, you find out
traVeler'S reSt the direction it is in and how many weeks of travel
Starting at 6th level, your transient lifestyle has away from you it is, assuming a normal pace of travel.
necessitated that your magic takes new form to If it is not on the same plane as you, then you find
provide you with the space to continue your learning. out which plane it is on unless it is on a demiplane.
You may perform a 10-minute ritual, touching an Alternatively, if you name something more general
area of a surface at least 5 feet wide by 7 feet tall, to such as a creature or object, then you know the
create a door. The door is made of the same material location of the closest thing that fits that description.
surface it was created with and has a handle, a lock, This ritual can only be performed once every ten days.
and a small window which allows one to see in and
out of the room behind the door. On the door, a light
source creates 5 feet of bright light and a further 5
feet of dim light from the doorway. The doorway leads
to a well-lit room that is a 20-foot cube containing a
bed, desk, chair, and dresser. These original contents
cannot be removed and always appear clean and well-
worn. The room is otherwise decorated as you wish
with illusions, typically depicting furnishings such as
a crackling fire or fine tapestries.
Your wayside rest has additional features for
your protection. The door is always under the
effect of the alarm spell. While inside you can’t be
targeted by divination magic, and creatures can’t
use teleportation or planar travel to enter the space.
Should an uninvited creature try to gain entry, the
DC of any ability check made to do so is equal to your
spell save DC.
The door remains for 24 hours after the ritual is
complete, after which it vanishes, leaving the surface
it was on unmarked. You may dismiss the door with
an action if you are touching it. Any creature and any
objects other than the original furnishings left inside
the room when the door vanishes are shunted to the
nearest unoccupied space outside the door.
If you take a long rest inside the room created by
this ritual, when you finish resting you can choose
to extend the ritual’s duration by 24 hours. However,
once the ritual ends, you must wait three days before
you can perform it again, and it must be in a location
at least five miles away.

learned adaptability
At 10th level, you’ve learned to quickly adapt your
magical focus. When you cast a spell of 1st level or
higher, you can remove that spell from your list of
prepared spells, and prepare a different spell you
know in its place of a level equal to or lower than
the level of the spell you just cast. You can use this
feature a number of times equal to your Intelligence
modifier. You regain all expended uses of this ability
when you complete a long rest.

101
Galder's Gazeteer: Wizard
Ancestry Dragonfolk
From Johannah “J.C.” Mehling and Joy Ramey
There are as many races as there are planes. Across the multiverse dragon-human hybrids exist
I’ve come across a fair few of them in my in many shapes and forms. These are three kinds of
travels, some have been much more benign dragonfolk: Dragonian, Drakian, and Infernal.
than others! Some of the races I have
encountered are truly remarkable, who knew
that slimes, or even piles of what others Dragonfolk Traits
might consider rubbish could be sentient! I Your Dragonfolk character has a number of traits in
have included a small selection here of the common with all other dragonfolk.
many races with the hope that those seeking Ability Score Increase. Your Charisma score
to travel the multiverse can know more about increases by 2.
what inhabitants they might come across.
Age. Dragonfolk tend to age slower than humans,
and live much longer. Most dragonfolk reach maturity
around 100 and live to 400 years.
Alignment. Dragonfolk tend to align closely to the
guardians they imprint on during their adolescence,
but this may change with maturity, life events and
personal growth.
Size. Dragonfolk tend to be taller and more
muscular than humans, some subraces may be more
lithe or heavy-set than others. Your size is Medium.
Speed. Your base walking speed is 30feet.
Languages. You can speak, read, and write
Common and Draconic.
Breath Weapon. You can use a bonus action to
spew venom, exhale toxic gas, or breath fire. You the
determines the size, shape, and damage type of the
exhalation by choosing from the Breath Weapon
table.
When you use your breath weapon, each creature
in the area of the exhalation must make a saving
throw, the type of which is determined by the Breath
Weapon table. The DC for this saving throw equals 8
+ your Charisma modifier + your proficiency bonus.
A creature takes 2d6 damage on a failed save. The
damage increases to 3d6 at 5th level, 4d6 at 11th level,
and 5d6 at 17th level.
After you use your breath weapon, you can’t use it
again until you complete a short or long rest.
Dragon Scale. You share the thick hide and natural
resistances to magic that dragons have. If you are
forced to make a Dexterity saving throw to avoid
taking damage from a spell and fail, you can reroll the
d20 and use either result. Once you use this feature
you must finish a long rest before you can do so again.

Breath Weapon
Damage
Type Size and Shape Saving Throw
Acid 5 by 30 ft. line Dexterity
Fire 15 ft. cone Dexterity
Poison 15 ft. cone Constitution
Kind. You can choose between three types of Ominous Sense. You have a keen sense of your
dragonfolk: dragonian, drakian, or infernal. surroundings when you are under duress, giving
you the edge on those who mean you harm. When
Dragonian you are being pursued in a chase or when you are in
The tailed dragonfolk Dragonians believe they were combat, you gain a bonus to your passive Wisdom
born from the great and powerful dragons that (Perception) score equal to your Charisma modifier.
once roamed the land. Dragonian elders maintain
they are the bridge between the mighty dragons
and all humanoids. Dragonians societies are highly
structured and denizens are often scholars, healers,
and particularly adept magic users. This affinity with
magic bolsters aristocratic dragonian beliefs that they
are more fit to reign than their brethren.
Ability Score Increase. Your Intelligence increases
by 1.
Bonus Cantrip. You learn a cantrip of your choice
from any class’s spell list. Your spellcasting ability is
Intelligence for this cantrip.
Clear Skies. Your Dragonian ancestry gives you a
clarity of purpose and, more importantly, of mind.
You can not be dulled and you have advantage on
Intelligence saving throws.
As with every other race
Drakian and peoples, dragons and
The tail-less Drakians are thought to have been their kin come in many
created by ancient great dragons to prove their worth shapes and sizes.
and power to the founding gods. Drakians bond
closely to their chosen family and upon reaching
adulthood, are actively encouraged to venture out
into the world, learn and grow stronger. They believe
their tailed brethren, the Dragonians, rely too heavily
on their innate talents rather than valuing strength in
adaptability.
Ability Score Increase. Your Wisdom score
increases by 1.
Untrod Path. Through your Drakian heritage you
have advantage on Wisdom (Survival) checks, and
resistance to poison damage.

infernal Dragonfolk
A small sect of dragonfolk individuals are plighted
with nightmares of their ancestral home. These
visions show a dragonfolk kingdom ravaged by a
fiendish uprising. A common interpretation for these
so-called infernal dragonfolk is the believe that they
are soon to be called to serve fiendish overlords.
Ability Score Increase. Your Constitution score
increases by 1.
Superior Darkvision. You connection to darkness
manifests as changes in your abilities. You have
superior vision in dark and dim conditions. You can
see in dim light within 120 feet of you as if it were
bright light, and in darkness as if it were dim light.
You can’t discern color in darkness, only shades of
gray.

103
Galder's Gazeteer: Ancestries
Tigro Jungle Communities
From Yul Evan Lustria & Family Though they are from nomadic origin, large
populations of tigro can be found in thick, dense
The tigro people believe they are descendants of the
forest land. Highly adept craftspeople they prefer to
Wild Ones, titan apex predators in the time of myth.
build their homes around and within nature, rather
But the Wild Ones were deceived. Wanting to become
than destroying it. These dwellings are meant to be
more cunning hunters, they were gifted with intellect
camouflaged as though part of the natural setting.
by a trickster god. But with sentience the Wild Ones
The only indicator to these dwellings are seemingly
diminished in power and divinity, dwindling into the
random scratches into the bark, or twigs in ritualistic
humanoid creatures they now are. Now, in the dense
patterns hanging on tree branches way up in the
underbrush of endless forests they live in nomadic
canopy.
and little known communities. The Tigro people are
great hunters, and fiercely protective of their culture
and the story of their heritage. Names
Tigro have two names. A societal name they are called
Powerful and Sleek by all of their peers and acquaintances, and a dream
name that only their inner circle knows. A Tigro will
Tigris usually stand a touch smaller than the average
only reach maturity when they dream of their name.
human, and weigh in around 150 pounds. Height
Names: Arin, Aroo, Cavae, Creef, Errael, Effa, Fej,
is keenly looked upon by the more fanatical sects
Fharra, Greer, Grejj, Nejjra, Nhru, Raja, Roma,
of the tigro people. Tigris are natural athletes, and
Sheffer, Shek, Truss, Theb, Urim, Uza
are comfortable on land, in the water and even up
trees. Whilst others may regard a stronger and larger
body as being closer to the apex predators they once Tigro Traits
descended from, the tigro people also value their Your Tigris character has a number of traits in
intellect and their progression from the wild hunters common with all other Tigro.
they once were as a gift not to be slighted. Ability Score Increase. Your Strength score
All Tigris sport thick, orange fur with distinct increases by 1, and your Dexterity score increases by 2.
black stripes. Tigro have amber colored, feline eyes; Age. Tigro mature at an equivalent pace to humans.
long, sharp ear tips that are on occasion cropped for However, Tigro’s connection to the ancient Wild Ones
those wishing to take on a more menacing look. The have lengthened their lifespan. Some are rumored to
darkening of a Tigro’s short cropped mane that lays at live over 200 years old.
the base of their neck is a sign of maturity. A Tigro in Alignment. Whilst Tigro aren’t bound to a
their latter years may also have greying of their stripes. particular alignment, their connection to nature
Hides, prey furs, and simple cloths are a popular means they tend to lean more towards neutral
attire as they are loose fitting and do not hinder alignments.
hunting and travelling in the dense undergrowth. City Size. The Tigro people can range from 4 feet to 6
dwelling Tigris are known to abide by local custom, feet. Your size is Medium.
however often feel uncomfortable as covering their Speed. Your base walking speed is 35 feet. You also
markings is both culturally shameful and hinder their have a climb and swim speed equal to your walking
ability to blend into their environment. speed.
Darkvision. Your predatory ancestry gives you the
Proud Storytellers ultimate hunters advantage. You can see in dim light
within 60 feet of you as if it were bright light, and
Somewhat prideful amongst their own kind, Tigro
in darkness as if it were dim light. You can’t discern
are always happy to grasp the opportunity to prove
color in darkness, only shades of gray.
their strength - be it in combat or tests of wit. Tigris
Languages. You speak, read, and write Common
take great pride in their stories, and believe that tales
and Tigro, the native tongue of your people.
hold power and great significance. Some may be very
Hunter’s Body. You are proficient with the
particular in their rituals, whether it be preening,
Perception and Athletics skills.
cleaning their tools, or the manner of guarding their
One With Your Surroundings. Your patterning
territory, believing the minutia of actions encode
allows you to blend into your jungle surroundings.
hidden meaning.
When you make a Dexterity (Stealth) check to hide
while concealed by foliage or underbrush you always
Haughty Wariness are considered proficient in the skill and add double
Outside of their close circle, tigris seem aloof and your proficiency bonus to the roll.
watchful. While standoffish to new folk, they are Heritage. There are two main groups of tigris:
fiercely protective of the chosen few they call friends. Emberhides and Meowthias.
emBerhiDes
Many from the Emberhide community that believe
Torrian Orcs
the more reddish hue of their fur indicates their Ancestry by Jordan Selmek
bloodline’s heritage of valorous warriors. You gain Ages ago the orcish folk lived deep within the tallest
proficiency with any two martial weapons of your mountain ranges of Torr, said to be the spine of the
choice. Emberhide descendants also have a more titan dragon that makes up the entire world. There
erratic, jagged stripe pattern. they struggled to live off of the rugged land suffused
with wild magic. Some even became imbued with the
meoWthias mountain range’s mystic energy. Over time, these
Meowthias strive to regain the power of the Wild orc tribes migrated to more hospitable land where
Ones, to reclaim what was theirs before the trickster their kin grew and flourished. The humble orcs
gods brought their people low. These tigris pass down never forgot their meager origins in the magic ridden
the secrets of how to commune with the spirits of mountains, and have always done what they can to
ancient Wild Ones in the dreamlands beyond the give back to the good land that treats them so well.
mortal realm. You learn the guidance cantrip, and Now current generations of orcs must find a way to
starting at 5th level you can cast augury as a ritual. balance their love of the land with the ever growing
Wisdom is your spellcasting ability for these spells. civilizations of others. Some appreciate the blessings
of newcomers, while others would rather sabotage
reckless expansion.

Tough and Mystic


Orcs of Torr adapted to survive in the rugged ranges,
and their appearance reflects this heritage. Hair is
typically brown, but tinges of gold or purple are not
uncommon. Styles can range from long with complex
braids decorated with beads, to neat and trimmed for
the hunt. Tattoos and body piercings are a popular
way to show off one’s mystic understanding or
personal accomplishments. Most orcs own only a
few well made pieces of clothing and belongings, as
they tend to crave meaningful experiences over many
possessions.

Torrian Orc Names


The first syllables the child speaks when standing
upright on their own become their personal name.
Each clan of orcs in Torr also have a tribal name
named for a place in their ancestral mountain home.
Male: Cley, Cú, Galesh, Madoc, Mikulás, Mogak, Ri’ko
Female: Aniki, Oka, Scáthach
Tribe Names: Flidáis, Krall, Makhittal

Torrian Orc Traits


Your character has certain characteristics in common
with all other orcs.
Ability Score Increase. Your Constitution score
increases by 1.
Age. Orcs reach adulthood at the age of 10 and
generally live six or seven decades.
Alignment. Torrian orcs are most often neutral,
believing in coexistence with nature. Those who
tend toward chaotic typically pursue exploration and
those who tend toward lawful typically are drawn by
tradition and protecting their culture.
Size. Tribal orcs are between 5 and 7 feet tall and
average about 200 pounds. Your size is Medium.
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Galder's Gazeteer: Ancestries
Speed. Your base walking speed is 30 feet.
Darkvision. Thanks to your orc blood, you have
superior vision in dark and dim conditions. You can
see in dim light within 30 feet of you as if it were
bright light, and in darkness as if it were dim light.
You can’t discern color in darkness, only shades of
grey.
Perseverance. You gain proficiency in the Survival
skill, and have advantage on saving throws made to
avoid fatigue and exhaustion.
Languages. You can speak, read, and write
Common and Orc. Orc is a divided language with
many tongues, typically spoken in which a number
of word elements are combined into a single word
sentence. The script is based on simple pictures with
many annotations.
Tribe. The orcish conflict between exploring new
lands and protecting the entry to the ancestral
mountain lands led to the divide of two main groups:
prairie orcs and cave orcs. Choose one of these tribe
groups to belong to.

prairie triBes
As a prairie orc, you have learned how to track, hunt,
and care for animals at a young age. Most of your
kind are inclined to protect the balance of nature
and have a predisposition towards exploration and
avoiding wastefulness. Due to your culture having
mastered the art of trading, prairie orcs are far more
common in other civilizations than their brethren.
Ability Score Increase. Your Intelligence score
increases by 2.
Intrepidness. You gain proficiency in one tool set
of your choice and learn to speak, read and write one
language.
Child of The Hunt. You gain proficiency in the
Animal Handling skill. You also gain a +1 bonus to
your initiative.

Cave triBes
As a cave orc, your tribe can count exactly how many
generations have lived in your home cave. You have
perfected the art of defense and tend to care little of
what outsider’s think, especially when it comes to
your unique traditions.
Ability Score Increase. Your Wisdom score
increases by 2.
Mystic Connection. Your ancestor’s link to the
magic of the homeland still runs in your blood. You
know one cantrip of your choice from the Druid spell
list. Wisdom is your spellcasting ability for it.
One With The Caverns. Your darkvision has a
radius of 120 feet. You may move normally in rocky
terrain that is difficult terrain.
Trap Master. You are adept at setting up defenses
and rigging snares. You have advantage on any ability
checks made when setting traps.
Penumbra
It is a grave choice as the outside world all but
excommunicates a penumbra from their tribe and
From Yul Evan Lustria & Family forbids them from returning to it. It seems extreme,
Penumbrae, also called shadow folk, believe all but if any non-penumbra were to find a tribe, it could
creatures with souls to be descended from the lead to their doom. Legend says that if any other soul-
marriage of magic and matter. While most souls have bearing creature sees their true face, a penumbra
long since lost their connection to magic in favor elder will be forever bound to the will of that soul.
of a material body, the penumbra retain most of it.
They consider themselves children of the natural and Soul Eaters, Face-Stealers
supernatural, striving to preserve and respect both. Penumbrae can only exist among the outside world by
With their true form and origin largely unknown, wearing masks. Not a normal mask, but one they craft
they roam the world as shadows in more than one with illusion magic connected to the soul of a newly
sense. Letting others fear them as ghosts, penumbra dead creature. The masks give them the appearance of
themselves keep their true nature a secret. the dead creature, the sensations of having that body,
and occasionally glimpses of memories or influence
The Origin of Souls from the personality of the creature.
What exactly a penumbra is, is debated even amongst This transformation is what gave rise to the myths
those rare common folk who have seen one. Laying of penubrae being soul eaters, though that is seldom
somewhere between myth and legend, stories range true. Instead, a penumbra will haunt the place a
from that of souls tainted by dark magic, cursed soul was split from its mortal bindings, gather it’s
to live forever as shadows of their former selves, lingering essence and imbue their mask with it.
to specters born of wild magic, stealing souls to The name of the ritual is ill-pronounceable by any
live. Their nature is far less brutal, though most common tongue, but it roughly translates to face
Penumbrae have no care to correct it. -stealing. However, legend says there is a darker ritual
The most generally agreed upon story among the for stronger binding to the mask by forcing a soul out
various tribes is that the penumbra were the first and consuming it. This ritual’s name has long been
sentient beings ever to exist in the mortal plane. They forgotten, and is considered a profane act by all but
were created simply as souls, a gift from the magic of the most heathen of penumbrae.
the immaterial planes to the material ones. However,
that ensouled magic had no concept of the material, Sentient Shadows
and so they existed as souls without bodies. Over Penumbrae in their true forms have no body. Without
time, contact with the material planes slowly began a mask, penumbrae are not completely tangible
to wrap these souls in shadow so they could be seen. and can only be seen because of the shadows that
It was not long though before different deities surround them, giving them a humanoid shape. To
began to take notice of these souls. Each for their touch one in its true form feels like cold electricity.
own reasons, the gods began to entice the souls, New penumbra are created through an annual
trapping them in mortal bodies. Unbalanced by ritual, in which groups of two penumbra who wish
the entrapment in a body, magic withdrew from all to have a “child” bind parts of their souls in hopes
souls except those who had not yet been bound. The of creating a new one. As generations have passed
remaining free souls still wrapped in shadow, are the though, successful soul bindings have become rarer
ancestors of today’s penumbrae. and rarer. Some elders take this as a sign that matter
and magic are growing further apart.
Secrecy Above All Else
The dwindling numbers of penumbrae live in highly Penumbra Names
secluded, well protected areas. While they are aware Names are a big ordeal among penumbrae given how
of the “outside” world, penumbra seldom venture rarely new penumbrae are created. The “birth” name
out of their reclusive tribes. The main exception being given to a shadowling is an amalgamation of their
when their tribe elders deem a young penumbra on parent’s birth names. However, once they come of
the cusp of adulthood. The shadowling (as they are age they choose their own name, keeping their birth
called) is sent on a journey to live among the outside name as a surname. When living on the outside,
world for a time. On returning they must share what penumbrae will adopt a name appropriate to their
they have learned, and then decide if they will remain face, sometimes even the name of that face.
or return to the outside world. Most choose to Male Names: Tyr Nymhae (Nym + Miyanhae), Rey
remain, though there are some who are either called Marrmyr (Marr + Kahmyr)
by the allure of a new world or the magic that made Female “Birth” Names: Gyrma Miyanym (Miyanhae
them, to continue living in the outside world. + Nym), Rymana Kahmarr (Kahmyr + Marr)

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Galder's Gazeteer: Ancestries
Penumbra Traits Storm Celestial
Ability Score Increase. Your Wisdom increases by 1, From Jordan Selmek
your Charisma by 2, and your Intelligence by 1.
If not for their wings, most storm celestials would
Age. Penumbrae age similarly to elves, reaching
have the appearance of a slender human. No two
maturity around 18 years but capable of living up to
storm celestials share the same pair of wings, as
500.
they can vary wildly from slender and sleek to plump
Alignment. Penumbrae tribes tend to be lawful,
and fluffy. Each takes considerable pride in their
though those who choose to live on the outside skew
wings. To fly is to contribute to society. However,
chaotic.
storm celestial society ranges from small villages
Size. Penumbra range from under 5 to over 6 feet
to wandering the world in isolation. The moment a
tall and have builds similar to a human, although your
storm celestial loses the ability to fly is said to be a
size may appear moderately different depending on
bad omen for anyone who witnesses the misfortune.
the mask you are wearing. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Illusory Senses. Having barely a physical body to Fly with Us
block you from connecting to the magical world, you Storm celestials are perhaps the oldest of all common
have a supernatural sense about both the world and folk, as stories of winged humanoids exist in ancient
people around you. You have advantage on saving stories from across the land. Many fables and legends
throws and ability checks to overcome illusions. tell of the wise old celestial tricking a young hero into
Mask of Face-Stealing. You can spend 1 hour to improving themselves through arduous work.
cast disguise self as a special ritual requiring a mask Rarely does a storm celestial seek out attention, as
you crafted as a material component. When you do they would typically prefer to offer guidance or advice
so, you take the form of a Small or Medium humanoid from afar. However, when a storm celestial does
that has died, and you have seen the dead body of. yearn for adventure, their steadfast sense of direction
When you cast the spell this way, your appearance makes for a headstrong and capable companion.
holds up to physical inspection as the illusion creates Despite their nomadic tendencies, storm celestials
other sensations such as touch or smell. This special are always fascinated by the advancements of
version of the spell lasts until dispelled, or until you civilization as well as watching others experience the
choose to end it by removing your mask. Charisma is joy of flight for the first time.
your spellcasting ability for the spell.
Shadowy Form. Any time you are not under Storm Celestial Names
the effect of the disguise self spell you cast using
your Mask of Face Stealing trait, you are in your Male: Cardinal, Cygnus, Kirk, Venturius
true shadowy body. Your size is Medium and you Female: Aisaka, Apus, Tomoe
are difficult to see. Creatures have disadvantage
on Wisdom (Perception) checks to spot you and Storm Celestial Traits
shadowy areas count as being heavily obscured Your storm celestial character has certain traits in
for you. Starting at 5th level, you can cast greater common with all other storm celestials.
invisibility when you remove your mask once, and Ability Score Increase. Your Wisdom score
regain the ability to do so when you finish a long rest. increases by 2.
Charisma is your spellcasting ability for the spell. Age. Storm celestials have no concept of childhood
or adulthood, as they expect anyone with the ability
to fly to be able to contribute to society. Hatchlings
typically fly after a few years and storm celestials
generally live up to a century.
Alignment. Storm celestials are most often
good, with the belief that common folk are always
born good and only turn to evil due to the forces of
nature. Those who tend toward chaos typically reject
society in pursuit of self-exploration, and those
who tend toward law prefer a communal lifestyle
where everyone works toward the betterment of the
community.
Size. Storm celestials stand between 5 and 6 feet
tall with wings that can extend farther. They are
typically lightweight as they rarely weigh over 100
pounds to ease their flight. Your size is medium.
Speed. Your gait is slow and elegant. Your base Others may find your actions strange, as you feel a
walking speed is 25 feet. sense of inner peace when flying through a tempest.
Flight. You have a fly speed of 30 feet. To use this Ability Score Increase. Your Strength score
speed, you can’t be wearing medium or heavy armor. increases by 1.
Languages. You can speak Common and Celestial. Storm Rider. You can use your flying speed while
Storm celestials are not known for their ability to read wearing medium armor, but each foot you fly costs
or write, as they pass on their traditions and culture 2 feet of movement. You also gain resistance to
through song and spoken poems. They speak in a lightning damage.
haughty manner and are known for their excessive Bird’s Eye View (Gray). A gray-winged celestial
use of adjectives and for using fancy words any has the keen senses needed to navigate through
chance they can squeeze one into a conversation. heavy clouds. You can see through heavily obscured
Meteorosensitive. You can accurately predict the areas created by non-magical fog, mists, and smoke
weather up to 24 hours in the future in an area up 10 as though they were lightly obscured and lightly
miles away. obscured areas as though they were clear.
Conditional Form. Storm celestials are deeply tied
to the world’s weather patterns, and their traits can White-WingeD
change with the climate. Typically, tendencies are As a white-winged celestial you have the blessing
linked to the type of wings they display: gray or white. of the sun and have a connection to days with clear
While some prefer to stay in small tightly-knit weather and blue skies. The calm air lets you soar
communities where they can observe an area with great speed and perform deft aerial maneuvers.
changing over time, many choose to wander by The openness of the skies calls you to push your mind
themselves while chasing interesting storms. to the limit and your soul is restless on an evening in
You start as either a gray-winged or white-winged which you did not learn something new.
celestial, and gain those traits. Whenever the weather Ability Score Increase. Your Dexterity score
changes, you can choose to molt your wings over the increases by 1.
course of a long rest. If you do so, you can choose to Invigorating Radiance. While in sunlight, you are
lose the traits of your current form and gain the traits considered proficient in the Investigation skill, and
of the other. the time it takes to find gossip or research lore is
halved.
gray-WingeD Bird’s Eye View (White). A white-winged celestial
As a gray-winged celestial, you have the blessing of has impeccable hand-eye coordination in the air.
the moon and are drawn to the power of storms. While you are flying, enemies cannot benefit from
You are more inclined to push your physical limits half or three-quarters cover against your ranged
and stretch your wings to the edge of their abilities. attacks.

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Shamblefolk
in these fields. Many shamblefolk find their crafts
from leatherwork to weaving to shipbuilding highly
A beggar steps from the shadows, clothed in a strange sought after due to their excellent construction. This
combination of castoff items, trash, and foodstuffs. can often give the shamblefolk an opportunity to
Upon closer inspection, it’s clear that these aren’t integrate into whatever society they find themselves.
clothes — this creature itself is composed of a
wild variety of mismatched goods. A bent spoon Shamblefolk Names
functioning as a lower jaw moves as they ask for The shamblefolk have no adhering culture from which
whatever can be spared. Upon receiving a handful of to name themselves, and they often find themselves
coppers, the strange creature places two coins where named by others, whether acquaintances, colleagues,
one would think the eyes should be. “Thank you, or customers. Names like Junkpile, Hammerhand, or
friend, it is good to see again.” Ramshackle are often more descriptive names that
Shamblefolk, perhaps the creation of some mad shamblefolk are named.
archmage, or perhaps crafted from the dream of
some forgotten deity, are crafted of a seemingly
random collection of items that animate together to
Shamblefolk Traits
create a strange but living being. Your Shamblefolk character has the following traits:
Ability Score Increase. Your Constitution score
Living Scraps increases by 2 and your Wisdom score increases by 1.
Age. The Shamblefolk age strangely. Each passing
Shamblefolk are living humanoids, despite being year, they find it more and more difficult to maintain
composed of random materials. Resting, healing their form. Shamblefolk mature quickly, usually
magic, and the Medicine skill all supply the same within a year, and can maintain their forms for 50
benefits to shamblefolk that they do to others. years or in some cases longer.
Alignment. The shamblefolk lean towards lawful
A Scattered People and good alignments.
Shamblefolk are rare, but they can be found Size. The height and weight of shamblefolk can
anywhere, usually in solitude. Most shamblefolk vary widely. Even a specific shamblefolk may find
know no others of their own kind, and cannot recall their height and weight changing based on the items
when or how they were created. They are often comprising them. Most average around 5 feet in
greeted with suspicion or even fear by the societies height and 200 pounds in weight. Your size can be
in which they dwell, yet shamblefolk tend to live lives Medium or Small (your choice).
that honor the culture in which they reside, and they Speed. Your base walking speed is 30 feet
have a compulsion to feel pride in their condition, (Medium) or 25 feet (Small).
and a kinship to any others of their kind they discover. Innate Crafter. You have proficiency in two tool
sets of your choice. You are always considered to
An Ever-Changing Form have these tool sets on hand and can freely meld
the components you need in and out of your form.
Shamblefolk may be composed of any number of Alternatively, over the course of 10 minutes, you can
items: rocks from the ground, pieces of driftwood, create the perfect tool for the job out of your form,
discarded and rusted weapons, or even bits of food. granting you advantage on any ability check made
The shamblefolk occasionally shed these items and using these tool sets.
must replace them with fresh ones to continue their Mutable Size. You can tinker with your component
odd existence. Regardless of the items composing parts to change your size. If you have access to
a shamblefolk, their form tends to be roughly sufficient material, as part of a short or long rest, you
humanoid in shape, with two arms, two legs, and a can change your size from Medium to Small or vice
head, though anomalies do exist. versa.
This provides a shamblefolk a strange ability to Replaceable Parts. Your ability to replace damaged
rebuild themselves when they are wounded, each parts allows you to heal yourself when wounded. As
item held as part of the whole by some unknown an action, you may use materials around you to regain
force. When a shamblefolk dies, the pieces that were a number of hit points equal to twice your level. Once
once fitted together fall apart in a pile of random bits. you use this ability, you may not use it again until you
complete a short or long rest.
Masters of Craft Severed limbs, digits, and parts (fingers, legs, ears,
Perhaps it is their composition that gives shamblefolk etc.) can be replaced after completing a short or long
an affinity for creating new things, but shamblefolk rest. You merely hold the replacement part to the
tend towards crafting in their pursuits, and excel severed body part, and it adheres itself to your frame,
functioning as the missing part.
Storage Container. Shamblefolk often store Unfortunately, like many reflections, thrum
useful items within their own frame. You can society is not a perfect copy of fey society.
absorb any item smaller than you into your A subtle melancholy permeates thrum
own frame as an action. As a bonus action on a culture. Even after these many generations,
subsequent turn, you can recall this item to have thrums still long for their innate magic and
it held or worn as appropriate. A stored item is connection to the fey. When not occupied
perfectly concealed. with other matters, the thoughts of most
Languages. You can speak, read, and write thrums often turn to what-ifs, if-onlies, and
Common and one other language. The additional what-might-have-beens.
language is usually appropriate to the society in
which you dwell.

Thrum
From John H. Bookwalter Jr.
Named for the soft, gentle, low thrumming of their
rapidly beating wings, thrums are often mistaken for
sprites or pixies, and in a sense they are. Descended
from fey who were cut off from the magical Feywild
hundreds of years ago, thrums have become fairies
without magic. Though they share the personality
traits of their fey ancestors, thrums still mourn the
loss of many of the abilities their magical cousins still
have. Several legends exist for what caused the loss.
Whatever the true cause of the rupture, it is unknown
is whether the link can ever be restored.

Tiny and Colorful


From afar thrums strongly resemble their pixie and
sprite ancestors, but closer examination reveals
that thrums are more muscular and heavier, the
result of doing more things physically rather than
magically. There is no restriction on the color of a
thrum’s skin, hair, or eyes, but pinks, greens, blues
and shades of orange are most common. Between
their shoulder blades sprout gossamer wings like
those of butterflies or dragonflies. Glitter like dust
once coated these wings allowing them supernatural
flight, but separation from the Feywild has weakened
the magic. Thrum wings, often in multiple colors,
reflect and refract light as beautiful rainbow-colored
patterns.

Secluded yet Open-minded


In many ways thrum society mirrors sprite and
pixie society. Most thrum prefer to live in secluded
settlements, tucked away in seldom seen rural areas.
Some offshoots of thrums have come to live in the
settlements of other humanoids. Even then they
tend to cluster in out of the way places such as in
forgotten alleyways, cozy mouseholes, or nested
among the chimneys. Most thrums prefer to live in *actual size
communities of extended family, with parents to help
rear the young and protect them from threats. There,
the sagacity of elders is revered, and the exuberance
of youngsters is cherished.

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Cautious but Curious free-spirited creators. Evilness is rare among thrums,
usually the result of some terrible curse.
Thrums are suspicious of strangers but fascinated by Size. Thrums stand between 15 and 21 inches tall
them at the same time. Their curiosity overcoming and weigh between 4 and 8 pounds. Your size is Tiny.
their cautious reclusiveness, a rare few thrums desire You can only wield light weapons.
to see what lies beyond the immediate surroundings Speed. You are fast for your size but still slower
of their thorp. Some search for a way to return the fey than larger humanoids. Your base walking speed is 20
connection to their race. Others quest to protect the feet.
innocent and good from evil. And others simply wish Fey Ancestry. You have advantage on saving
to discover new experiences. throws against being charmed, and magic can’t put
Possessing both the seriousness of sprites and the you to sleep.
mischievousness of pixies, thrums have an emotional Stealthy Slightness. Your diminutive size makes
range more like humans, halflings, and gnomes. it easier for you to perform stealthy actions such as
Thrums get along well with these groups, especially hiding and moving silently. You have advantage on
with gnomes and halflings, who understand all too Dexterity (Stealth) ability checks.
well the trials of being diminutive. Elves tend to find Weakened Wings. Unlike your distant ancestors,
thrum sternness off-putting, while Dwarves find you cannot fly freely with your weakened wings, but
thrum frivolity annoying. you can still flutter in any direction. You have a fly
speed of 20 feet, but must end your turn on a solid
Beliefs and Causes surface, or fall. Alternatively, you can hover 5 feet off
Similar to most mundane humanoids, thrums are the ground for up to a minute, but cannot move until
much more religious than their fey cousins. Most you touch ground again.
thrums worship deities of nature, but many also Lightweight. Like many small animals, you can fall
worship deities of community, mischief, or dreams. short distances without taking any damage. Your
Deities of magic appeal to those thrum who study light weight and wings reduce all falling distances by
arcana in an effort to regain a sense of the magic lost 20 feet when calculating falling damage. You take no
centuries ago. A growing number of thrums revere falling damage from heights of 20 feet or less.
causes or ideals such as goodness, life, or freedom Languages. You can speak, read, and write
instead of deities. Prayers to restore the lost fey Common and Sylvan.
connection go unfulfilled, for it is not within the Communities. Thrums have distinct ways of living
power of the deities. They did not sever the link, so within their societal clusters that has changes little
they cannot repair it. over the centuries. You can choose to be a country
thrum or a city thrum.
Thrum Names Country thrum
The names Thrum have are as varied as their colors. A country thrum’s rural lifestyle gives rise to a strong
Some take the names of elves or other well known fey connection to the natural world.
creatures. Others name their children in the fashion Ability Score Increase. Your Wisdom score
of the societies that surround them, whether that be increases by 1.
dwarf or orc. Still other Thrum change their names Rural Affinity. You gain proficiency in either the
frequently, in keeping with their mischievous nature. Nature or Animal Handling skill.
Vigilant. Viewed as prey by many predators your
Thrum Traits size or larger, you keep careful watch for possible
Your thrum character has numerous abilities and danger. You have advantage on Wisdom (Perception)
traits, many of which stem from those of your pixie checks made to spot hidden enemies.
and sprite ancestors.
Ability Score Increase. Your Strength score City thrum
decreases by 3, your Dexterity score increases by 2, As a city thrum, your urban lifestyle gives you access
and your Charisma score increases by 1. to many different magics and people.
Age. Due to a high metabolism and the loss of their Ability Score Increase. Your Intelligence score
feyness, thrums have a short lifespan. They mature increases by 1.
faster than most races, reaching adulthood at 10 Urban Affinity. You gain proficiency in either the
years and living about 50 years. Arcana or Investigation skill.
Alignment. Most thrums are neutral good, taking Wariness. Your natural suspicion of strangers has
after the pixies and sprites from which they have been honed by your time among other folks. You have
descended. Those lawful thurms are often guardians, advantage on Wisdom (Insight) checks made to see if
while those who lean toward chaos are frequently someone is lying.
Vampires
level of exhaustion. Drinking a pint of blood removes
any levels of exhaustion gained from this feature.
From Peter Riser and W. Gage Berry Superior Darkvision. Accustomed to nocturnal life,
Dwelling in endless darkness, few creatures embody you have superior vision in dark and dim conditions.
terror as well as the vampire. Existing in a state of You can see in dim light within 120 feet of you as if
constant hunger — for power, for respect, for life it were bright light, and in darkness as if it were dim
itself — some vampires sate this desire by creating light. You can’t discern color in darkness, only shades
more of their kind. Some attack hapless victims, but of gray.
fail to control them as their spawn, loosing a ferine
vampire into the world. Others engage in wicked
magic to birth a foul facsimile of a child. These cursed
beings, having never known true life, grow into
twisted creatures of the night.

Vampire Traits
All created vampires share some similar features, with
their individual ancestries determining more.
Ability Score Increase. Your Charisma score
increases by 1.
Fangs. Your fangs are a natural weapon, which
you can use to make unarmed strikes. If you hit, you
deal piercing damage equal to 1d4 + your Strength
modifier.
Cursed Origins. Your creation as a vampire
greatly impacts your being. You are either a vampire
pureblood, a half-vampire, or a feral vampire.

vampire pureBlooD
Vampire Purebloods are part of an ancient vampiric
lineage, with high ranking “family” members forging
alliances by creating new purebloods together. Some
rule as lords in dominions of utter terror. Others
build themselves into figures of great power in society,
keeping their true nature secret from the masses.
Ability Score Increase. Your Intelligence or
Wisdom score increases by 2 (your choice).
Age. Vampire purebloods mature faster than
humans, reaching adulthood around age 13.
From that point on, they age incredibly slowly,
retaining a youthful appearance for hundreds
of years. There are no recorded instances of a
vampire pureblood dying of old age, sparking
rumors that they are immortal.
Alignment. Vampire purebloods tend
toward neutral evil. Their diet primarily
consists of blood of humanoid creatures,
which is generally frowned upon in most societies.
Size. Vampire purebloods are often a little taller than
humans, usually a bit over 6 feet. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Undead Nature. Your type is undead. You also don’t
require air.
Blood Drinker. You require sustenance in the form
of blood to satiate your undead appetite. If you go
longer than seven days without drinking at least one
pint of blood from another creature, you gain one

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Sunlight Hypersensitivity. You have disadvantage Hybrid Nature. You have two creature types:
on attack rolls and on Wisdom (Perception) checks humanoid and undead. You can be affected by a game
that rely on sight when you, the target of your attack, effect if it works on either of your creature types. You
or whatever you are trying to perceive is in direct also don’t require air.
sunlight. Additionally, for each hour spent in direct Supernatural Charm. You are proficient in the
sunlight, your hit point maximum is reduced by 1. Persuasion skill. Additionally, you have advantage on
This condition can only be removed by spending a all Charisma checks directed at undead.
short or long rest in darkness, or by consuming blood Grim Heritage. You are proficient in either the
with your Drain Blood feature. Arcana or Religion skill, or your choice of tool set. You
Vampiric Magic. You know the chill touch cantrip. also know the chill touch cantrip, and Charisma is
When you reach 3rd level, you can cast the charm your spellcasting ability for it.
person spell once with this trait and regain the Languages. You can speak, read, and write
ability to do so when you finish a long rest. When Common and one additional language of your choice.
you reach 5th level, you can cast either the gaseous
form or vampiric touch spell once with this trait and
regain the ability to do so when you finish a long rest. It was the first embers of Eventide when
Charisma is your spellcasting ability for these spells. I came to the small hamlet of Kranberg, a
When you cast them with this trait, they don’t require village where even an old wizard, could rest
material components. and reflect upon my journey. The townspeople
Drain Blood. As a bonus action, you can make a were a welcoming sort, but the aldermen
special attack with your Fangs. If the attack hits, you brought dire news to my ears, as the night
deal necrotic damage instead of the normal damage went on. Apparently, their livestock had
type from your fangs, and you regain hit points equal begun vanishing, leaving no trace of the
cause.
to 2 times the damage dealt. If the creature does not
have blood, you do not regain any hit points. Once Naturally the hunters had sought the
you use this trait, you can’t do so again until you subject of the farmers’ ire, searching
finish a short or long rest. high and low for the culprit, but as the
Languages. You can speak, read, and write Common days waned into weeks, however, and the
perpetrator could not be discovered, the
and two additional languages of your choice. The
alderman had grown desperate and resorted
extended lifespan of vampire purebloods means that
to requesting aid from unfamiliar sources.
they often have time to learn unique or rare languages.
This was how I met the adventurer Gregor,
half-vampire and the two of us became fast friends when
we began our investigation in the woods
Half-vampires are born of a foul ritual mixing the
which encircled the village. We were
blood of one vampire parent and one human parent. forced to ply both spell and steel though
Though inheriting only some minor powers from their to uncover the dark truth behind the
vampiric side, half-vampires easily pass for human, disappearances.
and lack the sunlight sensitivity of purer vampires.
It transpired that one of the hunters had
Ability Score Increase. Your Constitution score
been bitten by a werewolf. We tracked them
increases by 2, and your Intelligence or Charisma to a remote cabin and I dare say I would
score increases by 1 (your choice). have been done for though, had my companion
Age. Half-vampires mature by age 13, and then not saved me when it first transformed;
begin to age much slower, living up to 500 years. for jaws meant to rend my throat, found
Speed. Your base walking speed is 30 feet. purchase instead upon Gregor’s left hand.
Alignment. Half-vampires often tend toward evil
To my amazement, the adventurer fought
inherently, but many overcome this nature. They on and felled our foe with a powerful blow
are not often raised in regular society, however, and from their silvered maul, as I hurled a
therefore are usually chaotic. conflagration and finished the fiend; a deed
Size. Your size is Medium. no-less heroic when I discovered their secret
Speed. Your base walking speed is 30 feet. on the long walk back to town.
Darkvision. The vampiric blood flowing through Gregor, you see, had inherited a vampiric
your veins allows you to see in dark and dim bloodline, which girded him against even the
conditions. You can see in dim light within 60 feet most grievous of blows. I placed the promised
of you as if it were bright light, and in darkness as if coin squarely in my companion’s palm when
it were dim light. You can’t discern color in darkness, we returned, as thanks for my life, before
only shades of gray. departing on the road once more the next
morn.
feral vampire
Feral vampires are created when a humanoid is
Zhula
bitten by a vampire. To use this race template, first From Javier Lopez
choose an ancestry (and subgroup, if applicable). Zhula are part humanoid, part ooze, and have
The following traits replace your chosen ancestry’s features reflecting both. Their body is heavily
Ability Score Increase, Darkvision, Superior malleable, as they lack proper flesh, blood, and bones,
Darkvision, and Sunlight Sensitivity traits, if it has instead having a goopy liquid that makes up most
those traits. of their form. Unlike regular oozes, they have some
Ability Score Increase. Two ability scores of your organs reminiscent of humanoids, like a brain, eyes,
choice increase by 1, or increase another ability score, and lungs as pliable as the rest of their body, with a
but not Charisma, by 2. Typically this is reflective of nervous system that can easily shift positions within.
your humanoid origin. Most would not know this, however, as a Zhula’s ooze
Age. Feral Vampires retain the appearance of the keeps these organs away from the surface of the body
age at which they were turned. Turned vampires do to avoid potential harm, making it look like their form
not appear to age at all. is made completely of slime.
Blood Drinker. You require sustenance in the
form of blood to satiate your undead appetite. If you A Spontaneous Beginning
go longer than seven days without drinking at least
The first zhula emerged only recently, and they
one pint of blood from another creature, you gain
have multiplied and spread dramatically since then.
one point of exhaustion. Drinking a pint of blood
According to them, a small splinter group of another
removes any levels of exhaustion gained from this
worldly species brought them into existence. They
feature.
became overwhelmingly fond of the local oozes and
Savage Hunger. If a creature is below its hit
wanted to “improve” them with their own captured
point maximum when you hit it with your fangs, the
human, elf, and dwarf miners. Years of dark, twisted
damage die increases to a d8.
magical and psionic experimentation followed, until
Superior Darkvision. You can see in dim light
finally the first zhula came into existence.
within 120 feet of you as if it were bright light, and
in darkness as if it were dim light. You can’t discern
color in darkness, only shades of gray. The Great Escape
Sunlight Hypersensitivity. You have disadvantage Ooze after ooze was taken for these twisted
on attack rolls and on Wisdom (Perception) checks experiments, every zhula finding themselves in an
that rely on sight when you, the target of your attack, inevitable cycle of sudden life and then swift death.
or whatever you are trying to perceive is in direct It is unclear how many zhula were sacrificed in the
sunlight. Additionally, for each hour spent in direct name of furthering the “perfection” of their species,
sunlight, your hit point maximum is reduced by 1. but eventually the abominations progressed the zhula
This condition can only be removed by spending a to their current state.
short or long rest in darkness, or by consuming blood Eventually, the handful of zhula specimens were
with your Drain Blood feature. both autonomous and displeased with their current
Unholy Form. You have vulnerability to radiant situation and sought freedom. One fateful night, they
damage. banded together, swiftly incapacitated their captors,
scoured their minds for exit routes, and escaped into
the moonlight.

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Galder's Gazeteer: Ancestries
Fitting In Once you use this feature, you must finish a short
or long rest before you can use it again.
Without a long history to dictate their cultural mores, Languages. You can speak, read, and write
the zhula are still exploring their identity as a people, Common and Zhul. Zhul is not an elegant language,
and most simply doing whatever each individual zhula consisting of low gurgles and slurred speaking
wishes. This can cause their reputation to vary wildly patterns, making it a challenge to comprehend if one
from place to place; a zhula in one place may have was not raised with it.
a pure heart that uplifts the image of their people,
whereas another may act selfishly and corrupt their
people’s image through distasteful acts.

Zhula Names
The zhula lack a proper naming scheme, with each
individual deciding for themselves how they wish to
be called.

Zhula Traits
Your zhula character has the following traits:
Ability Score Increase. Your Constitution score
increases by 2 and your Intelligence score increases
by 1.
Age. The Zhula age rapidly, reaching maturity at
around 5 years old. It is unclear how long they can
live for, as the oldest known Zhula are only several
decades old.
Alignment. The Zhula’s emphasis on individualism
leads many to lean towards chaotic or neutral
alignments, and the lack of a true society makes
lawful Zhula rare.
Size. The height and weight of Zhula vary wildly
thanks to their amorphous form, but their sizeable
mass makes them between 5 and 7 feet tall. They are
light for their size, staying around 40 pounds and
rarely exceeding 60 pounds. Your size is Medium.
Speed. Your base walking speed is 25 feet.
Acidic Body. You have resistance to acid damage.
Amorphous Form. Your physical nature provides
a natural protection against attacks, but makes you
ill-suited to wear armor. Your base AC equals 11 + your
Dexterity modifier + your proficiency bonus. You gain
no benefit from wearing armor, but if you are using
shield, you can apply the shield’s bonus as normal.
Liquid Movement. You can move through spaces
as narrow as 1 foot without squeezing, but your
equipment is left behind unless it can also fit within
the space. Also, non-magical restraints do not work
on you as they slide off with ease.
Memory Siphon. As a bonus action, you can
choose a creature within 10 feet to intrude on their
mind. That creature must make an Intelligence
saving throw, the DC of which is equal to 8 + your
Constitution modifier + your proficiency bonus,
or become dulled until the end of its next turn.
Additionally, you gain one small memory the creature
had within the last 24 hours, such as the name of
a creature, place, or thing they learned within that
period.
Folk Groups
bond, they take on their bond’s characteristics. A
dawnblade bonded with an elf may grow slightly
pointed ears, develop talents that mirror their elf
This section presents additional groups of the
partner’s magical abilities, or even enjoy their bond’s
common folk of the multiverse.
famed agility. A dawnblade partnered with a dwarf
could grow the same style of beard or share their
Dawnblade hardiness. Sometimes the physical changes have
From Brian Chang and Lauren Baranger often led dawnblades to be mistaken for having
mixed parentage, but they understand it as a symbol
of their unyielding devotion to their bond.

Completely in Love
The deities of love occasionally bless a pair of souls
with the deepest, strongest connection. These pairs
are known as dawnblades, and they are fated to fall
in love and form a lifelong bond that links their souls.
Given signs by angels when they begin maturing into
adulthood, some recall vivid dreams with a name,
face, and location, whereas others feel guided by the
stars or their own intuition. Whatever the case, the
pair inevitably find each other, their paths fated to
cross in the multiverse.
Once they meet, the two are nearly inseparable.
Their connection grows into the deepest of love,
which culminates with the appearance of an intricate
mark on their chest. This divine mark sanctifies their
union, and glows when the fated lovers are near each
other.

Dawnblade Devotion
The bonded’s personalities are largely shaped by
their partners. Some grow to embrace their partner’s
interests and others strive to compliment them. A
dawnblade’s devotion to their partner is not only
present in their words and actions, but manifests in
their physique as well.
A birth, a dawnblade’s form is indistinguishable
from their kin. But as they spend time with their
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Galder's Gazeteer: Ancestries
Emissaries of Love shareD soul
While dawnblades are most content right beside their Your bound souls lets you share intuition and
bond, they have a strong desire to travel. Most feel understanding with your bond. Once when you
compelled to seek out their bond as a youth, and the would gain proficiency with a tool set, a simple
wanderlust never leaves. They still find it romantic to weapon, or a language from your ancestry, you can
journey from town and town, find new experiences instead gain a proficiency of any of those types
to share with their partner, and help others discover that your bond has. For example, instead of gaining
love - whether it be igniting a passion, rekindling a proficiency with shortswords from being an elf, you
long lost love, or lending a supportive hand to those might gain proficiency with mason’s tools from your
who are lost. Sometimes dawnblades will adventure dwarf bond. Alternatively, you can exchange one
together, or sometimes one will go and the other proficiency with a skill granted by your ancestry for
remains behind. Longing for their bond when they proficiency in a skill that your bond is proficient with.
are apart and reuniting after an absence strengthens
the pair’s love.
legaCy of love
Instead of gaining a trait from your ancestry, you can
Dawnblade Traits choose to gain one of the traits detailed below. You
cannot swap the following traits you gain from your
A dawnblade’s connection to another soul has an ancestry: Age, Size, Ability Score Increase, Alignment,
effect on how they lived and grew into an adventurer. Languages, or Speed, or any trait that imposes a
Dawnblade have the following traits in addition to, or penalty on your character such as Sunlight Sensitivity.
replacing, some traits from their primary ancestry. Peerless Fidelity. You and your Bond are
permanently charmed by each other and you have
refleCtive similarity advantage on saving throws against being charmed by
Instead of using your Ability Score Increase trait you others. Should you become charmed by an effect not
gain with your primary ancestry as normal, yours from your bond, commands that direct you to attack
reflects your connection to your bond. When you or target your bond with harmful abilities or magical
would raise an ability score from this trait, instead effects have no effect.
you apply the increases you gain to an ability score Open Hearted. Starting at 3rd level, you can cast
that a player character of your bond’s ancestry would the detect emotion spell once with this trait and
increase from that trait. For example, if you are a regain the ability to do so when you finish a short or
dwarf bonded to a high elf, instead of increasing long rest.
your Constitution by 2, you can increase either your Unbounded Connection. Along with your
Dexterity or Intelligence by 2. emotional link to your bond, your minds become
permanently open to each other. If you are within 30
feet of your bond you can telepathically communicate
Till Death Do Us Part with them. While doing so, you are both immune to
magic that would reveal your thoughts and emotions.
Naturally the grief felt from losing a lifetime
partner is overwhelming. However, it is
ultimately up to the players, GM to discuss how
their characters’ story should proceed in the
event the bond of a PC dies.
This should be a discussion between the
player and the GM about if or when the
remaining partner should lose the features
associated with being a dawnblade. Things to
consider might be the possibility of restoring
the bond to life, how much magic was shared
in the connection, and whether or not the living
partner will love another.
Alternatively, if one of the pair dies, the other
can drop to 0 hp and begin to die of a broken
heart. They have disadvantage on death saving
throws as their soul is longing to escape and
join its departed mate. Returning from this
state and living on is truly traumatic for these
dawnblades.
Mushroom Gnome
From Tim Hettler From Woonitu and Tynen Wood
Especially interested in rare fruits and animal Mushroom gnomes are so named because they
delicacies only found on particular islands, these come from a land of large mushroom forests, even
diminutive humanoids were the among first to carving their homes into the giant mushrooms. They
explore across great oceans others found impossible live in secluded villages full of other mushroom
to navigate. Seafaring across far-flung islands gnomes, rarely leaving the village to go on quests and
in wooden dug-out longboats large enough to adventures, always intending to return one day to
carry dozens, they now engage in trade with their share the tales of their journeys with the rest of the
neighbors, offering fish, feathered clothing, and village.
exquisite wooden crafts. Known for their curious They often take names based on a prominent aspect
nature and proclivity for wanderlust, it should be no of their personality or skill, such as Grumpy, Painter,
surprise that some island halflings have chosen to or Loyal. The village leader is often the eldest in the
settle in other coastal settlements, integrating with village, and is regarded as a parental figure, often
society and adding to the rich, diverse tapestry of called “Papa” or “Mama” by the others in the village.
cultures. Mushroom gnomes are easily identified by the
bluish tone of their skin and a peculiar version of the
Common dialect that might be difficult to understand
at first, often using strange-sounding made-up words
As an island halfing, you’re broader and heavier than
in place of normal ones.
the average halfling. This, combined with a natural
low center-of-gravity, helps island halflings maintain
their balance on the open seas. Mushroom Gnome Traits
Ability Score Increase. Your Constitution score Ability Score Increase. Your Charisma score
increases by 1. increases by 1.
Secrets of the Sea. Whenever you make an Intense Personality. You add double your
Intelligence (Nature) check related to bodies of water, proficiency bonus to ability checks for one skill or
shores, islands, or the flora and fauna within those tool of your choice that you are proficient with.
environments, you are considered proficient in the Apt Companion. People naturally trust your
Nature skill and add double your proficiency bonus to judgement. You have proficiency with Persuasion.
the check, instead of your normal proficiency bonus.
Sea Legs. You have advantage on saving throws
against any spell, action, or ability that would knock I once met a wizard
you prone or would move you involuntarily. who hated the
gnomes of a nearby
forest. Don't know
why - the mushroom
folk were very kind
to me!

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Galder's Gazeteer: Ancestries
Shade Elves Shade Elf Traits
Shade elves are both more otherworldly and forlorn Shade elves have eyes that are more narrow than
than others of their kin. Their home forest was wholly other elves. It is also common for them to develop
transplanted from the Feywild and fused into the traits or marking common to other creatures who
Material Plane. Their bodies still take on the features dwell in the fairylands.
of other creatures from the fairylands: some are born Elf Weapon Training. You have proficiency with
with cloven hooves, some with the ears or nose of the longsword, shortsword, shortbow, and longbow.
woodland animals, others still have nonfunctioning Fairy Magic. You know the dancing lights cantrip.
gossamers wings that serve only to remind the shade When you reach 3rd level, you can cast the faerie fire
elves of their lost place in the Feywild. Indeed, one spell once per day. When you reach 5th level, you can
part of their being seems to always still be connected also cast invisibility once per day. Wisdom is your
to nature. When a shade elf trance or lets their spellcasting ability for these spells.
thoughts wander, they hear music from the Feywild. Fey Form. Your body has been shaped by a fey
Part of their mind is still always just beyond... influence. Choose one of the following forms.:
Satyr. Your Charisma increases by 1. In addition,
you have a set of ram horns you can use to make
Ageless Acedia an unarmed strike. If you hit with them, you deal
Shade elves age like trees - unless a violent accident bludgeoning damage equal to 1d4 + your Strength
takes them, they could live forever. But few do, and modifier.
thus they go through their lives knowing the only Critter. Your Wisdom increases by 1. You also have
way out is an unpleasant end. This, combined with furry rotatable ears and a wet nose that improves your
their deprivation from the emotional vibrancy of the senses. You have advantage on Wisdom (Perception)
Feywild, breeds a degree of apathy in shade elf society. checks that rely on smell or hearing.
Contrariwise, their thirst for novelty also gives elves a Pixie. Your Intelligence increases by 1. You have a
sense of curiosity and joy at art and discovery. set of vestigial wings. While they do not allow flight,
as an action you can flap them to release a cloud of
Environmentalism spores. Once per long rest you can cast the sleep spell
Having been transplanted from the Feywild, shade centered on yourself, and it can only affect creatures
elves don’t just respect nature, they come from within 5 feet. Wisdom is your spellcasting ability.
it and are bonded to it. Strong personality traits Forlorn. You have disadvantage on saving throws
that a shade elf shares with an aspect of nature are made to resist being frightened or despondent.
manifested in their bodies: bark textured skin for the
stalwart or fox ears for the sly. They live and in trees Valorian
that have been shaped and pruned for a hundred
From Spencer Turkington
years to turn them into dwellings and sanctuaries.
Beyond a spiritual practice, living in harmony
with nature is essential because their longer lives
force shade elves to always consider the long-term
consequences of their actions. Thus they act in ways
that cause the least disruption to the environment.

Reclusive Traditionalists
Shade elf society is a semi-feudal bureaucracy where
thousands of years worth of tradition and precedent
dictate every facet of life to some degree. There is
no need for individual decision making when writs
passed down for eons tell exactly how to act in a
specific situation, for every situation. This system
results in very hidebound people who resist reacting
quickly to new ideas (or threats).
That cultural conservatism and need to protect their
environment leads shade elf society to be famously
reclusive. Trespassers into the shade elves’ woodland
home are quickly hunted down, and few outsiders
have been invited into the inner sanctum of their
plane-shifted homeland.
Divine Bloodlines
As part of their pact with the goddess Valarial,
the Valorian people inherited her divine powers.
However, these powers manifested differently in
each Valorian. At birth, the path that one will take in
life is determined by what gifts they are marked by,
some destined to become leaders, warriors, poets, or
adventurers. While strict societal pressures keeps
most, but not all, in line, there is also the belief that
their goddess’s will can be enforced in other ways.
Spirits that take the form of female warriors, known
as the Valkyrie, act as guides, wardens, and foes as
necessary to see a Valorian’s destiny fulfilled.
Believing their blood is divine, a Valorian’s bond
is held in the highest regard and are always honored,
even if one party believes they were tricked.

Children of Valarial
While no Valorian is bound to follow the religious
tenants of the Church of Valarial, many in nobility
and positions of power (especially those in the
home nation of Allenia) are either devout followers
or benefit from the influence of the church. The
main tenant of the church is simple: life should be
dedicated to the protection and preservation of those
under your watch, conversely if one is above you, it is
your duty to act as a good servant and acknowledge
their rightful requests. It is no surprise that each
officially revered saint of the church is a previous king,
queen, or member of the royal family known for their
duty to the state and they people they served.

Valorian Traits
Valorians have the following traits, instead of the
normal traits of humans.
Ability Score Increase. Increase two different
ability scores of your choice by 1.
Age. Due to their deified bloodline Valorians enjoy
longer lifespans than most other humans. Their
average lifespan being about 200 years despite
coming of age at the same point of other humans.
Warrior Spirit. When you roll initiative, you gain a
valkyrie die, a d4. The next time you hit with an attack
you can expend the die by rolling it, then adding the
result to the damage. Alternatively, the next time you
are hit with an attack you can use the die and add the
roll to your AC, potentially turning a hit into a miss.
You can only have one such die at a time, and you lose
it if it is not expended within 1 minute.
Divine Lineage. You learn any cantrip from the
cleric spell list. At 3rd level, choose any 1st level spell
from the cleric spell list, and can cast it once using
this trait. At 5th level, you can also choose a 2nd
level spell to cast once. Wisdom is your spellcasting
ability for these spells and you regain your expended
castings when you finish a long rest.
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Galder's Gazeteer: Ancestries
Feats Cheater of Death
You can go knocking on death’s door and have it go
Aerial Warrior unanswered.
Prerequisite: A flying speed of at least 25 feet If you are reduced to 0 hit points, and you succeed
on your first death saving throw, it counts as two
You can now take to the skies in medium and heavy successes. If you make a third successful death
armor. If wearing medium armor would normally saving throw, you regain 1 hit point and stand up if
restrict your ability to use your flying speed, you can you are prone.
now fly up to 30 feet if your speed would otherwise
allow it. Likewise, in heavy armor you can now use up Counterstriker
to 25 feet of your flying speed.
Through your training, your instincts in the air are You have mastered the art of parry-and-riposte. When
unmatched. You can reroll a failed Dexterity save you are targeted with an attack using a melee weapon,
made while you are airborne and use result of the and you are holding a melee weapon, you can use
new roll. Once you use this feature to do so, you your reaction to impose disadvantage on the attack
must finish a short or long rest before you can do so roll. If the triggering attack misses, you may make one
again. melee attack against the creature that attacked you as
part of the same reaction.
Antique Appraiser You can use this feature twice and can’t do so again
until you finish a short or long rest.
You have specialized knowledge in dealing with rare
items and antiques. After studying an object for Herbalist
at least 1 minute you can accurately appraise its
monetary value. You also add double your proficiency • Increase your Constitution or Wisdom by 1, to a
bonus to any Intelligence checks made to relating to maximum of 20.
that object’s history or origin. • Choose one skill or tool from Medicine, Nature,
In addition, you have a magical antique of your alchemy kit, or herbalism kit. Your proficiency
own. You may have inherited a family heirloom, been bonus is doubled when added to ability checks
gifted something by a benefactor, or you may have made using that skill or tool.
slyly acquired an item others mistook as mundane • The time it takes you to craft an antitoxin or a
junk. Whatever the case, while the antique is on potion of healing is halved, and you do not need
your person, you gain a +1 bonus to ability checks to spend gp to craft these items provided you have
and saving throws of one ability of your choice. time to scavenge in a place where herbs, flowers,
Alternatively, the antique provides you with one of the grasses, or fungi grow.
following benefits (chosen at the time you take this
feat): Long Jumper
Through your extraordinary training and athleticism,
• Notable Signet. This trinket bears the mark of
you gain the following benefits:
a noted house, magically lending you credibility
in interpersonal affairs. You gain advantage on • Increase your Strength score by 1, to a maximum of
Charisma (Persuasion) checks. 20.
• Guardian Angel. This trinket protects from fatal • When you are wearing light armor, your jump
blows. You can cast the shield spell once with the distance is tripled. While wearing medium armor,
trinket, and regain the ability to do so again daily at your jump distance is doubled.
dawn. • You can exceed your maximum movement speed to
• Orientor. This trinket allows you to always find complete a jump. This does not permit you to jump
your way, as it guided those before you. You gain after you have expended all your movement.
advantage on Wisdom (Survival) checks. • You take half falling damage.

Boundless Might Magic Marksman


Prerequisite: A strength score of at least 20 Prerequisite: The ability to cast at least one spell
You add double your proficiency bonus to any ability As an action, you can store the potential of a spell
check made using the Athletics skill. In addition, you with a range of touch and a casting time of one action
can now grapple a creature up to four sizes larger into an arrow or other ammunition. To cast the stored
than you, and you move at full speed when you drag a spell, choose a creature or point within the weapon’s
grappled creature. range and loose the missile from a weapon that uses
that ammunition. While casting the spell this way,
the weapon counts as a spell focus and the act of
firing counts as the somatic component if the spell
requires them. If the chosen spell requires a spell
attack roll to hit its target, make a ranged weapon
attack roll using the weapon instead. Otherwise, the
spell comes into effect as though you had touched
the targeted point or creature.
If the stored spell is not used before the end of your
next turn, it dissipates.

Standard Bearer
You carry a banner, flag, totem or other emblem that
serves as a beacon of camaraderie and fellowship.
With your standard in hand, you can coordinate
or rally your allies as an action. Choose one of the
following options:

• One ally who can see you can use their reaction
to move up to 5 feet and make an attack against a
creature you can see.
• One ally who can see you can use their reaction to
move up half its speed toward you.
• All allies that can see you may make a saving
throw to end one effect that is causing them to be
frightened, charmed or despondent.

Virtuoso
“Anything you can do I can do better” is more than
just a taunt to you. Choose one skill in which you
have proficiency. You gain the following benefits:

• Whenever you have advantage on an ability check


using the chosen skill, you can reroll one of the dice
once, replacing that result.
• You cannot have disadvantage on any ability check
using the chosen skill.

War Reaper
You have become particularly deadly with scythes and
sickles. For you, common farming scythes count as
heavy, two-handed martial melee weapons that deal
1d12 slashing damage. While wielding a scythe, as a
bonus action on your turn you can extend your reach
with it by 5 feet.
You also gain the following benefits:

• When you wield a sickle you use 1d6 for the damage
die.
• The first time on your turn when you reduce a
creature to 0 hit points with an attack using a
sickle or scythe, you may immediately make another
melee attack against an enemy within reach using
the same weapon as part of the same attack.

123
Galder's Gazeteer: Feats
Spells The highest honor a wizard can receive is to
have a spell named after them and to have it
Bard 2nd Level remembered. It is an even greater honor to
Cantrip • Forgedawn’s armor of have several spells named after you! These
warmth spells listed here and some of my favourites
•Perren’s imperfect
• Gloom that were named after me, and I present
portrait
• Tremorsense them to you, dear reader, with the greatest
1st Level humility. These are not even all of the spells
4th Level
• Galder’s fabulous
• Zone of aegis
that have been named after me, and who
fizzbangers knows what will be created in the future!
5th Level
2nd Level
• Detect emotion • Reflect elements
• Wall of roses 3rd Level • Perren’s imperfect
• Folly and wit • Clumsiness portrait
• Gloom Paladin • Lucius’s dagger vault 1st Level
3rd Level • 1st Level 4th Level • Galder’s fabulous
• Clumsiness • Normelius’ flaming • Steward’s similar fizzbangers
• Condem hammer (evocation) structure • Normelius’ flaming
• Lucius’s dagger vault 2nd Level hammer
5th Level
4th Level • Forgedawn’s armor of • Psychic bomb • Spiritual dice
• Galder’s chariot of warmth • Reflect elements • Touch blast
discreet travel 2nd Level
3rd Level 7th Level
• Steward’s similar • Clumsiness • Chronoshift
• Fiery barrage
structure
(transmutation) • Detect emotion
5th Level • Condem WarloCk • Force hook
• Psychic bomb (necromancy) Cantrip • Gloom
7th Level 4th Level •Magic mine • Life drain
• Galder’s friendly • Scalding brand
• Vengeful strike 1st Level • Tremorsense
summons (evocation) • Normelius’ flaming
• Zone of aegis hammer 3rd Level
CleriC • Spiritual dice • Clusiness
Cantrip ranger • Touch Blast • Velazora’s ghostly
•Celestial shank 1st Level blade
3rd Level
1st Level • Call of the wild • Clumsiness 4th Level
• Normelius’ flaming 2nd Level • Condem • Arcane arbitration
hammer • Forgedawn’s armor of • Displaced room
warmth
2nd Level • Galder’s chariot of
2nd Level
• Scalding brand • Gloom discreet travel
• Detect emotion • Life drain • Ghostly warden
• Folly and wit • Tremorsense • Plague of toads
• Forgedawn’s armor of • Medverth’s evacuation
4th Level • Scalding brand • Steward’s similar
warmth • Zone of aegis • Tremorsense structure
• Gloom 5th Level • Skrix’x miracle paste
• Plague of toads 4th Level
• Scalding brand • Reflect elements • Ghostly warden 5th Level
• Wall of roses • Medverth’s evacuation • Psychic bomb
3rd Level
• Condem SorCerer 5th Level • Reflect elements
• Velazora’s ghostly 1st Level • Psychic bomb 6th Level
blade • Galder’s fabulous 7th Level • 7th Level
4th Level fizzbangers • Second mind • Fiery barrage
• Vengeful strike • Spiritual dice 8th Level
• Galder’s candle
• Touch Blast • Chains of hellfire
• Galder’s friendly
7th Level summons
• Mishvar’s meaningful 2nd Level
• Folly and wit Wizard • Mishvar’s meaningful
words words
• Gloom Cantrip
• Second mind
druid • Life drain •Frog in your throat
1st Level • Plague of toads •Magic mine 8th Level
• Call of the wild • Chains of hellfire
Spell Descriptions
The dog is of normal intelligence for its kind, but is
magically able to speak and understand a language
you know. Alternatively, you can choose to have the
The spells are presented in alphabetical order.
dog you summon have an Intelligence score of 10 and
arCane arBitration understand a language you speak.
From Andrew Moon ClumSineSS
4th-level abjuration From Martin Simmons
Casting Time: 1 action 3rd-level transmutation
Range: Self
Casting Time: 1 minute
Components: V, S
Range: 60 feet
Duration: Concentration, up to 1 hour
Components: V, S, M (a banana peel)
Classes: Wizard
Duration: Concentration, up to 1 minute
You create an arcane pool of countermagic that Classes: Bard, Sorcerer, Warlock, Wizard
you may use to prevent spellcasting. While you
You alter the coordination of up to four creatures of
concentrate on this spell, when a creature you can
your choice that you can see within range. A targeted
see within 30 feet of you begins to cast a spell, you
creature must make a Wisdom saving throw or be
can use your reaction to attempt to interrupt the
affected by this spell for the duration.
spellcasting. Make an ability check using your
An affected creature has disadvantage on Dexterity
spellcasting ability. The DC equals 10 + the spell’s
ability checks, saving throws, and attack rolls that use
level. On a success, the triggering spell fails and has
Dexterity. Due to the creature’s lack of coordination,
no effect. Regardless of the outcome, this spell ends.
the first time it attempts to move on its turn, it must
Call of the Wild make a Dexterity (Acrobatics) check against your
spell save your spell DC. On a failure, it trips and falls
From Paul Logasa Bogen II
prone.
1st-level conjuration In addition, a creature under the effect of this spell
Casting Time: 1 minute must succeed on a Dexterity ability check against the
Range: 60 feet same DC whenever it attempts to draw a weapon or
Components: V, S use an item it’s holding, or it fumbles the object and
Duration: 1 hour drops it on the ground at its feet.
Classes: Druid, ranger A creature affected by this spell makes another
Wisdom saving throw at the end of each of its turns.
Choose a point you can see within range. At that
On a successful save, the effect ends for it.
point you summon a dog (use the mastiff game
At Higher Levels. When you cast this spell using
statistics, although it can be any breed you choose).
a spell slot of 4th level or higher, you can target one
The dog’s type is fey instead of beast. It disappears if
additional creature for each slot level above 4th.
reduced to 0 hit points or when the spell ends.
CeleStial Shank
From Zac Erickson
Transmutation cantrip
Casting Time: 1 action
Range: Touch
Components: V, S,
Duration: Instantaneous
Classes: Cleric
You channel divine energy into a focused point
around your fist, causing it to engulf in a flare of
radiant energy that protrudes to a point. Make a
melee spell attack against one creature within 5 feet
of you. On a hit, the energy surges with divine power
and the target takes 1d10 radiant damage. After you
make the attack, the spell fades.
The spell’s damage increases by 1d10 when you
reach 5th level (2d10), 11th level (3d10), and 17th level
(4d10).

125
Galder's Gazeteer: Spells
ChainS of hellfire or starts its turn there, the creature takes 4d6 fire
damage.
From Frank DePaolo
When a creature is shackled for the first time or
8th-level conjuration ends its turn restrained, it takes 10d6 fire damage. If
Casting Time: 1 action the restrained creature tries to use magic to teleport
Range: 60 feet out of the manacles it must first make a Charisma
Components: V, S, M (a pair of manacles forged in saving throw against your spell save DC. On a failure,
the nine hells and quenched in demon blood) the spell fails, and the creature loses the spell slot.
Duration: 1 minute A creature restrained by the manacles can use its
Classes: Warlock, wizard action to make a Strength or Dexterity check (its
Choose a point on the ground you can see within choice) against your spell save DC to break free from
range. A spike emerges at the chosen point, along all manacles binding it. Chains and shackles that are
with eight red-hot pairs of manacles, each bound by not binding a creature turn to harmless smoldering
equally hot chains. Choose a number of creatures ash before dissipating.
within 60 feet of the chosen point to be bound by
the manacles. A creature of Large size or smaller
ChronoShift
requires one pair of manacles, a creature of Huge From Panth3onTheBaker
size requires two, and a creature of Gargantuan size 2nd-level enchantment
requires four. You can choose to double the number Casting Time: 1 action
of required manacles on a creature to impose Range: 30 feet
disadvantage on all skill checks made to break free of Components: V, S
the chains, to bypass a creature’s immunity to being Duration: Instantaneous
restrained, or to bypass its resistance or immunity to Classes: Wizard
fire damage. The chosen creatures are immediately
restrained. The manacles extend to the Ethereal You temporarily alter time around a creature of your
Plane. choice within range. An unwilling creature must
The chains extend in a straight line from the spike succeed on a Wisdom saving throw to resist this
to the creatures they bind and create difficult terrain spell. When you cast this spell, choose whether to
in any space they pass through. The first time a quicken or hinder the creature until the end of its
creature enters a space the chains pass through next turn:
Quicken. On its turn, an affected creature can take Questions verbally directed at the target creature
an action as a bonus action. If that action is made to naturally shape the course of its thoughts and can
attack, it may make one weapon attack only. change the color of its aura.
Slow. On its turn, an affected creature can either
move, take an action, or take a bonus action. diSPlaCed room
At Higher Levels. When cast using a spell slot From Bentley Usher
higher than 1st level, you can target an additional 4th-level conjuration
creature for each level above 1st.
Casting Time: 10 minutes
Condemn Range: 10 feet
Components: V, S, M (a platinum key worth at least
3rd-level necromancy
100 gp)
Casting Time: 1 action Duration: 4 hours
Range: 30 feet Classes: Wizard
Components: V
A door no larger than 2 feet taller or wider than you
Duration: Up to 1 day
appears on a surface that you choose within range.
Classes: Bard, cleric, paladin, warlock
The door is initially locked by magic and can only
You utter a pronouncement that calls a target to the be unlocked by using the key used as the material
grave. Choose a creature you can see within range component for this spell.
and that can hear you. It must make a Wisdom saving The door leads to an extra dimensional space in the
throw or be doomed until the next sunset. form of a plain stone room that is a 20-foot cube. If
At Higher Levels. When you cast this spell using you or anyone else casts this spell again using the
a spell slot of 3rd level or higher, you can target one same key, the door leads to the same room. However,
additional creature for each slot level above 1st. The if a different key is used as the material component,
creatures must be within 30 feet of each other when the doorway leads to a new room when the door is
you target them. unlocked. You can carry several keys that can each be
used to open a door to a different room.
deteCt emotion The room lasts for the duration and the spell ends
From Brian Chang and Lauren Baranger early if you lock the door from the outside. The room
2nd-level divination can be used to store objects indefinitely, but any
creatures left inside when the spell ends are expelled
Casting Time: 1 action
to unoccupied spaces nearest to where the door
Range: Self
appeared.
Components: V, S, M (a spool of multi-colored string)
If you lock the door from the inside, anyone can
Duration: 10 Minutes
attempt to open the door as normal, using your spell
Classes: Bard, wizard
save DC as the DC for any ability check the GM calls
For the duration, you sense the emotional state of for in the attempt.
creatures within 30 feet of you that you can see. If you
sense emotion in this way, the emotion appears as a fiery Barrage
faint aura around the creature, and you can determine From Frank DePaolo
the type of emotion based on the following:
7th-level evocation
• Red Aura. The creature has an intense active Casting Time: 1acction
passion, whether it be desire or hatred for another Range: 120 feet
creature, object, or idea. Desire is a brighter, Components: V, S, M (a piece of metal forged in the
warmer red; hatred is a darker, sinister red. Plane of Fire)
• Blue Aura. The creature is experiencing grief or loss. Duration: Instantaneous
• Green Aura. The creature is simply content. This is Classes: Sorcerer, wizard
the state of most creatures unperturbed.
You create a temporary portal to the Elemental Plane
• Yellow Aura. The creature is anxious for or about
of Fire in front of you and draw power from it. A
something.
barrage of giant arrows of pure fire project from the
• Orange Aura. The creature is excited for or about
portal in a line that is 20 feet wide and 120 feet long
something.
in the direction of your choosing. Each creature in
• Gray Aura. The creature is experiencing apathy or a
the area of effect must make a Dexterity saving throw.
lack of passion.
On a failed save, the creature takes 12d6 fire damage
• Pink Aura. This creature is in love or experiencing
and is knocked prone and restrained as the arrows
bliss.
pin it down. On a successful save, the creature takes
half as much damage and is not knocked prone or
127
Galder's Gazeteer: Spells
restrained. A creature restrained in this way can forCe hook
make a Strength check against your spell save DC at
From Joe Rundin
the end of their turn, ending the effect on itself on
a success. Any creature of size Huge or larger has 2nd-level evocation
advantage on the Strength saving throw to end being Casting Time: 10 minutes
restrained. Range: 120 feet
At Higher Levels. When you cast this spell using a Components: V, S, M (a small silver hook and chain,
spell slot of 8th level or higher, the damage increases and a ruby worth at least 20 gp)
by 2d6 for each slot level above 7th. Duration: 4 hours
Classes: Wizard
folly and Wit Choose a point on a solid surface you can see within
From Joey McRae range. A magical, invisible cord extends from your
2nd-level divination outstretched hand and affixes itself to the point and
Casting Time: 1 action pulls you in a straight line toward it. This spell can be
Range: Self used to pull you past creatures and light obstacles,
Components: V, S and a creature or object that you come into contact
Duration: Concentration, up to one minute with as you are being pulled must succeed on a
Classes: Bard, cleric, sorcerer Dexterity saving throw or take 1d10 force damage.
Alternatively, you can target an unrestrained Small
You foresee the unusual failures and triumphs of object within range and use this spell to pull it
those around you. While concentrating on this spell, towards you.
you can use your reaction when an enemy you can see
within 30 feet makes an attack roll, ability check, or forgedaWn'S armor of Warmth
saving throw to impose a penalty to that roll. Roll a
From Michael Margolin
d6 and subtract the result from the enemy’s roll. This
takes place after the initial roll is made, but before the 2nd-level evocation
result of that roll is determined. Casting Time: 1 reaction, which you take when you
Alternatively, you can use your reaction when an or a creature you can see within 60 feet of you is
ally you can see within 30 feet makes an attack roll, targeted with an attack.
ability check, or saving throw to grant a bonus to Range: 60 feet
that roll by rolling a d6 and adding it to the total. This Components: V, S, M (leather strip or metal stud)
takes place after the initial roll is made, but before the Duration: Instantaneous
result of that roll is determined. Classes: Cleric, druid, paladin, ranger
The spell ends early once you use your reaction When your or a creature you can see within range is
three times to affect the outcome of an attack roll, attacked, you point your finger and envelop them in
ability check, or saving throw in any combination. a cloak of comforting warmth. After the attack roll is
At Higher Levels. When you cast this spell using made, but before damage is dealt, roll 1d8 and add the
a spell slot of 3rd or higher, you can affect two number rolled to the creature’s AC until the end of
additional rolls for each slot level above 2nd. the turn.
If the attack still hits, the creature gains a spark
of enduring resolve, and gains temporary hit points
equal to the result of the roll before the damage is
dealt.

frog in your throat


From Nakedhaze
1st-level Enchantment
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: Instantaneous
Classes: Wizard
Choose a creature you can see within range. Until
the start of your next turn, that creature has
disadvantage on spell attack rolls if the spell cast has
a verbal component.
galder'S Candle The user can extinguish the candle at will, or it can
be put out by a magically created wind such as from
From J Paul Keller
the gust of wind spell. It cannot be extinguished by
7th-level Enchantment non-magical means, and it will even burn under water.
Casting Time: 10 minutes If the candle is extinguished before it is completely
Range: Touch burnt out, you can relight the candle as an action, at
Components: V,M (a candle with crushed gemstones which point the chosen spell’s effect begins again.
worth 250 gp mixed with the wax which the spell You can only enchant one candle at a time. If
consumes) you cast this spell again before the first candle
Duration: Varies has completely burned out, it melts into a heap of
Classes: Wizard worthless wax.
This spell allows the caster to enchant a candle with
any abjuration, divination, enchantment, or illusion
galder'S Chariot of diSCreet travel
spell they know, infusing the candle with the spell. From Greg Rycerz
Choose a spell that you are able to cast from one of 4th-level conjuration
those schools of magic. The chosen spell must have a Casting Time: 10 minutes
duration of at least 1 minute and have a spell level no Range: 30 feet
greater than 5th. Components: V, S, M (a piece of wood, a small
When you cast this spell you also cast the chosen bundle of straw, a pinch of goat or dog hair)
spell, expending spell slots and material components Duration: 24 hours
for both. When you do so the candle used as the Classes: Bard, wizard
material component for the casting is filled with
the magic of the chosen spell. Whoever lights the You conjure a wooden, four-wheeled wagon pulled
candle can then cast the stored spell, and as long by a giant goat and driven by a fully grown mastiff
as the candle is burning the chosen spell’s effect is (the GM has the statistics of the creatures). The
manifested. The spell’s range and any possible targets wagon is equipped with animal harnesses, reins, and
are limited to a radius of 10 feet from the candle. If yoke for the goat as well as a seat for a driver. The
the spell requires the caster to use a spellcasting mastiff responds to any name you give it and will
ability or spell save DC, it uses yours. obey any order you give so long as it is a command
The candle can burn for an amount of time equal to or instruction regarding the driving the wagon or
the chosen spell’s duration before it burns out. For traveling to a destination. The mastiff and giant
example, a candle infused with charm person will goat will defend themselves if attacked. The mastiff
burn for up to 1 hour, while a detect magic candle shares your knowledge of how to get to a location you
would burn for up to 10 minutes. If the spell requires specify.
concentration, it lasts while the candle is burning.

129
Galder's Gazeteer: Spells
The back of the wagon is filled with a 6-foot tall pile galder'S faBulouS fizzBangerS
of hay. The hay can be parted to reveal an opening
1st-level illusion
that one Medium sized creature can climb through.
The space is a pocket dimension that can hold up Casting Time: 1 action
to eight Medium or smaller creatures. The pocket Range: 30 feet
dimension includes a long table and chairs, two large Components: V
bunk beds with steps leading up to the top bunks and Duration: Instantaneous
chests of drawers for storage. Classes: Bard, wizard, sorcerer
Not one for notoriety, Galder tried to avoid his With whizzing lights and bangs, a magnificent but
celebrity status. After saving the world for the tenth harmless fireworks display erupts at an unoccupied
or so time, Galder decided to create a spell that point you choose within range. Each humanoid
allowed him to travel incognito and in comfort. within a 5-foot radius of the point must make a
Wisdom saving throw or be amazed by the display. A
galder'S friendly Summoning humanoid that is blinded or deafened has advantage
From Kevin Watson on this save. A creature amazed by the fireworks is
7th-level conjuration incapacitated until the end of its next turn or until it
takes any damage. The effects can be seen and heard
Casting Time: 1 minute
up to 500 feet away.
Range: 30 feet
Components: V, S, M (a bracelet of braided silver
gloom
cord worth 250 gp that you and each potential ally
must have) 2nd-level enchantment
Duration: Instantaneous Casting Time: 1 action
Classes: Bard, wizard Range: 30 feet
This spell attempts to summon up to eight willing Components: V S
creatures of your choice to an unoccupied spaces Duration: 1 hour
within range. You and each creature you attempt to Classes: Bard, cleric, druid, sorcerer, warlock, wizard
summon must know each other, and each potential You attempt to put a humanoid you can see into a
summoned creature must have a bracelet that is used state of lethargy and hopelessness. Choose a target
as this spell’s material component. within range, it must make a Wisdom saving throw or
When you begin casting this spell, the creatures become despondent for the duration. A target that is
being summoned are aware the spell is being cast, charmed has advantage on this saving throw.
and can choose to have the spell not affect them. You can only affect one humanoid at a time. If you
The summoned creatures must all be on the same cast this spell again, your first casting ends early.
plane of existence as one another when you cast this
spell. ghoStly Warden
Deities, planar rulers, a magical blockage (such as From Tim Hettler
an anti-magic field, or being in the Astral Plane), or 4th-level necromancy
other factors the GM deems appropriate, may cause
the summoning to fail. Casting Time: 1 minute (ritual)
Range: 90 feet
Components: V, S, M
Duration: Special
Classes: Warlock, wizard
You call forth a long-passed spirit to guard a location
or object. Choose a location or object within range.
A specter appears in an unoccupied space of your
choice next to it and begins its vigil. For example, a
specter may guard a door, a chest, the entrance to
a tomb, or the highest level of a wizard’s tower. The
specter disappears when it drops to 0 hit points or
when the spell ends.
The specter obeys your verbal commands regarding
the place or treasure to be protected. You can order
it to disregard certain individuals, issue warnings,
attack any intruder immediately, hover in place, or
even fly in a patrol pattern within 60 feet of the
guarded area as you command. If you don’t issue any a Dexterity saving throw. On a failure, each dagger
commands to the specter, it attacks any creature it deals 1d6 force damage to the creature. On a success,
can see that isn’t you that comes within 60 feet of the creature takes half that much damage.
the guarded area, but otherwise takes no actions. At Higher Levels. When you cast this spell using
Once you issue your commands to the specter, they a spell slot of 4th level or higher, add one additional
cannot be changed. spectral dagger for each slot level above 3rd.
The specter serves as a guard for up to 101 years,
until you dismiss it as an action, or until it is destroyed. magiC mine
From Oren Leifer
life drain Evocation cantrip
From Nikolai Smith
Casting Time: 1 action
2nd-level necromancy Range: 30 feet
Casting Time: 1 action Components: V, M (a pebble with multiple layers of
Range: 60 feet strata)
Components: S Duration: Concentration, up to 1 minute
Duration: Concentration, up to 1 minute Classes: Wizard, warlock
Classes: Sorcerer, warlock, wizard You create a magical trap that detonates when a
You gesture with an open hand at one creature you creature steps near it. Choose an unoccupied space
can see within range and waves of necrotic energy you can see within range to place the mine. The mine
engulf them. The creature must make a Constitution requires a successful Wisdom (Perception) check
saving throw. On a failed save, the creature takes against your spell save DC to detect. The mine triggers
2d6 points of necrotic damage and is doomed for when a Small, Medium, or Large creature enters the
the duration of the spell. While doomed, it also has space where the mine was placed. That creature must
disadvantage on attack rolls. succeed on a Dexterity saving throw or take 1d4 force
At the end of each of its subsequent turns, an damage and be knocked prone. Either way, the trap
affected creature must make a Constitution saving dissipates once triggered.
throw, taking 4d6 points of necrotic damage on a If you lose concentration, you may choose to either
failure. On a success, the spell ends. immediately detonate any existing mines or let them
At Higher Levels. If the spell is cast at higher using dissipate harmlessly.
a spell slot of 3rd level or higher, the initial damage The spell creates additional mines when you reach
increases by 2d6 for each additional level above 1st. higher levels: one additional mine at 5th level, two
additional mines at 11th level, and three additional
luCiuS'S dagger vault mines at 17th level. You can place the mines in the
From Michael “Kilgrim” Becker same space or in different spaces within range. If a
3rd-level transmutation creature triggers multiple mines, they make a single
saving throw against all of them.
Casting Time: 1 reaction, which you take when you
are hit by an attack medverth'S evaCuation
Range: Self
From Badspler
Components: S
Duration: Instantaneous 4th-level conjuration
Classes: Bard, sorcerer Casting Time: 1 minute
When a creature you can see targets you with a melee Range: Touch
attack, you may use your reaction to magically propel Components: V, S, M (a bit of string and a pinch of
yourself over your enemy while hurling blades of grave dirt)
arcane force at them. Duration: 1 hour
You can immediately move to an unoccupied space Classes: Warlock, wizard
within 10 feet of the creature that you can see as You spend one minute touching a point, creature
you vault past their attack. This movement does not or object and set a magical anchor that triggers
provoke opportunity attacks. If your new position whenever you approach death. The next time you
is out of the triggering creature’s reach, the attack are reduced to 0 hit points, you are immediately
automatically misses, otherwise the attack roll is teleported towards your anchor, appearing in an
made with disadvantage. unoccupied space as close to the anchor as possible.
Additionally, when you cast this spell, you may If there is no unoccupied space within 5 feet of the
hurl a number of spectral daggers equal to your anchor, or the anchor is more than 300 feet away
spellcasting ability modifier at the creature that when you are reduced to 0 hit points, the spell fails
targeted you with the attack. The creature must make and ends.
131
Galder's Gazeteer: Spells
miShWar'S meaningful WordS normeliuS' flaming hammer
From Michael “Kilgrim” Becker From Michael Margolin
7th-level enchantment 1st-level evocation
Casting Time: 1 action Casting Time: 1 bonus action
Range: 30 feet Range: Self
Components: V, S Components: V, S, M (a handful of sulfur, a light
Duration: Concentration, up to 1 minute hammer or warhammer with which you are
Classes: Cleric proficient)
When you cast this spell, your voice takes a visible Duration: Concentration, up to 1 minute
form of swirling colors and can be understood by all Classes: Cleric, paladin, warlock, wizard
creatures in a 30-foot radius centered on you. Your A nonmagical light hammer or warhammer you are
voice swirls about in spectral mystic runes with a wielding becomes magical and grows in size as it
red hue around your enemies, blue around neutral engulfs in flames. For the duration, your weapon
parties, and green around your allies. gains the two-handed property. The weapon damage
Choose a number of hostile creatures up to your becomes a d10 and deals an additional d4 of fire
spellcasting ability modifier that you can see within damage when it hits. The spell ends if you cast it
range. They must succeed on a Wisdom saving throw again or drop the weapon.
or take 3d8 radiant damage and be paralyzed for
the duration. At the end of each of their turns, an Perren'S imPerfeCt Portrait
affected creature can make a Wisdom saving throw, From Gabriel Wood
ending the effect on itself on a success. The effect Transmutation cantrip
also ends if a creature takes damage.
In addition, you may choose a number of friendly Casting Time: 1 action
or neutral creatures up to your spellcasting ability Range: Special
modifier that you can see within range. They Components: V, S, M (a piece of blank parchment,
immediately regain 3d8 hit points and until the spell which the spell consumes)
ends they may add a d8 to any attack roll, ability Duration: Instantaneous
check, or saving throw they make. Classes: Bard, wizard
You instantly create a visual representation of
everything you see. Everything you can see at the
moment you cast this spell is instantly painted onto
a piece of parchment, creating an almost life-like
facsimile for later examination. The approximate
contents are up to the GM’s discretion. Unnoticed
aspects of the painting are not recreated in an exact
way if you did not have a full line of sight, your view
was blocked by an object, or you failed to notice that
element of the environment.

Plague of toadS
From G.G. Sigmar
2nd-level conjuration
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a pinch of toad slime)
Duration: Concentration, up to 1 minute
Classes: Cleric, sorcerer, warlock
You create a mass of tiny, slimy toads in a 10-foot
square on an area of ground you can see. This area is
considered difficult terrain. A creatures that starts
its turn within this area must make a Dexterity saving
throw against your spell save DC or be hampered by
the slime, reducing its speed to 0 until the end of
their turn.
On each of your turns after casting this spell, you SCalding Brand
may use a bonus action to direct the toads to move
2nd-level conjuration
up to 20 feet in the direction of your choice along
the ground. Until the spell ends, any space that the Casting Time: 1 action
toads have passed through or occupied is considered Range: Touch
difficult terrain. Alternatively, you may use a bonus Components: S M (a bit of twisted wire)
action to direct the toads to attack creatures within Duration: Concentration, up to 1 minute
the area. When you do this, each creature in the Classes: Cleric, ranger, warlock, wizard
area must make a Dexterity saving throw, taking 3d6 You try to magically mark a creature with a flaming
poison damage on a failure or half as much damage brand. Make a melee spell attack against a creature.
on a success. On a hit, the creature takes 2d6 fire damage and then
is burned until the spell ends or until it succeeds on a
PSyChiC BomB Constitution saving throw made at the end of each of
From James Hicks its turns against your spell save DC.
5th-level Evocation
SeCond mind
Casting Time: 1 action
Range: 60 feet From Thomas DiLavore
Components: V 7th-level abjuration
Duration: Instantaneous Casting Time: 1 hour
Classes: Bard, sorcerer, warlock, wizard Range: 10 feet
Each creature in a 10-foot-radius sphere, centered Components: S, M (a small, thin slab of stone inlaid
on a point you choose within range, must make with copper, worth at least 1000 gp)
an Intelligence saving throw. An affected creature Duration: Until dispelled
takes 4d10 psychic damage on a failed save and is Classes: Warlock, wizard
incapacitated until the end of its next turn, or half A willing humanoid of your choice within range has
as much damage on a successful one and is not its memories magically transcribed onto the slab
incapacitated. If a creature fails its saving throw by 10 used as the material component for this spell. The
or more, instead of being incapacitated, it is stunned. slab is covered in miniscule, indecipherable arcane
At Higher Levels. When you cast this spell using a runes that detail the creature’s entire memory. These
spell slot of 6th level or higher, the damage increases memories remain magically encoded on this slab until
by 1d10 for each spell slot level above 5th. the magic is dispelled, or the memories are retrieved.
A slab may only hold one creature’s memory at a time.
refleCt elementS To retrieve the memories on the slab, you must
From popopopo13 bring it in contact with the back of a willing
5th-level abjuration humanoid’s head (the same or a different humanoid
as when the spell was cast). That humanoid’s
Casting Time: 1 reaction, which you take when you
memories are immediately replaced with those that
take acid, cold, fire, lightning, or thunder damage
are contained within the slab, at which point the
Range: Self
slab becomes inert. A humanoid whose memories
Components: V, M
are replaced with someone else’s can have their
Duration: Instantaneous
original memories restored by means of the greater
Classes: Druid, ranger, sorcerer, wizard
restoration spell or similarly powerful magic. Doing
You redirect tremendous amounts of incoming energy, so erases the memories gained from the slab and all
rendering it harmless to you and unleashing it on other memories since the time the slab was used.
your foe. You have immunity to the triggering damage At Higher Levels. If you cast this spell using a
type until the start of your next turn. 9th level spell slot, you can also choose any willing
Also, the first time you hit with a melee attack on creatures instead of only humanoids.
your next turn, you can choose to deal extra damage
of the triggering type. The target takes additional
damage equal to 3d10 or the amount of damage dealt
by the triggering attack, whichever is lesser.
At Higher Levels. When you cast this spell using
a spell slot of 6th level or higher, the extra damage
increases by 3d10 for each slot level above 6th.

133
Galder's Gazeteer: Spells
SeWard'S Similar StruCture takes 5d8 fire damage on a failed save, or half as
much damage on a successful one. If the paste is
From Moosh
stuck to a creature, the creature makes the Dexterity
4th-level illusion saving throw with disadvantage.
Casting Time: 10 minutes Fortify. If the paste was applied to a creature’s
Range: 300 feet skin, the paste hardens into a flexible but durable
Components: V, S, M (a paint vial and a chunk of compound, providing a protective layer. The creature
gypsum) gains 4d4 + 4 temporary hit points.
Duration: 24 hours Harden. If the paste was applied to armor, the
Classes: Bard, sorcerer, wizard paste hardens into a light but resilient coating. The
You make structures inside a 150-foot cube within coating lasts for the next 10 minutes, and during this
range look, sound, and smell like some other time, any critical hit against the creature wearing the
structure of similar size. For example, an abandoned armor becomes a normal hit.
house can be made to look like a well-kept tavern
filled with a haze of tobacco smoke and the din of
SPiritual diCe
chattering patrons and clinking glasses, a noble’s From Anton Amblewood
residence filled with fine-smelling perfumes and the 1st-level abjuration
sound of people talking with an air of self-importance, Casting Time: 1 action
or a store filled with curiosities that smells oddly of Range: Self
sulfur with the sounds of whirring gears and moving Components: V, M (a set of dice)
clockwork. Any creatures and natural terrain within Duration: 10 minutes
the area are unchanged in appearance. The tactile Classes: Sorcerer, warlock, wizard
characteristics of the terrain are unchanged, so
creatures entering the area are likely to see through When cast, a translucent die representing the whims
the illusion upon investigation. If the difference isn’t of fate appears in the air next to the caster. When you
obvious by touch, a creature carefully examining the are hit with an attack, roll 1d6 and reduce the damage
illusion can attempt an Intelligence (Investigation) of the attack by the number rolled on the die. If you
check against your spell save DC to disbelieve it. A roll a 1 on the d6, the spell ends early.
creature who discerns the illusion for what it is sees it At Higher Levels. When you cast this spell using
as a vague image superimposed on the terrain. a spell slot of 2nd level or higher, the die size rolled
If you cast this spell again, any currently active increases with the spells level: a d8 with a 2nd level
illusions created with this spell are instantly dispelled. slot, a d10 with a 3rd level spell slot, and a d12 with a
4th level spell slot.
Skrix'S miraCle PaSte
From Phillip “Kigamor” Brant-Simmons
touCh BlaSt
From AJ Smith
4th-level conjuration
1st-level evocation
Casting Time: 1 action
Range: Self Casting Time: 1 action
Components: V, S Range: Touch
Duration: Concentration, up to 10 minutes Components: V, S
Classes: Wizard Duration: Concentration, up to 1 hour
Classes: Sorcerer, warlock, wizard
A sticky gray paste appears in your hands and lasts
until the spell ends. The paste can be consumed, You touch a surface or an object and lay a magical
applied to skin or armor, or applied to a surface as trap which appears as a glowing rune the size of your
an action. If you attempt to apply the paste to an hand which lasts for the duration. You choose both
unwilling creature, you must succeed on a melee spell the trigger and the effect at the time of casting.
attack against that creature. A creature may use their Trigger. You may either have the rune triggered
action on their turn to remove the paste, leaving it in by a creature moving within 5 feet of the it, or by
the space in which it was removed. telepathically triggering it.
At any time while the spell lasts, you can use your Effect. The rune explodes and any creature within 5
action to activate the paste, creating an effect that feet of the rune must make a Dexterity saving throw
depends on the command word spoken. Once the taking 3d6 fire damage on a failed save, or half as
paste is activated, the spell ends. much on a success. Alternatively, the rune explodes
Explode. The paste violently explodes. Each in a flash of light, and any creature within 5 feet must
creature within a 10-foot-sphere centered on the make a Constitution saving throw or be blinded until
paste must make a Dexterity saving throw. A target the end of your next turn. After either effect takes
place, the spell ends.
tremorSenSe Wall of roSeS
From Brenton Heath From Joe Field
2nd-level transmutation 5th-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: 120 feet
Components: V, S, M (dried antennae of an ankheg) Components: V, S, M (a rose petal)
Duration: 8 hours Duration: Concentration, up to 1 minute
Classes: Sorcerer, warlock, wizard Classes: Druid, ranger
You touch a willing creature to grant it the ability A wall of thorny roses springs up and blooms from a
to sense nearby vibrations on the ground. For the solid surface within range. You choose to make the
duration, that creature has tremorsense out to a wall up to 60 feet long, 20 feet high, and 1 foot thick,
range of 60 feet. or a ringed wall up to 20 feet in diameter, 20 feet high,
and 1 foot thick. The wall blocks line of sight.
velazora'S ghoStly Blade When the wall appears, each creature within its
From Katherine Price area must make a Dexterity saving throw. On a failed
3rd-level transmutation save, a creature takes 3d8 piercing damage and is
restrained, or half as much damage on a successful
Casting Time: 1 bonus action save and is not restrained. A restrained creature can
Range: Touch make a Strength saving throw at the beginning of its
Components: V, S, M (a piece of sharp metal forged turn against the spell DC. On a success, it frees itself.
on the ethereal plane worth at least 10 gp) The first time a creature enters the wall on a turn
Duration: Concentration, up to 1 hour or ends its turn there, the creature must make a
Classes: Cleric, wizard Dexterity saving throw. It takes 3d8 slashing damage
This spell turns one melee weapon you touch ethereal on a failed save, or half as much on a successful one.
and intangible for the duration. The magic of the spell The wall has AC 12 and 20 hit points per 10-foot
allows a creature to still grab and wield the weapon as section, and is vulnerable to fire damage.
normal, though it feels weightless and insubstantial. At Higher Levels. When you cast this spell using a
When a creature makes an attack with this weapon, spell slot of 6th level or higher, the damage increases
the target’s AC does not benefit from wearing armor by 1d8 for each slot level above 5th.
or shields. The weapon also counts as magical for the
purpose of overcoming resistance and immunity to zone of aegiS
nonmagical damage. 4th-level abjuration
This spell also allows the wielder to attack a creature Casting Time: 1 action
on the Ethereal Plane from the Material Plane with the Range: 30 feet
weapon, provided the wielder can see the target. Components: V, S
If the creature drops the weapon, the spell Duration: Concentration, 1 hour
immediately ends. Classes: Druid, paladin, ranger

vengeful Strike You create an area of protection that shields your


allies from harm. The area is a 20 foot radius sphere
From Thomas DiLavore
centered on a point you choose within range, and it
4th-level evocation glows with soft golden light that produces dim light
Casting Time: 1 bonus action within. The area has a pool of 30 hit points that any
Range: Touch creature you designate when you cast this spell can
Components: V, S, M (a weapon worth at least 1 gp) draw on to restore their health. A chosen creature
Duration: Concentration, up to 1 minute inside the area can use its reaction to regain hit
Classes: Wizard, paladin points from this pool immediately after being dealt
damage. A creature can use this reaction even if it
You touch the weapon used as the component for
would normally be knocked unconscious or killed.
this spell and it glows with a vengeful blue light. The
Constructs and undead creatures can’t restore hit
next time you hit a creature with this weapon, the
points from this spell.
greatest wrong it committed against you is brought
to the forefront of its mind, and the attack deals an
extra 5d8 psychic damage. You can read this thought.
At Higher Levels. When you cast this spell using a
spell slot of 5th level or higher, the damage increases
by 2d8 for each slot level above 4th.

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Chapter 3
GM Toolkit
Humor me for a moment and imagine: a world without
monsters, traps, dangerous locales, magic, squabbling
factions all vying for power. A world like this would be so
much simpler, so much less deadly, so much more boring! A
world without these mysteries is like a wizard without his
spell book, it could be so much more! In this section I will
reveal to you, reader, many of the secrets and mysteries
that I have come across in my travels, and believe me there
are a lot of them! I could not possibly include all of these
below as there are too many to list, and so I have chosen a
selection to write about.
Environment Templates Layer Feature
These templates can be applied to easily modify the Minimum
terrain of a combat encounter. This is useful for GMs d100 Layer Terrain Feature
who want a simple way to add environmental effects.
0-25 1-99 2d4 vents spewing tainted
These templates should be applied in addition to
blood or poison gas dot the
other terrain features, such as those that provide
landscape. A creature that
cover. The GM determines the outcome of the effects
ends its turn within 5 feet
of each template, and may use a feature listed in a
of one takes 1d10 poison
template more than once in each effected area. For
damage.
example, an area with a desert template applied
might have more than one dune. 26- 100-212 A swarm of flying insects
35 spreads out in six 5-foot
The Abyss squares each connected
on at least one swide. The
Environment by Phillip “Kigamor” Brant-Simmons
swarm creates a heavily
This endless, wretched wasteland is the embodiment obscured area, and any
of decay and despair. The deeper into the realm, the creature that ends its turn
more appalling the layer and the more the landscape in the swarm takes 1d10
itself seems to urge for destruction. necrotic damage. The
Demon spawning. On initiative count 0, losing swarm moves 10 feet on
all ties, roll a d6. On a 6, one or more demons are initiative count 20. A wind
summoned, each within 30 feet of another creature. of at least 10 miles per hour
The demons summoned are based on the last great disperses the swarm and
sin someone present committed, as shown on the ends the effect.
Demon Spawning table.
36- 213-377 Immediately after initiative
Demon Spawning 45 is rolled, a 10-foot radius
bottomless pit opens
Sin Demon Spawned randomly on the battlefield.
Spite 2d4 dretches 46- 378-429 At the start of each of
Greed 2d4 quasits 55 their turns, a creature not
native to the abyss must
Arrogance 1 glabrezu make a DC 13 Wisdom
Blood lust 1 nalfesheen saving throw, or become
frightened until the
Treachery 1d4 vrocks end of their turn of an
hallucination only they can
see.
Layers. The deeper in the abyssal landscape the
encounter takes place, the more likely a dismal 56- 430-578 Each time a character
feature is present on the battlefield. Roll on the Layer 66 hits with a melee weapon
Features table below. If the encounter takes place attack, the weapon
on a layer at or below the one in the Minimum Layer magically rusts and incurs
column, add that feature onto the terrain. a permanent -1 penalty to
attack and damage rolls.
67-75 579-664 Whenever a creature takes
the Dash action, roll a d6.
On a 6, the ground shifts
under the creature’s feet,
creating difficult terrain in
a 20 foot radius around it.
76- 665+ Demons Spawning happens
100 each round, instead of only
on a roll of 6.
Carnivorous Swamp Dreamscape
Environment by Moosh A dreamscape manifests within the mind of a
A combat encounter in the murky depths of a swamp creature while asleep or unconscious, and though
can be made more intense with these few additions. illusory, feels no less real to the dreamer. The area
Blood Lilies. If a creature below its maximum within a dreamscape appears twisted or unclear.
HP ends its turn in a submerged part of the swamp If a creature within a dreamscape takes damage in
within 20 feet of a blood lily, it takes 2d4 (6) necrotic the real world, or someone in the real world uses an
damage, also lowering the creature’s hit point action to shake or slap them, they wake and are freed
maximum by this amount. If this brings the creature from the dreamscape.
below 0 hit points, the creature is killed. Sleep Debilitation. Dreamers feel powerless to
Hungry Vines. Any tree or similarly tall structure in exert themselves physically. While in the dreamscape,
this environment might have a hungry vine on it. On a creature’s movement speed is reduced by half, and
initiative count 20, losing all ties, one creature next all checks, saving throws, and attack rolls that use
to a vine must make a DC 14 Dexterity saving throw. Strength have disadvantage.
On a failure, the ends of a pair of vines open up and Nightmares Made Real. When a creature enters a
snap down on the creature, striking with teeth-like dreamscape, and for each minute it spends there, it
thorns. That creature takes 2d10 piercing damage must make a Charisma saving throw, the DC of which
and is grappled (escape DC 14). The vines strike that equals 12 plus the number of consecutive minutes the
creature again at the end of each of its turns as long creature has spent in the dreamscape. On a success,
as it is grappled. nothing happens. On a failure, a deep-rooted fear
Wandering Alligator. Whenever a creature moves unique to the creature manifests before them, and
at least 30 feet through an area of swamp that has that creature experiences the sights, sounds, and
not been traversed in the last hour, roll a d20. On sensations as if they were real and is frightened. In
a roll of 16 or higher, that creature attracts the addition, the creature is despondent for 1 hour after it
attention of an alligator wandering nearby. The GM wakes as the nightmare remains with them.
determines the alligator’s actions and mood from Falling to Wake. When a creature within a
then on. The alligator is unusually immune to the dreamscape reaches 0 hit points, the ground
effects of any Blood Lilies that may be present. crumbles beneath them, and they fall into a yawning,

139
Galder's Gazeteer: GM Toolkit
black abyss. Before they hit the bottom, they wake
with a jolt in the real world.
If woken from a shared dreamscape with allies,
the GM determines what happens next. Either
the creature is removed from initiative as combat
continues in the dream, or remains in initiate order
in the real world, and can attempt to wake their
companions if nearby.

Dry Desert
A combat encounter in the open desert can be made
more interesting with these additions.
Dunes. Ten 5-foot squares each connected on one
or more sides make up a dune. If a creature ends
its turn on any part of the dune, it is moved to an
adjacent 5-foot square as the sands shift under its
feet. The GM determines the direction of movement.
Scorpion Nest. Whenever a creature moves at least
20 feet through an area of the ground that has not
been traversed in the last hour, roll a d20. On a roll
of 18 or higher, that creature has disturbed a nest of
scorpions that swarm out in anger. The creature must
make a DC 10 Constitution saving throw or take 2d4
poison damage and be poisoned until the end of its
next turn.

Haunted
There are many reasons an area may end up haunted:
perhaps too many people were buried without
funeral rites performed, it was the site of a mass
tragedy, or it is the scar left over from some contact
with the shadow realm. The hallow spell or banishing
the ghostly spirits (see below) ends the area being
haunted.
Chilling Cold. The air in a haunted area is
supernaturally frigid. A creature that is not immune
to cold damage must make a DC 10 Constitution
saving throw each hour or suffer a level of exhaustion.
Damage Resistance. Undead, fiends and Evil fey
have resistance to necrotic damage and bludgeoning,
piercing, and slashing damage from nonmagical
weapons in a haunted area.
Ghostly presence. Disturbed spirits swirl and
wail within a 20-foot radius sphere. These spirits are
invisible and on the Ethereal Plane in the Boarder
Ethereal, but their ghostly howls can still be heard
on the Material Plane. When a creature enters an
area that overlaps the sphere they inhabit, they can
then be seen on the Material Plane as translucent
specters. Any creature that starts its turn there or
enters the area for the first time must make a DC
12 Wisdom saving throw or become frightened. An
affected creature can repeat the saving throw at
the start of each of its turns, ending the effect on a
success.
Expending a use of Channel Divinity or similar
magic permanently banishes the spirits.
Icy
This template can be applied to a frozen lake, a cavern
of a cold mountain, or a tundra on the Plane of Ice.
Slick. If a creature moves a distance greater
than half its speed on its turn or attempts to turn
directions during its movement, it must make a DC 13
Dexterity saving throw. On a failure, it falls prone.
Slide. A creature can attempt to extend its
movement by sliding on the ice in a straight line. As
part of its movement on its turn, if a creature used
at least half its movement to travel in a straight line,
it can attempt a DC 13 Dexterity (Acrobatics) check.
On a success, the creature moves forward a distance
equal to half its walking speed.
Thin Ice. An 10 foot radius area of this icy expanse
in usually thin. If more than 500 lbs. total is on the
surface of this area, it collapses into deadly cold
water. A creature in the area falls into the water and
must make a DC 17 Constitution saving throw or be
paralyzed as shock overcomes them. The condition
ends when the creature dries off.
If any fire makes contact with this area, the weight
needed to collapse it is reduced to 250 lbs.

Lavascape
A lavascape template can be applied to an area in the
crater of a volcano, a wasteland in Hell, or a region
that is in close contact with the Plane of Fire.
Noxious Gas. A blast of sulfurous gas spews forth
from a newly opened vent. A randomly determined
5 foot square area is now impassible terrain, and a
cloud of poison surrounds it. Any creature within
5 feet of the affected area must make a DC 13
Constitution saving throw or be poisoned. A creature
that fails can repeat the save at the end of each of its
subsequent turns, ending the effect on a success.
Shifting Flows. A stream of lava in the environment
changes course. Ten 5-foot squares each connected
on one or more sides make up the lava flow. On
initiative count 20, losing all ties, 5 of the squares
solidify into rock, and 5 more 5-foot squares of lava
are added to the flow.
Wave of Magma. A gush of lava crashes down. On
initiative count 0, losing all ties, roll 1d6. On a 5-6,
each creature in a 15 foot cone originating from a
point next to a lava flow or another point next to lava
must make a DC 15 Dexterity saving throw or take
6d10 fire damage, or half as much on a success.

Spine of Torr
Environment by Jordan Selmek
In the world of Torr, the towering mountains in that
bisect planet are said to rise from the skeleton of a
titan dragon. Powerful, unpredictable magic occurs
in the region, and it grows wilder deeper into the
mountains.
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Galder's Gazeteer: GM Toolkit
Arcane Arch. On initiative count 20, roll a d6. On Evil Lurks Here. Creatures of evil alignment have
a roll of 6, lightning springs forth from thin air, as resistance to bludgeoning, piercing, and slashing
raw magic coalesces. All creatures within a 15 foot damage from nonmagical weapons within a tainted
radius from a point in this environment must make a environment. In addition, they gain a number of
DC 15 Dexterity saving throw. Creatures that fail this temporary hit points equal to half their maximum hit
save take 4d6 lightning damage, or half as much on a points, rounded down.
success. Darkness Manifest. Each time a good- or neutral-
Unexplained Surge. On initiative count 20, roll a aligned creature casts a spell by expending a spell slot
d6. On a roll of 5, until the start of the next round or fails a saving throw, roll a d6. On the result of 1–3,
all spells count as being cast 1 spell level higher than nothing happens. On the result of 4–6, 1d4 shadows
it was originally cast, potentially causing enhanced appear in unoccupied spaces within 40 feet of the
effects such as more damage. affected creature and immediately move to attack.
Weird Enhancement. Whenever a creature casts
a spell by expending a spell slot or uses a magical Whimsical
feature that has a limited number of uses, that
A whimsical environment is one twisted and full
creature gains a charge point. Once a creature
of tricks, evoking a dark fairy tale theme. Trickster
accumulates 3 charge points, it must roll on the table
spirits and fey rule these areas, whether it be a
below. The effect lasts for 24 hours, then the creature
forest, a beach, or even a town, and set traps to
loses all charge points.
prank unsuspecting creatures who wander through.
Clearing an area of the tricksters – through battle or
d% Effect barter – removes the traps and makes the area safe
again to traverse; otherwise, traveling through any
You lose the ability to cast spells or use
whimsical area comes with the following risks.
any magical features. Your Strength and
1-5 Shadowy Secrets. Secrets in a whimsical
Dexterity and Constitution scores are all
environment resist being understood. Whenever a
increased to 22.
creature makes an Intelligence ability check, it must
6-30 You cannot be charmed or dulled. first make a DC 15 Intelligence saving throw. On
a failure, the creature is dulled until it leaves the
You learn to speak Draconic and environment, or until it finishes a short or long rest.
31-55 Celestial. You can no longer speak, read, Trickster’s Traps. The spirits ruling a whimsical
or write Common. environment often set traps to delay and confound
You can cast mage hand and misty step trespassers. Often not lethal in nature, the traps are
56-75 placed for the enjoyment of these trickster creatures.
at will.
Whenever a creature moves at least 30 feet through
Your skin turns bright violet. Any an area of the ground that has not been traversed in
spell attack rolls you make are made the last day, roll a d20 and consult the Whimsical Trap
76-90 with advantage and creatures have table. The effect is centered on whatever space the
disadvantage on saving throws to resist triggering creature ends its movement. The trap effect
spells you cast. lasts until the end of the triggering creature’s next turn.
You regain all expended spell slots or
91-100 uses of the feature that caused you to
gain your 3rd charge point. d20 Trap
1-16 No trap
Tainted
The triggering creature is effected by the
A tainted environment is one overrun with negative 17
maze spell.
energy, necromatic magic, or latent evil. A circle of
protection against evil spell or similar magic wards a Giant insect is cast. The enlarged
18
creature against the effects of a tainted environment. creatures act according to their nature.
Phantoms of Despair. On initiative count 20, The creature is paralyzed until the effect
all good- or neutral-aligned creature in a tainted 19 ends. While paralyzed, flowers grow out
environment must make a Charisma saving throw, of the top of its head.
the DC of which equals 10 plus the number of
consecutive turns the creature has spent in the Reverse gravity is cast. If any creatures
tainted environment. On a success, nothing happens. are in midair when the effect ends,
20
On a failure, the creature becomes overwhelmed with feather fall is cast on them just before
hopelessness and is despondent for 1 minute. they hit the ground.
Monster Templates aberrant mutationS

These changes described in each of these templates d6 Mutation


can be applied to easily modify monsters. GMs might Tentacles. The creature gains a multi-
do this to add variety to a group of like enemies, attack action, which it can use to make
present novel challenges or incorporate new effects. a single tentacle attack in addition to
Unless otherwise noted, a creature retains all of its 1 its existing attacks. The tentacle deals
other statistics when a template is applied. As with bludgeoning damage equal to 1d10 plus the
all monster templates, after applying, the CR of the creature’s Strength modifier to one target
creature should be recalculated. within 10 feet.

Aberrant Mutant Extra Eyes. The creature becomes proficient


2 with the Perception skill and has advantage
Creatures exposed to the eldritch energies of the on ability checks that rely on vision.
Far Realms and the malignant entities therein often
develop monstrous mutations. No two aberrant Armored Hide. The creature increases its
mutants are alike – some sport extra limbs, others AC by 2 and has resistance to bludgeoning,
3
sprout a second head, and a rare few unlock potential piercing, and slashing damage from non-
magical abilities. magical weapons that aren’t adamantine.
Maddening Appearance. When a creature first Bulbous Brain. The creature increases
perceives an aberrant mutant, it must succeed on a its Intelligence by 2, learns one additional
DC 12 Charisma saving throw or become despondent language, and can cast the command and
until the end of their next turn. 4
hold person spells once per day without the
Limited Telepathy. The aberrant mutant can need for material components. Intelligence
magically transmit simple messages and images to is its spellcasting modifier for these spells.
any creature within 120 feet of it that can understand
a language. This form of telepathy doesn’t allow the Extra Head. The creature has advantage on
receiving creature to telepathically respond. Wisdom (Perception) checks and on saving
Unique Mutation. Choose or roll on the Aberrant 5 throws against being blinded, charmed,
Mutations table to determine the aberrant mutant’s deafened, frightened, stunned, and
unique ability. knocked unconscious.
Caustic Blood. If the creature is bloodied,
whenever it takes piercing or slashing
6 damage, each creature within 10 feet must
succeed on a DC 14 Dexterity saving throw
or take 11 (2d6) acid damage.

Ashen Beast
From Jack Gray
No one is sure how these beasts with eyes of fire and
hides of ash come into being. Rumor has it that devils
wished to create a monster with the ferocity of Hell’s
fire. Others talk of them being created by demon, to
be the ultimate prey to hunt, or the ultimate predator
to hunt alongside in the abyss. Whatever the case,
once a beast is transformed into an ashen form, if
unchecked it will cause entire mountain ranges to
suffer, with animals migrating away or some even
being brought to extinction in the area from its
obsessive hunting and feeding.
Damage Immunities. The beast is immune to
fire damage, and from bludgeoning, piercing, and
slashing damage from nonmagical weapons that
aren’t silvered.
Ash Cloud. Whenever the ashen beast becomes
bloodied, hot ash and smoke erupt from its form. As

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long as it is bloodied the first time on each turn when
it is hit with an attack, creatures within a 10 foot
Bearicade
radius must succeed on a Dexterity saving throw (DC From Carling, Will and Matt
equals 8 + the ashen beast’s proficiency bonus + the When bears hug tightly, they can form a wall! This
ashen beast’s Constitution modifier) or take 2d8 fire template can be used with all kinds of bears.
damage and become poisoned for 8 hours. A creature Bear Hug. The first time the bearicade hits a
that succeeds on the saving throw takes half as much creature with a melee attack on a turn, the creature
damage and is not poisoned, and is immune to this is grappled. While grappled, it is also restrained. The
poison for 24 hours. creature can use its action on its turn to attempt to
Extra Natural Weapon. The transformation escape by making a DC 17 Strength (Athletics) or
also caused the ashen beast to grow a new set of Dexterity (Acrobatics) check.
horns, fangs or claws. The first time the ashen beast Bigger Together. The bearicade is two size category
makes a melee attack on its turn, it can make an larger, and has hit points equal to 10 x its normal hit
one additional melee attack dealing 1d10 plus the point maximum. It also has advantage on all saving
creature’s Strength modifier piercing damage. throws.
New Action: Kindled Fire. As an action, the ashen Impassible. As long as the barricade can take
beast can wreath itself in flames. All creatures within actions, making an opportunity attack does not
5 feet of it must succeed on a Dexterity saving throw require the bearicade to use its reaction.
(DC equals 8 + the ashen beat’s proficiency bonus +
the ashen beast’s Constitution modifier) or take 3d6 Brutal
fire damage and become burned until it recovers all
Creatures with the brutal template are especially
its hit points. In addition, for the next minute all the
powerful foes. They can strike with devastating force.
ashen beast’s melee attacks do an additional 2d8 fire
Ability Score Increase. The brutal creature’s
damage.
Strength score increases by +4.
Adrenaline. As long as the brutal creature is
bloodied, it makes melee attack rolls with advantage.
Additionally, it cannot be charmed or frightened.
New Action: Bell Ringer. The brutal strikes at an
enemy’s head or other vulnerable area. It makes a
melee attack roll against a target within range. On a
hit, the target is dulled until the end of its next turn.
New Action: Break Foes (Recharge 5-6). The
creature focuses all its might on a single devastating
blow. The brutal creature makes a melee weapon
attack against a target, on a hit, in addition to the
attack’s normal effects, the creature is also wounded
unless it succeeds on a Constitution saving throw
(DC equals 8 + the brutal creature’s proficiency
bonus + the brutal creature’s Strength modifier).
Resorting all the wounded creature’s hit points ends
the condition.

Dread
When a creature suffers a particularly traumatic
death, if it later rises as an undead it can be a
particularity horrifying version of its kind. Dread
creatures spread hopelessness wherever they roam. A
dread creature’s chilling breath fills those who hear it
with existential dread and become resigned to apathy
as their death draws near.
Undead creatures up to CR 10 can exist as dread
versions, and most commonly among undead that
were humanoid in life.
Damage Immunities. The dread undead is immune
to necrotic damage, and to bludgeoning, piercing,
and slashing damage from nonmagical weapons that
aren’t silvered.
Fell Calling. The wounds caused by dread creatures
draw its victims to the grave. The first time the dread
creature bloodies another creature, that creature
is doomed until it is no longer bloodied. Once a
creature is affected by this feature, another creature
can’t be affected by it until after midnight.
New Action: Death Rattle. As an action, the dread
creature can direct a baleful, chilling whisper towards
a target. One creature within 30ft that can hear must
succeed on a Wisdom saving throw with DC equals
8 + the dread creature’s proficiency bonus + the
dread creature’s Charisma modifier. On a failure, the
target is despondent for the next minute. An affected
creature can repeat the saving throw at the end of
each of its subsequent turns, ending the effect early
on a success.

Fear Eater
From Phillip “Kigamor” Brant-Simmons
An otherworldly aberration that has traveled to the
Shadowfell may have its mind overwhelmed by a
terrible, crushing need to be awash with fear. Such
aberrations can supernaturally create terror in the
minds of others.
Psychic Hunger. As long as the fear eater is not
incapacitated, it secretes waves of psychic energy. At
the start of each of its turns, creatures within 60 feet
that are frightened of the fear eater take 1d10 psychic
damage. The fear eater regains hit points equal to the
total damage dealt in this way.
New Action: Crippling Fear. The fear eater probes
the minds of those near it, attempting to make an
Damage Immunities. The frostbite creature is
illusion of one of their fears manifest. One creature of
immune to cold damage.
its choice within 15 feet must make a DC 15 Wisdom
Attack Variant: Frost. If the frostbitten creature
saving throw, or be frightened of the illusion. While
has an attack that can deal at least 11 bludgeoning,
frightened, the affected creature is also dulled. The
piercing or slashing damage from a natural weapon,
illusion is visible only to the affected creature, and
add 1d10 cold damage to the total, and the hit
always appears to be in a space adjacent to the
creature must make a Constitution saving throw or
creature.
become burned for 1 minute. The DC equals 8 + the
A frightened creature can repeat the saving throw
frostbite creature’s proficiency bonus + the frostbite
at the end of each of its subsequent turns, ending the
creature’s Constitution modifier.
effect on a success.
Guardian
Ah yes, the Fear-Eater, does what it says
really. As terrifying as this thing is I have Entrusted with the care of another, guardians are
fond memories of this creature as it was the fierce and loyal protectors. Creatures with this
last monster I fought before I left Erustral. template might be as varied as humanoids trained as
body guards, celestials assigned a specific asset to
guard, or a wild beast trying to protect its young.
Frostbitten Improved Defenses. The guardian gains a +2
Creatures who live in areas where the boundary bonus to its AC and all its saving throws.
between the Material Plane and the Plane of Suspicious. Guardians have a strong sense for
Ice is permeable can become transformed into when something is out of the ordinary. A creature
frostbite variants. Elementals rarely undergo this with this template has advantage on Intelligence
transformation, but it is not uncommon to see beasts (Investigation) and Wisdom (Insight) ability checks.
and monsters in these icy regions grow thick furs and New Action: Stalwartness. The guardian creature
hides, and turn white as snow. can take the Guard action as a bonus action.

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Mischief Maker • Ghost. The ghost carapace is translucent. The ghost
monstrous crab can take the hide action even when
Especially in whimsical environments, tricksters and only lightly obscured.
mischief makers abound. These creatures are typically • Red. The red carapace is poisonous. The following
chaotic good or chaotic neutral, as their primary is added to the monstrous crab’s claw attack: the
desire is fun – though they may hurt people in the target must make a DC 12 Constitution saving
process, either by accident or because they don’t throw, taking 7 (2d6) poison damage on a failed
care about causing others pain for the sake of a good save, or half as much damage on a successful one.
prank. While poisoned in this way, the creature is also
Innate Casting. The mischief maker can cast fatigued.
faerie fire, Galder’s fabulous fizzbangers, and • Black. The black carapace is barbed and has
prestidigitation at-will, requiring no material additional wounding properties. The following is
components. added to the monstrous crab’s claw attack: the
Killer’s Curse. If a creature kills a mischief maker target must make a DC 12 Constitution saving
in a whimsical environment, it suffers from the throw or become wounded until it has a long rest.
doomed condition until it rolls a 1 on the d20 when
making an ability check. New Action: Rear Up. The monstrous crab rears
New Action: Troublemaker. The mischief maker up, presenting an imposing visage. Creatures within
can take the Harry action as a bonus action. 5 feet must make a Wisdom saving throw (DC 12) or
be frightened (see conditions), until the beginning of
Monstrous Crab the monstrous crab’s next turn. When the monstrous
crab takes this action, its AC is reduced to 13 until the
From Jude Brant beginning of its next turn.
A giant crab exposed to extraplanar magic can
transform into a monstrous crab. Differing exposures
can warp the crab’s shell into a myriad of fantastical
appearances, each of which indicate different
properties the crab now possess.
Bigness. The crab’s size changes to Huge, it’s AC
and Strength inceases by 4, and it’s hit points and hit
dice are multiplied by 10.
Crustacean Coloration. Choose a color of the
monstrous crab’s carapace from the list below.

• Blue. The blue carapace has natural healing


properties. The blue monstrous crab regains hit
points equal to 2 x the maximum roll of one of its
Hit Dice + its Constitution modifier at the start of
its turn. This feature doesn’t function if the blue
crab is bloodied.

What’s more
dangerous than a
giant crab? Why
an even bigger
giant crab that’s
been infused with
magic, of course!
Shaman
Often acting both as healers and prophets, shamans
serve a vital role in the societies in which they live.
As mediators between the mortals and spirits of the
world, shamans have powerful magics, for good or for
ill, at their disposal.
Group Healer. As soon as the shaman becomes
bloodied, it and every allied creature within a 30 foot
radius can spend up to 3 Hit Dice, rolling them to
restore hit points as if they just completed a short
rest.
Spellcasting. The shaman can cast thaumaturgy,
sacred flame, speak with dead, and witch bolt at-will.
The Shaman can cast dispel magic or remove curse up
to 3 times per day in any combination.
New Action: Premonition (3/day). As a reaction the
shaman takes when a creature makes an attack roll
or saving throw, it can use its supernatural visions of
this moment to effect the outcome. Roll 2 d20s. The
shaman replaces the number rolled for the attack or
saving throw with one of the ones rolled on the d20s.
New Action: Doomspeaker. The shaman lets out
a cry that is powered by spirits of the departed. One
creature of the shaman’s choice within 30 feet that
can hear it must succeed on a Charisma saving throw
(DC equal 8 + the shaman’s proficiency bonus + the
shaman’s Wisdom modifier) or become doomed.
The condition ends after 3 days or until the shaman
chooses to dismiss it. Magic Weapons. The mechanical menace’s weapon
attacks are magical.
New Action: Deconstruct. The mechanical menace
Mechanical Menace can take the Sunder action as a bonus action.
Mechanical menaces are creatures which share the
shape and likeness of another creature, but are in Primordial
fact mechanical imitations. They appear constructed
of various metallic plates, gears, pulleys, and other Primordials are creatures which predate known
mechanisms. They occasionally emit sparks or arcs of history. Originating from a distant, primeval age, the
electricity. primordial template can be applied to any beast with
Condition Immunities. The mechanical menace a bite attack or a dragon to create a more savage and
is immune to being charmed, despondent, dulled, saurian creature.
fatigued, frightened, paralyzed, petrified, poisoned or Ancient Cunning. The primordial creature has
suffering exhaustion. advantage on all Wisdom and Charisma saving
Damage Immunities. The mechanical menace throws.
is immune to poison and psychic damage, and to Amphibious. The primordial has a swim speed
bludgeoning, piercing, and slashing from nonmagical equal to its movement speed and can hold its breath
attacks that aren’t adamantine. for 1 hour.
Type. The Mechanical Menace is a construct Crushing Bite. The primordial gains the following
instead of its normal type. additional effect to its Bite attack: In addition, the
Immutable Form. The mechanical menace is target is grappled (escape DC equal to 8 + the
immune to any spell or effect that would alter its form. primordial’s proficiency bonus + the primordial’s
Lightning Absorption. Whenever the mechanical Strength modifier). Until this grapple ends, the target
menace is subjected to lightning damage, it takes no is restrained, and the primordial can’t bite another
damage and instead regains a number of hit points target. If this attack causes the target to become
equal to the lightning damage dealt. bloodied, it is also wounded until all its hit points are
Magic Resistance. The mechanical menace has restored.
advantage on saving throws against spells and other Toughened Hide. The primordial gains resistance
magical effects. to slashing and acid damage. In addition, it adds +2
to its armor class.
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Sidhe
From Xavier “Dango” Budd
An elf or other creature who chooses to guard a
special place in nature, such as a boundary into the
Feywild or a sacred glade, can sometimes become
overwhelmed by their passion. Their fierce devotion
causes them to magically transform into a sidhe.
Type. The sidhe’s type changes to Fey.
Ability Score Increase. The sidhe’s Charisma score
increases by +2.
Nature’s Guardian. When the sidhe becomes
bloodied, vines erupt from the ground around it.
Each hostile creature within a 30 foot radius must
make a Dexterity saving throw (DC equals 8 + the
sidhe’s Charisma modifier + the sidhe’s proficiency
bonus) or become restrained by the vines. The first
time a creature is restrained by the vines or starts
its turn restrained by them, it takes 3d10 piercing
damage. A creature can use its action to escape the
vines by making a Strength (Athletics) or Dexterity
(Acrobatics) check against the same DC, or by dealing
20 damage to the vines around it (AC 12; immune to
psychic damage). This feature’s effect only occurs
once every 24 hours.
New Action: Fascinate. The sidhe can capture the
unwavering attention of those around it. Creatures of
its choice within 30 feet that the sidhe can see must
make a Charisma saving throw (DC equals 8 + the
sidhe’s Charisma modifier + the sidhe’s proficiency
bonus) or become charmed for one minute or until
it takes damage, at which point the condition ends.
While charmed, the creature is also dulled.

There exist many entrances to worlds


inhabited by Fey, some of these entrances
to the most sacred places are guarded by
rather zealous individuals.

Stone Beast
Stone beasts slumber as statues, but are enchanted
to spring to life when necessary. Often utilized as
guardians, these simple but effective constructs
boast the natural abilities of their flesh- and-blood
forms, with the added resilience of stone.
Condition Immunities. The beast is immune to being
charmed, despondent, dulled, fatigued, frightened,
paralyzed, petrified, poisoned or exhaustion.
Damage Immunities. A stone beast is immune
to poison and psychic damage, and to damage from
nonmagical weapons that aren’t adamantine.
Immutable Form. The stone beast is immune to
any spell or effect that would alter its form.
Magic Resistance. The stone beast has advantage
on saving throws against spells and magical effects.
Magic Weapons. The stone beast’s weapon attacks
are magical.
Variant Rules
If damage reduces a creature to 0 hit points and
fails to kill it outright, it suffers from the wounded
condition until it recovers all of its hit points.
Additionally, when a creature is knocked
Deadly Knockouts unconscious as a result of taking damage, it must
From Gabe LaBelle immediately make a death saving throw. If that first
Dropping to 0 hit points is more dangerous. Death death saving throw is a failure, use that result as roll
comes more quickly, and the felling blow could leave on the Deadly Injury table. The creature suffers from
a creature with a grievous wound. an injury of that kind. For example, if the roll on the
d20 was a 3 for a creature’s first saving throw, that
DeaDLy injury creature has an eye injury.
Effects suffered as a result of rolling on the table
Save Injury can be reversed or mitigated by magical healing by
Foot or Leg. Your walking speed is spells of least 5th level such as greater restoration
halved, and you must use a cane or or regenerate, or if the affected creature spends 10
crutch to walk unless you have a days doing nothing but resting. Alternately, someone
1 else can attempt to heal the injury by making a DC 15
prosthesis. You fall prone after using the
Dash action. You also have disadvantage Wisdom (Medicine) check and expending a use of a
on Dexterity checks made to balance. healer’s kit. Such an attempt can only be made once
per day on the victim, and after 3 successful checks
Arm or a Hand. You can only hold one in succession (i.e. without a failure in between), the
2 object at a time, and you can’t hold injury is resolved.
anything with two hands. An injury that isn’t healed becomes permanent
Eye. You have disadvantage on ranged after 10 days, as the eye rots out, the limb requires
attack rolls and Wisdom (Perception) amputation, or the creature is otherwise beyond repair.
checks that rely on sight. If you have
3
no eyes left after sustaining this injury, Encumbrance Slots
you’re blinded until this injury is From Gabe LaBelle
reversed. A character has a number of carrying slots equal
Internal Injury. Recovering all your to 2 times their Strength score. They carry their
hit points does not end the wounded adventuring equipment in these slots using the
4 guidelines in the following table.
condition inflicted when you gained this
injury.
Broken Rib. On your turn, you can either Slot Example
5
move or take an action, but not both.
Something that fits in your pocket or
Festering Wound. Your hit point 1/2 slot is less than 1 lb. such as a dagger, a
6 maximum is reduced by 2 every 24 hours potion, a day’s ration, or a gemstone.
the wound persists.
Something that is normally held in
Spine. If you roll a 1 when rolling to one hand or is less than 5 lbs. such
1 slot
determine your place in the initiative as a weapon, a lantern, 10 pitons, or
order, you are paralyzed. You can end the 50 coins.
7
paralysis by making a DC 15 Constitution
Something that is carried in both
saving throw at the end of each of your
hands or is more than 10lbs. such
turns. 2 slots
as armor, a shield, a spellbook, or a
Limp. Your speed on foot is reduced by heavy weapon.
5 feet. You must make a DC 10 Dexterity
8
saving throw after using the Dash action
or fall prone. If a character carries more items than they have
slots, they are encumbered, and their speed drops
Gruesome Scar. You are disfigured in by 10 feet. If a character carries items in excess of
a way that can’t be easily concealed, 2 x their Strength modifier slots, they are heavily
9 such as losing a nose or massive burns. encumbered, which means their speed drops to zero
You have advantage on Charisma and they have disadvantage on ability checks, attack
(Intimidation) checks. rolls, and saving throws that use Strength, Dexterity,
or Constitution.

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Falling Damage Characters can spend 10 gp to gain 25 XP from a
heroic trainer. A character can’t earn more than half
From Peter Haldenby of the XP needed to advance to the next level in this
Instead of the standard rules for taking damage way. For example in order to advance from 8th to 9th
from falling, use the Variant Falling Damage table to level, a character needs to acquire 14,000 XP. Thus
determine the damage a creature suffers from falling a player character can gain up to 7,000 XP from
from different heights. For distances greater than 50’ training with heroes at a cost of 2,800 gp.
there is an additional 1d20 damage for each 10’ fallen,
up to a maximum of 10d20. Mid-Vantage
From Zach Hooven
Variant FaLLing Damage When a roll has both advantage and disadvantage,
instead of rolling one die, roll three. If the result of all
Distance Fallen Damage
the d20s are different, use the result of the die that
10’ 1d6 has the middle value. If you roll the same number on
two of the dice, use that value as the result of the roll.
20’ 2d8
30’ 3d10 Opposed Initiative
40’ 4d12 From Hayden Robertson
50’ 5d20 Opposed initiative creates a more dynamic push and
pull at the table, pitting the players against hordes of
monsters.
The player character with the highest Dexterity
Fighting Underwater score rolls initiative at the beginning of each round.
The GM makes a contested roll, using any hostile
Fighting while underwater is especially strenuous,
creature currently in combat to make the Dexterity
and will cause a creature to run out of breath more
check. If the PC wins, that character takes their turn,
quickly.
then chooses a second player character or ally to act
A creature holding their breath while participating
next in the round. If the GM wins, any two hostile
in underwater combat has a number of breath points
NPC or groups of identical creatures take their turns.
equal to 1 + its Constitution modifier (minimum
After the winning side has taken their turns, the
1). At the end of each of its turns while the creature
opposing side gets to take two turns, choosing which
is still underwater, its number of breath points is
participants act in which order. This continues until
reduced by 1. Additionally, the first time each turn an
all players and monster groups have taken their turns,
underwater combatant takes damage, it must make
then the round ends, and the opposed initiative is
a Constitution saving throw with a DC equal to 10 or
rolled once more.
half the damage taken, whichever is higher, reducing
its breath points by 1 on a failure.
If a creature ends its turn with 0 breath points Over Exertion
while underwater, it begins to suffocate. A creature From Clayton J
regains all its breath points as soon as it can breathe When a spellcaster finds themselves low on spell
again. slots they can desperately use their own life force as
fuel for their spells. A spellcaster may choose to cast a
Heroic Training spell that they know or have prepared at any level up
From Mike Margolin to 5th level, without expending a spell slot.
Immediately after the effects of the spell are
Adventurers can seek out legendary heroes to train
determined, the spellcaster makes a saving throw
them in their ways. If characters can find a suitable
using their spellcasting ability with a DC equal to 13
(and willing) mentor, they can pay for specialized
plus the level of the spell cast. The caster takes 3d10
training. Doing so allows a character to spend gp to
necrotic damage per each level of the spell, and half
gain XP. There is no set time needed for the training
as much on a success. This damage ignores resistance
to occur; sometimes a single insight from a master
and cannot be reduced in any way. Additionally on a
can awaken enormous potential.
failure, the spellcaster also suffers fatigue a number
Heroic training is available to characters of 5th
of times equal to half the spell’s level.
through 15th level. Lower level characters are hardly
After a spellcaster attempts to over exert, that
worth the time of true geniuses of their craft. When
caster cannot do so again until after finishing a long
player characters advance to high levels, their own
rest.
talents are likely the apex of their kind!
Triple Team Followers
When a creature and two or more of its allies have an From Jarred Landry
enemy in reach, melee attack rolls against that enemy A follower is an important NPC that befriends, travels
are made with advantage. Ranged attack rolls against with, and even fights alongside a party of player
that enemy are made with disadvantage. characters. A follower can be any creature, but their
CR cannot exceed that of the lowest level among the
Called Shots player characters.
Once per turn if you have advantage on an attack roll, A follower obeys the commands of player
you can roll only one die instead of two to make a characters to the best of their ability. In combat, a
called shot. follower rolls its own initiative.
Choose a called shot from those described below. A follower gains upgrade points it can use to gain
If you hit the creature with your called attack, it only new abilities, increase its hit points and roll bonuses,
takes half damage from your attack but also suffers or even gain access to unique features created by the
the first effect listed in the shot’s description. If a GM and players. A follower gains an upgrade point
creature is bloodied, or if it is hit with another of the each time the player character in the party who is the
same called shot before the start of its next turn, it lowest level gains a level. Possible options for upgrade
also suffers the second effect. points are listed below.

arm Shot
• Increase hit points by 1 HD (cannot exceed the
lowest number of HD among the party).
You strike at the target’s arms, hands, or other • Increase proficiency bonus by 1 (cannot exceed the
forelimbs in order to weaken its capabilities. lowest proficiency bonus among the party).
Creatures that are more than one size larger than you • Increase an ability score by 1 (cannot exceed 20).
cannot be affected by this called shot. • Gain a cantrip or cast a 1st level spell once per day
Bruised. Until the end of its next turn the target (additional spells can be gained by spending a
cannot do one of the following: benefit from a shield, number of upgrade points equal to the spell level).
use a weapon with two hands, or use two-weapon • Gain an uncommon magic item. Additional magic
fighting. items can be gained by doubling the upgrade point
Broken. On its next turn, the target cannot make cost for each rarity 2 for rare, 4 for very rare. A
more than one weapon attack. follower can only gain 3 magic items in this way.
• Gain a unique feature (work together to decide on
hearing Shot a new trait or feature, pulling from other statblocks
You aim for the target’s ears or other hearing orifice in or creating your own)
an attempt to deafen your foe.
Impair. Until the end of its next turn the target has
disadvantage on Wisdom (Perception) checks that
rely on hearing.
Deafen. Until the end of its next turn, it is deafened.

eye Shot
You aim for the target’s eyes or similar sensory organ.
Creatures that are immune to being blinded or have
blindsight cannot be affected by this called shot.
Deprive. Until the end of its next turn the target
has disadvantage on Wisdom (Perception) checks
that rely on sight.
Blinded. Until the end of its next turn, it is blinded.

Leg Shot
You aim to strike the target’s legs, hips, knees or
other appendages in order to hinder its movement.
Creatures that cannot be knocked prone or are
incorporeal cannot be affected by this called shot.
Slowed. Until the end of its next turn the target’s
speed is halved.
Stopped. The target’s speed is reduced to zero until
the end of its next turn and it is also knocked prone.

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Harvesting Monsters a usable amount of hide from a larger creature, but
it takes more time. Failing the check by less than 5
From Tim Hettler results in a low quality hide. A failure of 5 or more
These rules give players an opportunity to turn irrevocably damages the hide, ruining it.
the corpse of a slain monster into treasure. An Pristine hides can be sold to a trader or
unexpected encounter on the trail might turn leatherworker for gold equal to 10 times a creature’s
into a windfall. Or, if a blue dragon is terrorizing challenge rating. Low quality hides that can be sold
the kingdom, the party might hunt through the sell for 2 times a creature’s challenge rating.
wilderness for a behir knowing it can be used to craft
armor or potions of lightning resistance. Skinning hiDeS tabLe
Skinning hiDeS Size Time (hours) DC
Exotic hides can be acquired from any beast, Medium 1 18
monstrosity, or dragon of challenge rating 3 or higher.
Harvesting the hide from such a creature requires Large 2 15
an intact carcass, hours of work, and a successful
Huge 4 12
Wisdom (Survival) check. The table below outlines
the amount of time and the DC of the check to Gargantuan 8 10
preserve it in “pristine” condition. It is easier to get
CraFting armor potion CraFting tabLe
Hides from creatures with an AC of 14 or less from its
Comp. Potion Min Days to Crafting
natural armor can be used to craft light armor, and
Spell Rarity CR Craft DC
hides from creatures with an AC from 15 to 18 from
natural armor can be used to craft medium armor. 1st uncommon 2 2 12
The time and cost follows the standard crafting rules.
2nd rare 7 3 15
Some extraordinary craftsmen have discovered
methods to create heavy armors using hides of 3rd very rare 10 5 17
the toughest monsters. Others are said to use the
4th very rare 16 10 20
hides of creatures with resistance to the elemental
energy or forms of magic to make enchanted armors 5th legendary 20 30 25
that impart those defenses to the wearer. Typically
adventurers need to seek out such a master and earn
the right to their skill for any chance of these armors
being crafted. Even these experts need a pristine hide Hoard Combat
from a creature with an AC of at least 19 from natural From Jared Rosenau
armor to create heavy or magical armor. This rule allows the GM to quickly run mobs of
creatures as a single entity, whose threat gets
extraCting FLuiDS diminished as the hoard is damaged.
Blood, ichor, and other fluids can typically be acquired Hoards are groups of identical creatures that GM
from monstrosities, aberrations, oozes, and other combines into a single unit in combat, and the rules
creatures the GM allows. Extracting the material from treat as a single creature. The number of creatures in
the corpse of such a creature requires 10 minutes a hoard determines its hoard number.
of work, and a successful Dexterity check using a In combat, a hoard uses the stat block of its
poisoner’s kit or an alchemy kit. The DC is equal to 8 composite creatures, with the following exceptions:
+ the creature’s CR. On a failure, the corpse is ruined
and no further attempts can be made. If the extracted • A hoard number of 2-10 means it is one size
fluid is a poison, it may be preserved and used as a category larger than its composite creatures. A
poison with the same statistics. hoard number of 11-20 means the hoard is two size
The extracted fluid can be sold for gp equal to categories larger. (Groups of 20 or more should be
5 times a creature’s challenge rating, but only split into two or more hoards.)
alchemists and traders of exotic items would be • A hoard starts with hit points equal to the sum of
interested in purchasing it. the hit points of its composite creatures.
• A hoard gains a bonus to its attack rolls equal to its
CraFting potionS hoard number.
The extracted fluid may be usable to create a potion
For example, an orc has 15 hit points and is a
that imbues the drinker with some of the essence of
Medium creature, and adds +5 to hit with their attack
that creature. For example, the ichor of a spider might
rolls. Thus, a hoard of 6 orcs would be size Large,
be usable to craft a climb potion, or the extracted fluid
have 90 hit points, and have a +11 to hit.
of a beholder could be used to craft a potion of flying.
Whenever a hoard scores a hit, instead of rolling
What potions, if any, can be created using extracted
damage once, it rolls damage a number of times
fluids are at the GM’s discretion. However, here are
equal to the difference between the attack roll and
some guidelines to follow. First, determine what spell
its target’s AC, up to its hoard number. For example,
produces a similar effect to the creature’s ability that
if the same hoard of orcs scored a total of 22 on the
the potion will emulate. Next, determine the duration
attack roll versus an AC of 18, the hoard would roll an
and exact nature of the effect when the potion is
orc’s damage (1d12+3) 4 times (4d12+12). However,
drunk. Then assign the potion rarity based on the
if the 6 orc hoard scored a 27 on the attack roll, it
similar spells level on the Potion Crafting table. The
could only roll damage 6 times instead of 9 because
table gives the DC of the Intelligence check using
the number of damage rolls can’t be greater than its
an alchemy kit to make the potion, and the length
hoard number.
of time to brew it. The table also gives the suggested
Each time a hoard’s hit points is reduced by the
minimum CR a creature should be to have its
amount of the hit points one of composite members
extracted fluids produce magic of that power. If the
has, reduce its hoard number by 1. For example, after
potion is significantly more powerful or lasts longer
the orc hoard takes 17 damage, its hoard number
than the comparison spell, you may need to adjust
becomes 5. When a hoard has a hoard number of 0, it
the rarity.
is destroyed.

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Challenges Dagger of Orpheus
Weapon (dagger), very rare

Cursed Items The rippled steel of this finely made knife hint at its
magical nature. A single eye emblazons the pommel,
sometimes appearing open, other times appearing
The Blind Eye closed.
Wondrous item, very rare You gain a +1 bonus to attack and damage rolls
This hooded lantern features a glass lens masterfully you make with this weapon. In addition, a creature
shaped to resemble a three-dimensional human damaged by this weapon must succeed on a DC 14
eye, peering lidlessly outward to shine the lantern’s Intelligence saving throw or fall unconscious for 1
arcane light. hour, until they take damage, or until someone uses
The lantern is identical to a bullseye lantern, except an action to shake or slap them awake.
that it does not require oil. In addition, while casting Curse. Each time you kill a creature using this
light from the lantern, you benefit from the effects of dagger, the next time you sleep or fall unconscious,
a true seeing spell within the cone of light. you experience horrific nightmares and wake with the
Curse. While the lantern sheds its light, an invisible despondent condition.
stalker hunts the wielder. When the lantern is lit, and
for each minute it is lit thereafter, the GM must roll a Mantle of Valguus
d6. On the roll of 2-6, nothing happens. On the roll Wondrous item, legendary (requires attunement)
of 1, the invisible stalker immediately appears in an This shimmering, black length of cloth appears as
unoccupied space adjacent to the wielder and attacks. smoky shadows when worn. Imbued with a fragment
The invisible stalker remains, even if the lantern’s of the power of Valguus, an ancient shadow deity,
light is doused, until it dies or the lantern’s wielder the mantle bestows some of this power to its wearer.
dies. If the invisible stalker dies, a new one is While wearing the mantle, you gain the following
summoned the next time the lantern is used. benefits:

Broken Heartstone • You can cast control flames (at-will) and darkness
Wondrous item, very rare (3/day) without the need for material components.
Charisma is your spellcasting ability for these spells.
This shattered Heartstone of a night hag appears
as two pieces of stone, designed to fit together but
• Once a day you can summon 1d4 shadows in
unoccupied spaces you can see within 30 feet of
broken through calamity or negligence. As an action,
you as an action. The shadows act on your initiative
a creature wielding one or both halves of the broken
and follow your commands, which you can deliver
Heartstone and six additional willing creatures can
telepathically. The shadows remain for 1 hour or
become ethereal as with the etherealness spell.
until dismissed (no action required).
Curse. A creature who uses one half of a broken
Heartstone to become ethereal cannot return to the Curse. Once you don the mantle, you are sensitive
Material Plane without the other half. to light, and suffer the dulled condition while in
sunlight. You must succeed on a DC 20 Charisma
Coin of Twisted Fate check to remove the mantle, and take 5d10 psychic
Wondrous item, uncommon damage upon doing so.
A simple silver coin, seemingly mundane, features
an hourglass on one side, and a grinning skull on the
other.
Once per day, as an action, you can flip the coin. If
the coin comes up heads (the hourglass), you wind
back time 6 seconds, negating any effects of a single
round of combat only for yourself. You regain any hit
points lost since the end of your last turn, and any
conditions inflicted are removed.
If the coin comes up tails (the grinning skull), you
immediately age 1d4 years. Your hit point maximum
is reduced by the maximum result of a single hit die
(if you have multiple sizes of hit dice, use the largest),
and you suffer from the doomed condition until you
finish a long rest.
Ring of Molten Steel • Resistance to bludgeoning, piercing, and slashing
damage from nonmagical weapons that aren’t
Ring, very rare (requires attunement) adamantine.
This ring of banded gold and silver glows red-hot • You have advantage on Strength and Constitution
during combat, but does not burn the wearer. saving throws.
While wearing this ring, the edge of your bladed • Your movement speed increases by 10 feet.
melee weapons glows red-hot. You deal an additional • Your melee attacks deal one additional damage die.
1d6 fire damage with melee weapons that deal • Your standing jump and long jump distances
piercing or slashing damage. This fire damage also double.
counts as magical for the purposes of overcoming • You count as one size larger when determining your
damage resistance. carrying capacity and the weight you can push,
Curse. While wearing this ring, any time you score a drag, or lift.
critical hit with a melee weapon, the weapon melts in • You can wield two-handed weapons using one hand.
your hand after dealing its damage. You must succeed • You take no damage from falling fewer than 60 feet.
on a DC 16 Dexterity saving throw to drop the molten
metal or take 11 (2d10) fire damage and are burned. Curse. When you roll a 1 on an ability check,
attack roll, or saving throw, the armor’s arcane
energy diminishes. You lose the above benefits, and
instead become restrained until they doff the armor
(requiring 10 minutes). The armor regains its benefits
after 8 hours of not being worn.

Thorn Bangle
Wondrous item, very rare
When you touch this brightly colored rose, it affixes
itself to you as a bangle. You can use an action to
remove the bangle, at which point it turns back into a
long-stemmed rose.
While you are wearing this bangle, it extrudes 2d4
thorns per day, and can hold up to a maximum of 12.
When wearing this bangle, if you deal damage with
Heartseeking Arrow an unarmed attack, one of the thorns impales itself
Weapon (arrow), uncommon into the target. The impaled creature must succeed
This black-shafted arrow features a razor-sharp on a DC 13 Constitution saving throw or be poisoned.
arrowhead of blood-red metal, crafted in the shape of While poisoned in this way, they also are inflicted
a heart. The fletching, too, is blood-red in color. with the wounded condition.
You gain a +1 bonus to attack and damage rolls Curse. If you fall asleep while wearing the bangle
you make with this magic ammunition. In addition, with any thorns remaining, you become poisoned as
a creature damaged by one of these arrows must the bangle and thorns dig into your flesh. You cannot
succeed on a DC 16 Charisma saving throw or become wake while poisoned, or until the bangle is removed.
charmed for 1 hour or until you or your companions
do anything harmful to it. Uncanny Down
Curse. When you roll a 1 on the d20 when making Wondrous item, very rare
an attack roll using this ammunition, the arrow
These feathers from an otherworldly creature are
diverts and strikes you instead. You take maximum
incredibly soft. If you spend a long rest sleeping on
damage and become dulled until you complete a long
a pillow or with a blanket made from this down, you
rest.
gain the rested condition when you wake. This down
only grants this condition once per every ten days.
Mecha Armor Curse. The down also gives those who sleep using
Armor (plate), legendary (requires attunement) it wonderful, vivid dreams. If you sleep using the
This massive suit of heavy armor features thick steel down three nights in a row, it becomes harder for
plating covering complex arcane mechanisms that you to tell the dream world from the real world. You
aid the wearer’s power and mobility. The armor fully have disadvantage on ability checks and saves to see
encases the wearer, giving them the appearance of though illusions and to avoid being charmed. The
a construct. While wearing the armor, you gain the curse ends if you spend a night sleeping under a full
following benefits: moon without the down.

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Faction Play FaCtion turn
At the start of a game session, the GM chooses
Larger than any one individual, temples, royal houses, one faction, and one of the issues presented in its
guilds, secret orders, and other organizations Development section. Unless the player character’s
are an integral part of societies, and often a key actions prevent that course of events from occurring,
point of interaction between the player characters’ that issue is resolved at the end of the next game
adventures and the wider world. Factions offer the session. The faction might accomplish a goal by
heroes an opportunity to be a part of a larger force logical use of their resources, or some ill might befall
in the world, or to face a threat greater than a single them due to the heroes’ inaction.
foe. Party members who belong to or are sympathetic As the player characters progress through
towards different factions can be a source of their adventures they can impact the fortunes of
dramatic tension, especially when the factions’ goals organizations in the world. When the PC’s actions
are in conflict. affect a faction’s access to resources or present a new
All factions exist to increase their own power and issue for it to face, update that factions Resource and
influence, and try to prevent it from being taken away. Development sections to reflect it. Those sections
This rule set gives GMs a simple way to abstract the should also be revised as a result of resolving a
dynamics of factions of their worlds. As a GM, this previous Development issue.
is also a tool that can help set the pacing of your This leaves faction play mostly as an in-between
campaign or apply time pressure to the party. sessions activity for GMs. Following these rules
allows the GM to have many faction in the world, but
Faction Components is only actively managing the plans of two factions
When creating factions for use with these rules, they at a time: the one chosen at the start of the session,
have the attributes listed below. and the one to be resolved at the end of the session,
chosen last time. Likewise, the players have two
Situation game sessions to intervene in the wider affairs of the
This section puts faction’s interests and objectives in world.
context of the player characters and their adventures.
When creating this background information think Example Faction: The Palmers
about what bonds does the faction share with any The Palmers are the guardians of the Ashlands, a 20
of the PCs that could make them allies. Alternatively, mile stretch of burned wasteland that stands as a
what conflicts are there between the faction’s barrier between the blighted jungle and rest of the
goals and what one of the characters is trying to world. They strive to keep the blight quarantined, and
accomplish? to keep hidden the terrible secret that lead to the
destruction of the jungle and its people. The bravest
reSourCeS members wear gilded palm branches, trophies of
Resources represent the key assets the faction has crossing the wastelands and going into the cursed
available to use to achieve its goals and grow its forest.
influence. Petty street gangs might have a certain
number of thugs to serve as muscle, or an amount of Situation
gold pieces coming in each week from racketeering. With its sources of funding dwindling, the order
More sophisticated factions have wealth and power is in need of new patrons and cheap recruits. One
in other forms: land and mineral rights, control of hero has sworn a paladin’s oath to stay true to the
church coffers, access to arcane knowledge, or the Palmer’s mission, and is actively seeking to win a
ability to legally collect taxes or conscript armies. new sponsor for the corps. Meanwhile, a rival of the
wizard player character thinks the Palmer’s plan of
DeVeLopmentS containment is misguided, and is working to uncover
This section has the current opportunities and the forbidden lore in hopes of ending the blight.
threats facing the faction, and what plans the faction
is going to carry out. How are they reacting to the reSourCeS
situation using their resources? For example, a group In addition to the corps of wardens that are always
of merchants might want to pool their gold to hire occupied patrolling the Ashlands, the Palmers
some sell swords to clear bandits off the road or a have other warriors in reserve. Their greatest asset,
noble house could send out spies to infiltrate a rival’s however, is a strong alliance with the Cult of Gaia and
court. Sometimes, these points can be time sensitive, access to their network of clerics and patrons. The
and if not addressed, the issues come to a head on its Palmers have the following resources:
own.
• 3d6 veterans,1d6 knights, and 1d6 scouts can be reSourCeS
fielded anywhere the Palmers have influence within
The Bones are led by a family of fire giants who keep
3 days
out of the city proper. They prefer to exert influence
• Priests of the widespread Cult of Gaia are generally
and project their power from afar, utilizing the
friendly towards member of the Palmers, and
resources below:
perform favors such as requisitioning supplies or
passing along helpful information • The Bones can send gangs of hired muscle to do
• What remains of the decedents of those who their bidding. A typical gang is made up of 2d4
dwelt in the jungle and other nobles with ties to thugs led by 1 bandit captain. If the gang gets into a
their clans think it their duty to assist the Palmers confrontation anywhere in the city, 1d4 more gangs
in their mission to protect the wider realm. The comprised of the same members will show up each
Palmers receive 4d10 x 10 gp in surplus donations within 10 minutes.
every 30 days • The Bones exploit the local population out of fear,
and can get most NPCs to perform actions on their
DeVeLopment behalf, even ones that carry minor risk (such as
The following issues might be resolved for the lying to powerful adventures).
Palmers: • Through some treachery, the Bones also have
significant influence over two important figures:
• The Palmers host a large banquet to woo new the chief advisor to the city’s ruler and the party’s
donors. They plan on inviting many priests of Gaia patron. The advisor willingly conspires with the
and adventurers to the event. If the banquet fails, Bones, but the patron is cooperating under duress.
it limits the number of patrols the Palmers can Both use their position to further the organization’s
perform and occasionally blighted monsters might goals.
slip into the civilized world.
• A priest of Gaia starts protesting that the funds DeVeLopment
from the local temple are being given to a
In their ruthless pursuit of power, the Bones have
mercenary band at the edge of the world. That
these plans and challenges:
gold should stay to help the local people, the priest
insists. If nothing is done to silence the priest in • The Bones move to complete their purge of the old
3d10 days, the amount of gp the Palmer receive is thieves guild. If successful, all remaining members
halved as the message takes hold. are completely loyal to the new organization.
• The wizard’s rival succeeds in learning some bit of • The increase in crime, caused by the Bones
forbidden lore. A priest of Gaia learns of this, and themselves, leads to mass unrest among the lower
moves to inform the Palmer’s leadership that a classes. Members of the Bones aim to start a riot to
danger needs to be dealt with. further destabilize the city.
• The leaders of the Bones start to seek out another
Example Faction: The Bones influential member of the city’s social order to
A group of mountain dwelling raiders led by a circle exploit. Eventually, they will find someone with a
of giants, Bone’s conducting a hostile take over of weakness, and either cajole or threaten that person
the local criminal underworld. Underestimated by the into service.
area’s thieves guild as unsophisticated, the Bone’s
use both brutality and cunning to supplant them.
Now, they seek to expand their shadowy power by
throwing the city into chaos.

Situation
The patron of the player character’s adventuring
party is getting blackmailed by a new recruit of the
villainous Bones. As such, the patron soon will no
longer be able to fund the party’s expeditions. The
rogue player character used to be close with some
members of the local thieves guild, but ever since the
Bones killed the leadership and took over, the rogue
has been iced out. If the Bones can keep finding ways
to defund do-gooders and the royal guard, the vicious
criminal enterprise will thrive in the anarchy.

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Traps
The statue remains until initiative count 20, then
disappears back into the wall of vegetation. Any
creature who attacked a Fey Statue becomes the
Hedge Maze Trap target of a hideous laughter spell (spell save DC 15)
Complex trap (level 1–4, dangerous threat) before the statue disappears.
Dynamic Element. The longer the maze stands, the
Unlike a pit trap, deadfall, or snare, the Hedge Maze
stronger its effects become.
Trap is naturally occurring – a confounding response
by the wilderness to ward off intruders and capture • Madness and Mischief. The DCs for the Shifting
prey for the forest’s more nefarious predators. A Tunnels, Thorny Vines, and Fey Statues each
complex and maddening web of roots, vines, shrubs, increase by 1 for each round (to a maximum of 20).
thorns, and branches trap creatures, separate them • Mischief Makers Arrive. On initiative count 20,
from one another, and force parties to coordinate the GM rolls a d6. On a roll of 6, 1d4+1 goblins with
over distance to overcome the trap’s many perils. The the mischief maker monster template emerge from
Hedge Maze itself can occupy an area of any size – the walls of vegetation to attack a group.
from a small clearing to the width and breadth of a
forested expanse. Constant Element. The walls of vines, roots, and
Trigger. The trap activates when a non-fey creature plants create a dark and confusing space.
steps on a triggering root or touches a Fey Statue. As
soon as it activates, walls of impenetrable vegetation • Walls of Vegetation. The walls of the maze are 3
spring up and form tunnels 5 feet wide and 10 feet feet thick. They are completely soundproof and
high, complete with a ceiling, building the maze in a block daylight with a thick canopy. The maze fights
matter of moments. The tunnels completely block out back against cheaters or destruction of the walls.
any daylight.
Countermeasures. There are three ways the trap
Initiative. The trap acts once on initiative count 20
can be overcome. A group of creatures who succeed
and once on initiative count 10.
four times on the points listed before failing an equal
Active Elements. The trap targets nearby creatures
number safely exit the maze. Doing so causes the
with a myriad of magical effects. The GM should
walls of vegetation to disappear into the ground, and
alternate between the Shifting Tunnels and Thorny
the trap immediately deactivates.
vines every other round.
A creature that utilizes a countermeasure can also
• Shifting Tunnels (Initiative 20). The walls of choose to rejoin a group of companions if previously
vegetation forming the maze shift and reshape separated by the shifting tunnels.
themselves, changing the layout of the labyrinth.
Each creature within the trap’s area must succeed Fey riDDLeS
on a DC 13 Dexterity saving throw or become d8 Riddle
separated from the rest of the party. The walls
of vegetation are completely soundproof, and What breaks but never falls? (dawn/
1
creatures separated from one another cannot daylight)
communicate non-magically.
What can you catch but not throw? (cold/
• Thorny Vines (Initiative 20). 1d4 vines lash out 2
illness)
from the walls, targeting nearby creatures. Each
vine grabs at a creature within the trap’s area. The What has roots nobody sees, is taller than
3
creature must succeed on a DC 14 Strength saving any trees, yet it never grows? (mountain)
throw or take 6 (1d10) piercing damage from the
It runs but never walks, has a mouth but
thorns and become restrained (escape DC 12).
4 never talks, has a head but never weeps,
A creature restrained in this way takes 6 (1d10)
has a bed but never sleeps. (river)
piercing damage at the start of each of its turns.
• Fey Statues (Initiative 10). A stout, impish statue
5
What grows when it eats, but dies when it
emerges from the walls of vegetation within 10 drinks? (fire)
feet of each group of creatures within the trap’s
area and begins speaking gibberish. Each creature At night, I come without being called; by
within 30 feet of the statue who can hear it must 6 day, I am lost without being stolen – what
succeed on a DC 12 Intelligence saving throw or am I? (stars/moon)
magically become dulled for a number of rounds Footless and handless it knocks on the
equal to 6 minus their Wisdom modifier (minimum 7
door and scratches at the window. (wind)
1 round). Creatures that speak Sylvan have
advantage on this saving throw. 8 What breaks as you name it? (silence)
Failing to overcome the maze causes all the
creatures within to become lost for 1d4 hours before
Necrobelisk
they emerge and suffer from being fatigued. Complex trap (level 5–10, deadly threat)
The Necrobelisk occupies a square, stone chamber
• Answer the Riddles. A creature who succeeds 40 feet wide on each side, with a ceiling 20 feet high.
on its saving throw against the Fey Statues makes Two steel doors lead into the room opposite walls.
sense of the gibberish. That creature knows the Skeletal, humanoid remains are set into the floor,
statues are speaking a mixture of Sylvan and walls, and ceiling.
another language they know backward, and ask A stone pillar that seamlessly spans the chamber
riddles each time they emerge (see the Fey Riddles from floor to ceiling, the Necrobelisk itself dominates
table below for ideas). Creatures who answer a the center of the room. The Necrobelisk is jet-black
riddle appease the statue, which then points to the with six sides, each etched with Abyssal runes that
right way to go. glow a vivid, sickly green while the trap is active
• Navigate the Maze. On their turn, a creature can (these runes read “Join us to open the door”).
use an action to make a DC 12 Intelligence check, or Channels of matching black stone set into the floor
a DC 15 Wisdom (Survival) check, then accurately extend from the pillar to the four corners of the room,
navigate the maze as part of their movement. terminating in four squat pedestals, atop which rests
• Cheat the Maze. Any attempt to cut though, jump four black humanoid skulls.
over, burn down, or otherwise thwart the maze Trigger. The trap activates as soon as the last
causes the Thorny Vines to strike. However, passing creature in a group enters the room, or when a
the Strength saving throw by 5 or more allows the creature takes a skull from a pedestal.
creature to slip through and make progress through Initiative. The trap acts on initiative count 20 and
the maze. initiative count 10.
Active Elements. While active, the trap seals the
room, pulses with necrotic energy, and summons
undead enemies for the player characters to contend
with.

• Sealed Doors (Initiative Count 20). The two steel


doors slam shut and magically seal themselves in
the first round. The doors remain sealed until the
trap is deactivated.
• Necrotic Pulse (Initiative Count 20). A wave of
sickly green necrotic energy emanates from the
Necrobelisk. Each non-undead creature in the room
must succeed on a DC 18 Constitution saving throw
or take 17 (3d10) necrotic damage and becomes
fatigued until it finishes a short rest; a creature
who rolls a 1 on the d20 when making this save also
becomes cursed and suffers the doomed condition.
• Skeletal Guardians (Initiative Count 10). For each
skull present in the room, a skeleton formed of the
bones in the floor, walls, and ceiling appears in an
unoccupied space and immediately moves to attack
the nearest non-undead creature. If all four skulls
remain on their pedestals, a minotaur skeleton also
appears instead, using its charge trait if possible.

Dynamic Elements. The skeletons grow stronger


with each necrotic pulse.

• Invigorate Undead. Each time the Necrobelisk


emits its Necrotic Pulse, each undead creature
in the room regains 1d10 + 2 hit points and has
advantage on its next attack roll or saving throw.

Constant Elements. The skulls, doors, and the


Necrobelisk itself saps the strength of any creature
who touches them.
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• Chilling Touch. A creature who touches one of the creature within 40 feet of the doorway must
skulls, the doors, or the Necrobelisk itself must succeed on a DC 20 Dexterity saving throw or
succeed on a DC 18 Constitution saving throw or become restrained by a gate tendril (escape DC
take 11 (2d10) necrotic damage and cannot regain 20). At the start of each of their turns, an affected
hit points until the start of its next turn. creature is moved 20 feet closer in a straight line
toward the doorway.
Countermeasures. The trap can be neutralized by
shattering the skulls, or by joining the dead.
• Wave of Force (Initiative 10). A wave of concussive
energy emits from the doorway, hurling nearby
• Shattering the Skulls. The pedestals in the creatures backward. Each creature within 30 feet
corner holding the skulls resemble the stone of the doorway that is also not restrained must
of the Necrobelisk – jet black and etched with succeed on a DC 20 Strength saving throw or be
Abyssal runes that glow a sickly green. Reducing hurled backward 20 feet. An affected creature takes
a skull to 0 HP (AC 16; 20 HP; resistance to fire, 33 (6d10) force damage plus 4 (1d6) bludgeoning
piercing, and slashing damage from nonmagical damage for every 10 feet they were hurled before
sources that aren’t adamantine; immune to falling prone. If they strike a solid object (such as
necrotic, poison, and psychic damage) or making a wall or pillar), they take an additional 11 (2d10)
a successful DC 20 Strength check to break it bludgeoning damage.
shatters the skull into fragments (keep in mind the Dynamic Element. The longer the doorway remains
Chilling Touch element of the trap when handling active, the more virulent and deadly its arcane
the skulls). If all four skulls are destroyed, the trap energies become.
deactivates, and all undead enemies in the room
crumble to dust. • Increased Energy. The damage from the Wave
• Joining the Dead. If a non-undead creature dies of Force increases by 11 (2d10) each round after it
in the room, the trap deactivates, and all undead activates, to a maximum of 55 (10d10). In addition,
enemies in the room crumble. If the dead creature the distance a creature is hurled by the Wave
is not raised and their corpse remains in the room, of Force increases by 10 feet each round after it
their bones soon join the legions of undead bound activates, to a maximum of 60 feet.
to the Necrobelisk.
Constant Element. The doorway itself presents the
Shimmering Doorway largest threat to nearby creatures.
Complex trap (level 11–16, deadly threat) • Shimmering Doorway. Any creature that ends
The Shimmering Doorway is an ancient and altogether its turn in the same space as the doorway must
confounding arcane trap. The trap is a large archway, succeed on a DC 22 Charisma saving throw or take
10 feet tall by 5 feet wide, with arcane runes etching 28 (5d10) force damage and become dulled until it
its stone frame. A translucent field of blue-violet finishes a long rest.
energy hangs in the doorway like a curtain, giving
off a soft, diffused light and giving the trap its name. Countermeasures. There are two ways the trap can
Typically found as a way to guard an inner sanctum in be overcome.
a shrine or an arcane site, the door can easily be made
harmless if one knows how to deactivate the runes
• Shatter the Doorway. If the doorway itself is
reduced to 0 hit points (AC 18; 40 hp; resistance to
which fuel the barrier’s magic.
bludgeoning, piercing, and slashing damage from
Trigger. The trap activates when a creature passes
non-adamantine weapons; immune to fire, poison,
through the doorway or touches one of the runes.
and psychic damage), it immediately releases a
Initiative. The trap acts on initiative count 20 and
final Wave of Force (affecting each creature within
initiative count 10.
range, even if they are restrained). The trap then
Active Elements. The trap targets nearby creatures
deactivates.
with myriad magical effects.
• Disable the Runes. 1d4+2 arcane runes line the
• Magic Missile Barrage (Initiative 20). A hail of stone doorway. A successful DC 20 Intelligence
arcane energy emits from the door’s shimmering (Arcana) check identifies and deactivates a single
field. Each creature within 120 feet of the doorway rune. For each rune disabled, the damage of
becomes the target of a magic missile spell cast both the Wave of Force and the doorway itself is
using a 4th-level spell slot (6 darts total for each reduced by 1d10. If all the runes are disabled, the
instance of the spell). doorway immediately releases a final Wave of Force
• Gate Tendrils (Initiative 20). Amorphous limbs (affecting each creature within range, even if they
of arcane energy emerge from the doorway and are restrained), and then the trap deactivates.
attempt to pull nearby creatures closer. Each
Mechanical Dragon • Intense Heat. The mechanical dragon’s fire causes
the corridor itself to become unbearably hot. Each
Complex trap (level 16–20, deadly threat) round, beginning with the second, after the Flame
A mechanical dragon construct lurks at the end of an Breath deals its damage, each creature in the
180-foot long corridor that is 10 feet wide with a 15- corridor must succeed on a DC 12 Constitution
foot ceiling. Every 60 feet, two 5-foot-square alcoves saving throw or become fatigued. The DC increases
each provide enough cover for a creature of Large size by 2 each round (maximum DC 24).
or smaller. A steel portcullis lies within the dragon’s
throat, providing the only path of salvation beyond Constant Element. The corridor is riddled with
disabling the complex arcane mechanism. additional traps, but also possible sanctuary.
Trigger. The trap activates as soon as a creature
steps within 120 feet of the mechanical dragon. The
• Pit Traps. A hidden pit trap lies hidden at each
20-foot interval in the corridor (three total at
corridor then seals them in and forces them toward
20 feet, 40 feet, and 60 feet). The trap is 15 feet
the mechanical dragon.
wide by 5 feet long and 20 feet deep. A successful
Initiative. The trap acts on initiative count 20 and
DC 18 Wisdom (Perception) check identifies the
initiative count 10.
concealed pit. A creature who steps on the cover
Active Elements. The trap spews fire down the
activates the pit trap – it swings open and the
hallway and forces the characters forward with a
creature plummets into the pit below, taking 22
moving stone wall.
(4d10) piercing damage from the iron spikes below.
• Flame Breath (Initiative 20). The dragon spews • Sanctuary Alcoves. A pair of 5-foot-square alcoves
fire down the full length of the corridor. Each lie at each 20-foot interval in the corridor (parallel
creature not standing in a Sanctuary Alcove must to the Pit Traps). Each alcove provides enough cover
succeed on a DC 20 Dexterity saving throw, taking for a creature of Large size or smaller to avoid the
55 (10d10) fire damage on a failed save, or half damage from the Fire Breath.
as much damage on a successful one. If the fire • Dragon Claws. A creature who moves within 10
causes a creature to become bloodied, the creature feet of the end of the corridor must immediately
is also burned until all its hit points are restored. avoid a swipe from the mechanical dragon’s claws.
• Crushing Wall (Initiative 10). In the first round, a It must succeed on a DC 22 Dexterity saving throw
stone wall 15 feet high and 2 feet thick drops from or take 22 (4d10) slashing damage.
the ceiling at the end of the 180-foot corridor. A
creature standing in this area when it falls must Countermeasures. There are three ways the trap can
succeed on a DC 18 Dexterity saving throw or take be overcome.
33 (6d10) bludgeoning damage and be forcibly • Sabotage the Dragon. A creature within reach of
shunted into the nearest unoccupied space, taking the mechanical dragon can use its action to attempt
an additional 1d10 of bludgeoning damage for every to disable the complex mechanisms making it tick.
5 feet they are pushed. Each round after, the wall With a successful DC 20 Dexterity check using
slides forward 30 feet, reducing the overall length thieves’ tools, the mechanical dragon reduces the
of the corridor. A creature standing in this area damage of its Fire Breath by 2d10. Three successful
when the wall moves forward is forcibly shunted checks using thieves’ tools disables the trap entirely.
into the nearest unoccupied space. If a creature is • Disable the Fire Crystal. The mechanical dragon is
standing in a Sanctuary Alcove or a Pit Trap as the powered by an arcane crystal containing elemental
wall passes, they are crushed as the space seals fire. A creature within reach of the mechanical
itself, taking 132 (24d10) bludgeoning damage, and dragon can attempt to disable or remove the crystal
are shunted into the nearest unoccupied space. with a successful DC 22 Intelligence (Arcana)
Dynamic Element. The hallway holds greater dangers check, or by breaking it (AC 17, 18 hit points,
than the mechanical dragon alone. immune to psychic and poison damage). Breaking
or disabling the crystal unleashes the spirit of
• Flaming Arrows (Recharge 5–6). At the top each the bound elemental in a flash of fire, and every
round after the first, the GM rolls a d6. With a creature within 10 feet must succeed on a DC 20
successful recharge roll, arrow-sized slits slide open Constitution saving throw or take 55 (5d10) fire
in the walls and ceiling and emit a hail of flaming damage or half as much on a success.
arrows. Each creature in the corridor must succeed • Scale the Dragon. A creature can attempt
on a DC 22 Dexterity saving throw, taking 9 (2d8) to scale the mechanical dragon and exit the
piercing damage plus 11 (2d10) fire damage on a corridor through the doorway in its throat. Doing
failed save, or half as much damage on a successful so requires two successful DC 20 Strength
one. A creature who is in an alcove or pit trap has (Athletics) or Dexterity (Acrobatics) checks in any
disadvantage on the saving throw. combination.
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Galder's Gazeteer: GM Toolkit
Chapter 4
Adventures
Looking back my own adventures have brought me such a
variety of experiences it would almost be impossible to list
them all. In Erustral I saved the world more than once!
The one I am most remembered for I suppose is the time me
and my party created a vile plague to wipe out an army of
invading Drow. I regret the use of that plague sometimes,
but perhaps it was necessary, it is hard to say how many
lives were saved with its use. I think fondly of my old
adventures. There was the time I drank a pirate captain
under the table and stole his ship, or the time I died trying
to steal from a dragon’s hoard (I came back though, or else
I wouldn’t be writing this now!). Since leaving Erustral I
have come across so many worlds and met so many other
likeminded adventurers, I remember them all fondly, and
look forward to the adventures to come!
The Twilight Games The Strange Truth of Twilight Forest
The Twilight Games is suited for four player characters The enchanted woodland of the Twilight Forest
of 5th level. The party starts on a well travel trail, stands on a planar leyline, with multiple planes
whose proximity to the nearby Twilight Forest has overlapping and mingling to create a mishmash
never been an issue – until now. With children of arcane and extraplanar effects. The Feywild,
missing, and fey creatures plaguing travelers, the for instance, bleeds through at several points
party must venture into the woodland and the planes within the forest.
beyond to uncover the truth of the disappearances. Two young siblings, Seline and Antwerp
– along with their trickster fey friends – are
Running this Adventure responsible for the recent uptick in strange
activity. They played a cruel prank on a local
The Twilight Games should run for a single session of night hag, Lady Spider Hair, and stole her
gameplay comprising roughly four to five hours. precious Heartstone, which allows her to
become ethereal. The children disappeared
• In Part 1: Mischief Afoot, the party stops an with this relic, and now wander, stranded,
ambush in progress by cruel tricksters, and learn within other planes of existence.
of strange happenings in the nearby Twilight Forest
culminating in pair of missing children.
• In Part 2: Into the Woods, the party enters the ghosts, goblins, an evil witch, and many who stray
Twilight Forest and finds themselves in the Feywild, into its dim depths find themselves forever changed.
encountering Lady Spider Hair, a night hag with a • The same group of goblins has been pestering
missing Heartstone. the caravan for days, but they’ve never attacked
• In Part 3: Stuck in the Mud, the adventurers like this. Worse still, yesterday two children of a
journey between the Elemental Planes of Earth and merchant, Antwerp and his little sister Seline,
Water – through the aptly named Plane of Ooze. went missing! Likely, the goblins lured them into
• In Part 4: Ghostwalking, the party navigates the the woods and they never returned.
Ethereal Plane at the edge of the Twilight Forest to • Some in the caravan have ventured into the Twilight
recover the missing children. Forest to find them, but go missing themselves for
hours, returning with only vague recollections.
• The children’s parents rushed ahead of the caravan
The Adventure to reach aid from town as soon as possible.
Everyone feared it might take to long for help to
Part 1: Mischief Afoot arrive. But then the adventurers came!
The adventurers arrive just in the nick of time! • The caravan would be forever grateful for the
They hear the sounds of a fight, and soon come children’s safe return, and offer to pool their profits
upon a strange sight in the road. A small trade as a reward.
caravan – consisting of several wagons laden with Venturing into the town or questioning the caravan
goods, their drivers, and a handful of lightly armed further turns up no additional details. However,
escorts – has come under attack by a mob of goblins. if the party manages to successfully capture and
These goblins use the mischief maker creature interrogate a goblin, some or all of the following
template and are fey instead of their normal type. information is revealed.
There are two for each player character initially, and at
the start of the second round of combat an additional • The children ventured into the woods to play with
goblin for each player character comes out of hiding. the fun-loving fey they had seen trailing the caravan.
The goblins are more interested in amusing • The goblins used their magic to make toys and other
themselves at the caravan’s expense than doing things from the children’s imagination real.
violence. They cackle wickedly as they carry out • In keeping with the fun, the brother and sister
their raid, smashing vases, spooking animals, and agreed to help play a joke on the old spider lady
conjuring minor spells that fizzle and pop on the air. who lives in the woods.
When more than half the goblins are defeated, the • The old spider lady has a favorite rock she likes to
rest flee into the woods. The merchants are incredibly play with. If it were go missing, it would be funny to
grateful for the assistance, and the leader, a brawny watch her struggle to find it. In the meantime, they
man named Jack D’Killa, is happy to provide the could play with the toy.
characters with the following information. • That game didn’t work out. Having fun with the
entire caravan, instead of just the small travelers, is
• Locals of the area know never to venture into the the new game.
Twilight Forest without a guide. Whispers swirl of
165
Galder's Gazeteer: The Twilight Games
TwilighT EncounTEr
d10 Challenge Ability Check
1 You must spot growths resembling grinning faces or animals peering outward DC 14 Wisdom
from the trees – their eyes point the right way to travel. (Perception)
2 Several of the trees seems to be made of ginger bread, and the grass is spun DC 13 Wisdom
sugar. There seems to be a trail of what has been licked and nibbled on. (Survival)
3 Roots move imperceptibly to snag your feet and impede your movement. DC 12 Wisdom
(Survival)
4 Mushrooms glow and hum discordant harmonies resembling children’s songs. DC 16 Charisma
Singing along with the right songs opens up the path. (Performance)
5 Glittering spores float in the air, forming shapes. Decoding the pattern yields a DC 15 Intelligence
map of the area. (Investigation)
6 A call – something between human and beast – echoes through the woods. If DC 15 Intelligence
you can understand the call, you’ll learn the territory. (Nature)
7 A familiar voice whispers your name. It starts to whisper the way to go, but the DC 14 Wisdom
wind picks up. (Perception)
8 You find a large pile of toys. A bit of a dolls hair is blown about several possible DC 13 Intelligence
trails. (Investigation)
9 An ancient, moss-covered statue resembles one of the party members. You ask DC 17 Charisma
it for directions. (Persuasion)
10 The path leads the party back to a familiar spot. Or does it? DC 10 Wisdom
(Survival)

Part 2: Into the Woods way and each becoming fatigued; failing two checks
imposed disadvantage on the first ability check each
A strange mist seems to hang over the Twilight Forest, character makes against the hedge maze trap (see
despite otherwise clear skies. below); and failing all three checks leads the party
When the party crosses the threshold into the into a group of territorial satyrs (equal in number to
Twilight Forest, the change in their surroundings is the party plus one).
almost instant. The light dims to an unnerving glow, By some combination of luck, skill, and
the distant sounds of the city fade into silence, and determination, the party finds the path the children
the air becomes close and heavy with the smell of took through the forest. However, the trail leads them
loam and rot. The trees huddle closely, surrounded into a wall of thorny bushes, magically impassible
by foliage, and thick, insulating moss covers every except for an archway of vines dotted with roses.
surface. This is the entrance to a hedge maze trap, and the
As the adventurers delve deeper into the forest, they adventurers must overcome its challenge to proceed.
notice the gradually shifting landscape. A character Exiting the hedge maze, the party finds themselves
who succeeds on a DC 15 Intelligence (Arcana) check in a dark forest clearing, and encounters a night hag
realizes the party has phased into the Feywild, and calling herself Lady Spider Hair. True to her name,
are no longer present on the Material Plane. Combat the slouched fiend shrouds herself in a brilliantly
encounters in the Twilight Forest uses the whimsical colored cloak of webs, spiders writhing in her
environment template, and all creatures within use scraggly hair. Observant adventurers might notice
the mischief maker monster template. the shadow of a pair of massive spiders lurking in the
For each party member, choose or roll a challenge trees high above.
on the Twilight Encounters table. Each player Strangely enough, Lady Spider Hair appeals to the
character faces that specific challenge in the forest, adventurers’ good nature, and doesn’t appear hostile
and must attempt to pass the associated ability check. – in fact, she tells them she knows where to find the
Failing one check results in the party losing their missing children, and requires the adventurers’ help.
• The Twilight Forest is a leyline of sorts, and the barter for further rewards for the party (offering
veil between planes is incredibly thin. The planes thorn bangles and uncanny down from her private
overlap and criss-cross at this location, creating stores), but her patience soon wears thin, and she
a strange and maddening labyrinth of magical demands the party retrieve her Heartstone or become
dimensions. If they’re not already aware, Lady trapped here in the Feywild.
Spider Hair informs the party of their current If the party decides to threaten or outright attack
location – the Feywild. Lady Spider Hair, she uses plane shift to teleport away.
• Recently, a pair of children entered the Twilight
Forest to play. Aided by fey tricksters, the children Part 3: Stuck in the Mud
played an awful prank and stole Lady Spider Hair’s
The party takes the foul-smelling path, soon finding
precious Heartstone, which allows the hag to enter
themselves in a woodland bog. The path becomes
the Ethereal Plane.
sodden and clogged with gnarled roots. Soon, the
• The children can’t comprehend the power
adventurers struggle through knee-deep mud,
contained in the Heartstone, and now find
stinking and grasping. They travel now through the
themselves wandering the planes, lost until they
Plane of Ooze, situated between the Elemental Planes
can be guided home.
of Water and Earth.
• Lady Spider Hair greatly desires the Heartstone
This section of the Plane of Ooze uses the
returned to her – if the adventurers find the
carnivorous swamp environment template.
Heartstone, surely they will also find the missing
The adventurers quickly find two separate
children.
sets tracks leading through the mud, obviously
• She points the party down a nearby path, shrouded
small and humaniod. Examining these two sets
in foul-smelling mist. That, she explains, leads
of tracks further, a successful DC 14 Intelligence
through the Plane of Ooze, where she knows the
(Investigation) or Wisdom (Survival) check reveals
children fled after stealing her Heartstone.
whatever was making the tracks was moving with
A successful DC 14 Wisdom (Insight) check haste – likely Seline and Antwerp fleeing from Lady
reveals the hag’s genuine concern over her missing Spider Hair.
Heartstone. She is reluctant to leave her cottage While tracking, an earth elemental rises from
herself for fear that the goblins will return and wreck the muck to accost the party. It uses its earth glide
more havoc on her home. She’s willing to haggle and ability to navigate the thick mud with ease, striking at

167
Galder's Gazeteer: The Twilight Games
the adventurers before disappearing again beneath Aided by the will-o’-wisp song, the party learns that
the muck. The elemental’s movement also covers Antwerp shifted into the Ethereal Plane, but is unable
the tracks, forcing the adventurers to find their way to return due to it being broken. The only way to
through the swamp. A DC 17 Wisdom (Survival) recuse him is to go there themselves.
check allows the characters to pick the trail back up. If the players are at a loss for how to proceed, the
Otherwise, they trudge through the swamp aimlessly GM can have Seline tell the party the goblins wanted
and become fatigued. the stone to go to the ghost world to play. She
The characters eventually hear distant, muffled suggests the party use her half of the stone to go to
sobbing. Following the sound, the party comes upon the ghost world and find her brother, then fix the
a young human girl, huddled beneath a tree and stone and return home.
covered in mud and grime. The girl, though frightened The party can use their half of the Heartstone
at first, eventually warms to the characters, and to become ethereal, as with the etherealness spell,
introduces herself as Seline. except that they cannot return to the Twilight Forest
Her brother, Antwerp, asked her to wait here and until the Heartstone is made whole.
hide while he sought help. That was yesterday, and Within the Ethereal Plane, the adventurers again
he hasn’t returned. Seline and Antwerp snuck into find Antwerp’s tracks, which glow subtly against
the Twilight Forest to make friends with the funny the ground. The trail leads through the bog and
goblins that followed the caravan. Once in the forest, back into the dense woods, where the characters
those fey sometimes used their magic to make the come upon thick, ghostly webbing that blocks the
children’s imagination come to life, much to their path. A creature entering a space with webbing must
amazement. succeed on a DC 13 Dexterity saving throw or become
The fey goblins convinced Seline and Antwerp to restrained as with the web spell.
steal Lady Spider Hair’s Heartstone – they told them Passing through the webs, the party come to a
it would make their games even more fun. While clearing that they might recognize as the same one
fleeing Lady Spider Hair, they ran right into another in which Lady Spider Hair resides in the Twilight
world! Forest. Across the clearing they see a tree draped with
In the Plane of Ooze, they were chased by a “mud these webs, and within, a small figure with a red scarf
monster” (she likely refers to the earth elemental struggles to free themselves.
the party just defeated) and the Heartstone broke in Before Antwerp can warn the characters, two phase
their flight. Seline picked up the a broken half of the spiders ambush the party from the Material Plane,
Heartstone, and has it in her possession; Antwerp appearing behind them. The party can free Antwerp
has the other half. by twice using an action to make a successful DC 15
Strength (Athletics) check. The spiders defend their
Part 4: Ghostwalking dinner from intruders until bloodied, at which point
they retreat to the Twilight Forest.
Seline is happy to lead the characters down the
Antwerp happily reunites with Seline and gives up
path Antwerp took, though she’s unsure where he
his half of the Heartstone with little hesitation – he’s
disappeared to.
tired, and ready to go home.
A successful DC 12 Wisdom (Survival) or
Once the two halves of the Heartstone are reunited,
Intelligence (Investigation) reveals a solitary set
the characters, along with Seline and Antwerp, phase
of prints through the muck, as well as a torn bit of
back into the clearing with Lady Spider Hair. Lady
cloth from Antwerp’s bright red scarf, hanging on a
Spider Hair thanks the party gladly for returning with
nearby branch. The tracks suddenly stop at a certain
the Heartstone, but insists that, in addition to her
point, seemingly disappearing. At this point, astute
Heartstone, she requires the troublemaking children.
adventurers might realize that Antwerp used the
“Their souls smell scrumptious,” she says. “And bad
Heartstone to phase into the Ethereal Plane.
children must be punished.”
As they investigate the area, a will-o’-wisp appears
If the party refuses, Lady Spider Hair attacks. At
and speaks in a rhyming sing-song voice as it bobs
the start of her first turn, the two phase spiders
along the swamp.
descend from the tree tops to join in the fight, unless
The boy ran here, the boy ran there killed earlier. If Lady Spider Hair starts her turn
Red scarf trailing, he ran everywhere with 20 hit points or fewer, she escapes using her
But the stone he clutched was half, not whole Etherealness feature (if she has her Heartstone) or
So the boy went away, now a ghost on a stroll plane shift spell. If she survives the encounter, or if
the party recovers the Heartstone but never returns
If approached, the will-o’-wisp flees into the bog, to the clearing, she might just become an ongoing
singing its rhyme as it goes. If attacked, 1d8 + 2 thorn in the party’s side.
additional will-o’-wisps rise from the bog to surround
the party, all signing similar songs.
The Mysteries of the Forrest
This section is presented as an alternative scene for when the party encounters Antwerp.
Instead of a boy, across the clearing, the party finds a grizzled figure is struggling to free himself from
thick webs hanging from a nearby tree. His clothing is ragged and a threadbare red scarf flutters as he
works against the restraints.
This is Antwerp, now a grown man. This area of the Ethereal Plane overlaps with the Feywild and is
subject to occasional alternative flows of time. Antwerp started to wait for his sister to catch up with him,
but he was caught in a time flux which has caused 20 years to pass for him.
If the phase spiders are defeated and Antwerp is freed, he regards his sister and the party as though
they are from a dream. Being stuck in the Ethereal Plane for decades has warped his mind. Antwerp
believes keeping vigil at this spot to be his destiny. If asked about his family, or his life before hand, he is
dismissive “That was a long time ago…” he muses.
Antwerp now mistakenly believes his half of the Heartstone is now defective, and keeps it only as a
symbol of his fate. He can be convinced to give it to Seline with a DC 12 Charisma (Persuasion) check,
allowing her and the party to return to the Twilight Forest and from there home. However, he himself
give up his guarding his post (as he puts it) and go unless convinced with a DC 17 Charisma (Persuasion)
check. A character who reminds Antwerp of the games played that initially brought him here makes the
roll with advantage.
Once out of the Twilight Forest, Antwerp reverts to his childhood self as time reverses itself. He has
only foggy recollections about his time spent in the other planes.

169
Galder's Gazeteer: The Twilight Games
Heart of the Lion The Adventure
Heart of the Lion is an adventure suited for four
player characters of 15th level. The party arrives in
Part 1: Nightmares Made Real
the port town of Foley at the behest of the local The adventurers arrive in Foley, an idyllic seaside
adventurer’s guild as an ancient feud between two settlement with colorful, fluttering flags lining its
godlike entities – the shadowy Valguus and righteous port and circling the lighthouse. Immediate draws
Azaduun – comes to a head. The party soon becomes to visitors include the Brown Dragon Tavern, home
the only hope to stop the return of a great and terrible of the local adventurer’s guild. The party received
darkness, and must seek out magic relics to save summons some time ago from Alexander the Grey,
Foley – and the world – from imminent destruction. a grizzled paladin and head of the guild, who spoke
of a dire situation befitting adventurers of their

Running this Adventure reputation and prowess.


The Brown Dragon Tavern stands at the edge
Heart of the Lion includes a number of encounters of Foley’s bustling port. Inside, an ornate shield
tuned for a single session of gameplay comprising rests upon the mantle, distinct in these rather drab
roughly four to five hours. surroundings. Faded tapestries, depicting great
battles and legendary feats of adventures past, drape
• In Part 1: Nightmares Made Real, the adventurers the walls. The tavern’s owner and operator, Brown,
learn that an ancient evil, Valguus, has awakened, is an old human who readily shares stories from his
and terrorizes locals in their dreams. The life as an adventurer. He also happily hosts Foley’s
adventurers encounter the shadowy form of adventurer’s guild within his establishment, and
Valguus in a shared nightmare. the tavern has become a sort of hub for travelers,
• In Part 2: The Laughing Dolphin, The adventurers mercenaries, and adventurers looking for work.
encounter an ominous storm at sea and contend The guild operates in the tavern’s loft, tucked away
with the guardian of the Azaduun’s secrets. from the common area. Upon entering the tavern,
• In Part 3: Azaduun’s Cove, The adventurers delve the adventurers are quickly summoned upstairs by
into an underwater temple which is actually the Alexander, who introduces himself as the guild’s
body of a titan lion turned to stone. leader. Alexander is a human with grizzled grey
• In Part 4: The Pirate’s Blade, the adventurers hair, fine plate armor, and a greatsword at his back.
encounter a pirate and her enchanted sword. Alexander thanks the adventurers for answering his
• In Part 5: Clash of the Titans, the adventurers summons, orders a round of drinks from Brown, and
confront Valguus for the last time and attempt to describes Foley’s dire situation.
save Foley.
Of late, residents in Foley have experienced vivid The adventurers wake after they all die in combat,
and nightmarish dreams – visions of some reptilian after Valguus reaches half their maximum hit
humanoid creature with haunting eyes and a maw points, or after four rounds, whichever comes first.
bristling with teeth. The nightmares are shared, and A character who drops to 0 hit points in the dream
grow in both frequency and intensity with each wakes with the wounded condition. In addition, each
passing night, beginning roughly two weeks prior. character who experiences the dream must make
Alexander has put his guild to good use asking a DC 22 Wisdom saving throw after waking. On
around the town and consulting with sages about a failure, a creature suffers from the despondent
these nightmares. His details are scant, but Alexander condition for 4 hours.
provides the following information.
Part 2: The Laughing Dolphin
• The figure in the dreams resembles a mythic
villainous entity called Valguus. Alexander has chartered a ship, the Laughing Dolphin,
• Legend says Valguus wreaked havoc until to ferry the party to Azaduun’s Cove. He trusts the
“consumed” by a massive lion called Azaduun. captain Jim implicitly, and reassures the party that
• Four adventurers who wielded mighty relics helped they are in good hands.
defeat Valguus eons ago. What exactly these The Laughing Dolphin is a cog painted a striking
artifacts are has been lost to the ages. metallic blue hue captained by a wild looking dwarf
• Azaduun’s Cove, nearby, is said to house the magic called Houseless Jim. When the light hits it just
items wielded against Valguus. right, the vessel seems to shimmer, almost like a
• Sailors whisper that some terrible beast guards the gem against the sea. Strangely, the ship sports a fin
cove, warding off intruders. extending up from the center, giving it the look of
a submersible. Jim expertly gets the ship underway,
Alexander fears that whatever bonds have kept manning the sails and helm himself. The captain,
Valguus at bay all these years have weakened. His while uncultured, has the gift of gab and easily
guild can handle the local brigands and pirates, like endears himself to the party, going as far as to offer a
Captain Isabelle and her magic sword, but he can’t plug from Galder’s Glorious Pipe Weed Pouch.
fathom standing against such entities as Valguus. The adventurers notice a roiling storm brewing
That, he says, is where the party comes in. Alexander on the horizon, unnaturally dark and wracked with
promises the party a king’s ransom if they can lightning. Investigating further, a character who
emulate the heroes from legends past: recover the succeed on a DC 13 Intelligence (Nature) check
artifacts and bring them back to defend the city if realizes that the black clouds are moving against the
Valguus comes again. wind toward Foley. If they ask Jim about it, he shivers
Alexander has arranged for rooms for the party, as and says, “Aye, strange thing, that. Been growing
well as an experienced sailor, Houseless Jim, to ferry worse and worse. I hate to wonder what’ll happen
them. He urges them to rest up before heading to when it hits Foley.”
Azaduun’s Cove. After three hours, the Laughing Dolphin arrives at
Azaduun Cove, wherein a strange cavern yawns. A
Shared Nightmare mist rolls out from the mouth of the cavern where it
That night, adventurers who sleep are thrust into a rises to up to meet the storm gathering overhead.
horrific, shared nightmare, wherein the towering, Soon, the dracodile makes its presence known,
shadowy form of Valguus appears, wreathed pushing the ship from below. The dracodile uses the
in lightning, pursuing them through a blasted turtle dragon statistics with the primordial template.
ruin resembling Foley. The ruined Foley uses the With a successful DC 22 Wisdom (Perception) check,
dreamscape environment template. The adventurers the adventurers spot the dracodile’s long, spiny tail
can evade the monster for a time with successful disappearing beneath the water, allowing them time
DC 18 Dexterity (Acrobatics), Strength (Athletics), to prepare. Otherwise, the beast catches them by
or Dexterity (Stealth) checks, but no matter how surprise.
desperately they flee, Valguus eventually appears As the party prepares to disembark, the dracodile
before them and attacks. The best the heroes can appears and shouts in Draconic: “I warn you, turn
hope for in this nightmare by using their skills is away – this place holds only death for mortals now.”
to gain a momentary benefit, such as advantage The party can attempt to negotiate with the
on their first attack or being able to start combat dracodile with a two successful DC 18 Charisma
hidden. (Persuasion) check to convince the creature they
Valguus uses the statistics for an ancient blue have arrived to help. If an attempt fails by 5 or more,
dragon with the following modifications: they use the DC of subsequent attempts increases to 21. If any
the primordial template, are size Gargantuan, and check fails by 10 or more, the dracodile assumes the
are Chaotic Evil. characters are trying to trick it, and it attacks.

171
Galder's Gazeteer: Heart of the Lion
If negotiation fails or the party disembarks by a band of pirates who made off with the Sword
without the dracodile’s permission, the draconic of the Fated (although some of them died inside, it
creature gives one final warning before attacking. notes with satisfaction).
If negotiations succeed, the dracodile warns the The drocodile knows that Valguus is reforming and
adventurers of a magical doorway within the cavern, greatly fears their return. It knows that the relics
and that it can be disabled by way of a special switch inside are the key to defeating the ancient evil, but is
deeper within. warry of letting them fall into the wrong hands. Its
primordial nature makes the dracodile reluctant to
roleplayiNg the dracodile change its lifelong patrol of the cove. It plans simply
The dracodile is an ancient creature, spared the to defend Azaduun when Valguus returns.
wrath of Valguus by Azaduun at a young age. Over It assigns no blame and harbors no resentment
time, the dracodile grew stronger and smarter, and either to itself for failing to secure the cove, or to
took up guarding the resting place of Azaduun’s the people of the coast for forgetting Azaduun. Its
body and the relics that hold his spirit. For centuries cold reptilian logic is trained on the present, and not
people paid tribute to the titan who saved the coast emotions from past events like guilt.
from destruction. With time, though, Azaduun was If asked about awakening Azaduun or the nature
forgotten and passed into legend, but the drocodile of the relics, the dracodile declines to provide more
remained. information. Believing navigating the lion provides
Only twice has the dracodile been thwarted in it’s a test of worthiness and wisdom, it simply tells the
attempts to preserve the sanctity within. Ages ago adventurers that the answers they seek wait within
the Shield of the Stalwart was lent out, but never the cavern.
returned. And only recently the dracodile was tricked
Part 3: Azaduun's Cove • Gnomish: The Chalice of Will embraces his inner
power.
After dealing with the dracodile, Jim drops anchor in • Orcish: The Bow of Pride unleashes his mighty roar.
the cove and directs the adventurers to the cavern at
its center, waves rolling into the cave’s mouth and Any writing in a language the adventurers do not
black fog seeping out. The cavern is ringed with sharp, speak requires 1 hour and a DC 18 Intelligence check
jutting formations along its entrance, almost like to translate.
massive teeth. The round passageway on the other side of the
In actuality, the cavern is the gaping maw of room quickly spits in two.
Azaduun himself, a massive stone lion buried beneath
the sand and sea all these years. Azaduun sealed area B: azaduuS' throat
Valguus away inside himself, imprisoned deep within Beyond the entrance, the shadowy miasma and sea
his own form. Now the great lion slumbers, waiting to water slowly fill a small, circular tunnel, as it descends
be summoned once more. a 600 feet downward and underwater to Area C. A
Slick algae covers most surfaces, and a thin, strange and unsettling feeling, almost claustrophobic,
shadowy fog shrouds the floor at ankle depth. Strange dominates the area.
whispers seem to emanate from every direction, and A creature with a speed of 30ft and without a swim
the adventurers often catch sight of shadowy figures speed needs a Constitution modifier of at least +1
at the edge of their vision. The eeriness is caused by to hold their breath until the end of the passage, a
Valguus’s escaping essence – they are the fog! modifier of at least +2 to make it to the end and
Inside, the adventurers might be surprised to find back, and a modifier of at least +3 to spend 1 minute
it’s less of a cavern and more of a temple, adorned investigating Area E before surfacing.
with ancient statuary, murals, and offerings. This
place may have once been beautiful and serene, but area c: ValguSS' priSoN
it’s now far from it. This room is underwater, and the dark mist is thickest
The cave’s walls and floor don’t look like a naturally here, making the entire area lightly obscured. Valguus’
formed stone, but also clearly not made by the hands essence also causes this area to be under the effects
of mortals. A character who succeeds on a DC 20 of the tainted environment template.
Intelligence (Medicine) check realizes that the stone An epic mural adorns the far wall, depicting
resembles the texture of living tissue, but petrified. the reptilian abomination Valguus. A strange and
As the character’s progress through the temple, abrasive hum emanates from the fresco, and it looks
they are going deeper into an underwater cavern. It as though the shadowy cloth draping the thing’s
starts with ankle-deep water in the mouth of the shoulders can be removed (this is a cursed magic
cave, and fully is submerged by the end. The dark mist item, the Mantle of Valguus).
also grows more prominent the deeper in the cavern, An enormous crack in the stone bisects the
closer to the source of its release. mural, from which pours the dark miasma prevalent
From Area A, an open archway leads to two steeply throughout the temple. Even as the adventurers
sloping corridor. One, Area B, leads underwater to the watch, the crack widens, and more of the inky
lion’s stomach where Valguus is imprisoned (Area C). miasma flows from it. Clearly, the adventurers don’t
The other is blocked by a magical doorway, then runs have much time before Valguus manifests completely.
for 120 feet through Area D and ends with Area E. Closer inspection of the fresco reveals an inscription.
This warning magically shifts itself to be readable in
area a: WritiNg oN the WallS whatever language comes naturally to the reader.
A shadowy miasma shrouds the floor of the entrance
chamber. The room resembles a temple with gold Kept to keep the swallower swallowed
filigree running through the carved stone. Magical If the danger is greater, only then to be taken
torches, glowing blue, line the walls, which are also Reunite to awaken
adorned with writing in several different languages. His great heart so hallowed

• Celestial: The lion’s heart will awaken when his Reading the inscription magically reveals a glowing
virtues are gathered. silver rod in the wall. If the switch is pressed, there’s
• Draconic: Together they bind what is swallowed, an audible pop as the shimmering doorway trap to
apart the stomach is weakened Area D disappears. It remains inactive for 1 hour, after
• Elfish: The Sword of the Fated holds the embrace of which point it shimmers back into existence.
his fangs.
• Dwarfish: The Shield of the Stalwart channels his
strength.

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Galder's Gazeteer: Heart of the Lion
area d: StoNe luNgS Inside the room lies a bloated corpse with large
darling earnings that immediately suggest a pirate. A
This passage is protected by a shimmering doorway
DC 15 Wisdom (Medicine) check on the body reveals
trap until deactivated by the switch in Area C. It leads
it died no more than two weeks ago. A glowing
to two large chambers connected by the continuing
light can be seen through the tattered clothing and
corridor. Each side houses a series of stone lions in
shifting through yields a prize in the form of a fine-
various poses, and on the walls visible from the center
looking longbow of enchanted to softly glow blue.
passage are murals.
This is the Bow of Pride, one of the four magic items
The entire area slopes down steeply and is partially
required to wake Azaduun and defeat Valguus.
filled with water. The water is only 3 feet deep nearest
If the characters enter, there is a deafening roar
the passage to Area A, but the open archway to Area
as the very walls of the cavern shake. Each creature
E is completely submerged under 30 feet of water,
that can hear must make a DC 14 Constitution saving
leaving only a small gap on that side between the
throw or take 3d10 thunder damage, or half as much
water’s surface and the ceiling.
on a success. Then, 2d6 + 3 lions using the stone
Murals on each wall, though faded with age, depict
beast template spring to life and attack. When
a gigantic stone lion facing off against a towering
destroyed, the statues crumble to dust.
reptilian being resembling Valguus. Black and blue
flames surround the lion, who the adventurers can
assume is Azaduun. Following along the walls, the
area e: heart chamBer
murals show Azaduun rising, the two clashing, flames This area is entirely underwater, and is composed of
bursting from the lion’s mouth and surrounding four interconnected chambers, each roughly a 30 foot
Valguus, and ending with Azaduun eating Valguus. cube. There are two upper chambers and two lower
The other mural depicts an elf, a dwarf, a gnome chambers, and each chamber is connected to two
and an orc holding items aloft (a sword, shield, others by stone doors in the walls. The doorways are
chalice and bow, respectively). Rays of light shoot round, and open and close rhythmically on their own.
from the items and hit a heart engraved on a giant This causes the water to be pushed around the area in
lion. The heroes are pictured next to a lighthouse, the clockwise pattern with substantial force.
lion standing in water.

175
Galder's Gazeteer: Heart of the Lion
The three chambers are empty. The fourth chamber
is furthest from the entrance to Area D, and on the
Part 4: The Pirate's Blade
floor there is pillar with a small statue of Azaduun at Upon emerging from the cavern, the adventurers
its center. Surrounding him are four pedestals, three find an unwelcome sight – a vessel flying a pirate flag,
of which stand empty. The other holds an ornate and pirates holding Jim hostage aboard the Laughing
chalice – this is the Chalice of Will, one of the four Dolphin. A half elf female named Captain Isabella
magic items required to wake Azaduun and defeat Lightwood (assassin) and eight of her cutthroat
Valguus. pirates (veterans) make themselves known.
A creature can attempt to navigate against the A curved sword, giving off a soft glow, hangs at the
flow of the water to reach the pedestals on the captain’s hip. The party member with the highest
floor, but doing so requires a successful DC 20 passive Intelligence (Investigation) score notices this
Strength (Athletics) check unless the creature has a is the Sword of the Fated, one of the relics needed to
swim speed of at least 30 feet and a Strength score wake Azaduun.
of at least 13. On a failure, a creature is pushed by The pirates’ previous expedition into Azaduun’s
the water back to the first chamber by Area D. If Cove turned fatal after the drocodile discovered their
the creature fails by 5 or more, they instead suffer treachery and attacked. While her previous first mate
some calamity in the turbulence and are knocked died, Isabelle escaped with her life and a new sword.
unconscious and begin to drown. Subsequent Having later attuned to it, she and her crew fought off
attempts cause the creature to suffer becoming the drocodile outside using the Sword of the Fated’s
fatigued, regardless if they succeed or fail. primordial-slaying magic. Isabelle knows nothing
of Valguus or what Azaduun truly is; she merely
aWakeNiNg the lioN assumed the dracodile was guarding something of
By the time they leave the cavern, the adventurers value.
should know that the separation of these relics likely They are eager to claim more of the treasure from
weakened the wards keeping Valguus contained within.
within, and by reuniting them they can awaken the “Nice of you to do the hard part for us,” Isabella
great lion who defeated Valguus in the past. says. “Now, hand over the loot, and ol’ Jim here lives
The adventurers might also recall (or Houseless Jim to sail another day.”
might mention back on the ship) the shield on the Isabella is willing to hear the party out and make
mantle in the Brown Dragon Tavern exuded an air a trade, but her pirates gradually surround the party
of enchantment and it closely resembled the mural during the conversation in anticipation of a fight.
depictions. And the sword – didn’t Alexander mention Isabella does not accept gold for her weapon, but
a pirate with a magic sword? parts with it in exchange for a very rare or greater
magic item (such as the Mantle of Valguus found
in Part 4). Completing the trade requires a DC 21
Charisma (Persuasion) check.
If negotiations fail, or if the adventurers act with
aggression, Captain Isabella and her pirates attack
with ruthless means. She wields the Sword of the
Fated and utilizes its abilities to their full effect.
Once the pirates are defeated or otherwise dealt
with, the characters return to Foley with Jim, and find
it besieged by a roiling storm.

GM Tip
You can interject this scene inside the cavern
if the characters try to leave via magic, or if
the players are stuck. Simply have Isabella
interrupt the party with a knife at Jim’s throat.
Between the two captains, they know the
locations of the other two sacred items (Jim
being a regular at the Brown Dragon). Either
will also urge the party to return to Foley to
fight off Vulguus using the artifacts once the
situation is made clear.
Part 5: Clash of the Titans And not a moment too soon! The roof of the
tavern is ripped off as Valguss finds their prey. The
The storm being fed by the black mists overtakes adventures of the guild rush the townsfolks to safety.
Foley, and as lightning cracks and thunder rumbles, “If you can’t defeat this evil like the heroes of old,
the town is in a panic. please just buy us some time!” Alexander pleads as he
“Quickly!” Jim exclaims. “Get to the Brown Dragon – runs off with a child under him arm. Roll for initiative!
what are adventurers good for if not fighting monsters! At the end of the first round of combat, a great roar
Didn’t Alexander say you could to stop this thing?” sounds in the distance. And when Valguus is reduced
As the adventurers arrive, a darkness surrounds to half their maximum hit points, the party hears a
them, and the shadowy form of Valguus manifests, louder, closer roar! Emerging from the sea, Azaduun,
this time in the form of an inky, black storm. Until the great stone lion, appears to battle his nemesis.
Valguus is defeated, Foley is warped by their presence, For the rest of the encounter, on initiative count 20,
and the entire town is lightly obscured by fog. Azaduun acts, dealing 6d10 damage to Valguus. On
As the party progresses through the darkness to each of their turns, Valguus directs at least one attack
reach the tavern they each must complete one of the at Azaduun. When Valguus drops to 0 hit points,
following tasks, as determined by the GM: black and blue flames surround Azaduun, who roars
thunderously, and Valguus vanishes into an inky mist
• Face Your Fears: A nightmare unique to the which is swallowed by the lion. Azaduun turns, seems
character manifests within the darkness, pursuing to regard the party thoughtfully, then sinks below the
them. The character must succeed on a DC 17 sea to sleep once more – until he is needed again.
Charisma saving throw to break the illusion With Valguus once again imprisoned, and Foley safe
and best their fear. On a failure, the character is from their ire, the party must decide if they wish to
frightened until Valguus is bloodied as their illusory return the four relics to the pedestals inside Azaduun.
nightmare antagonizes them. If not, in time, Valguus rises again.
• Defeat the Darkness: Tendrils of shadow whip
at the character. The character must make three
successful attack rolls (AC 16) to move on. For each The Boss Fight
failed attack roll, the character takes 2d10 necrotic
Depending on how the party handled the
damage and gains the fatigued condition.
dracodile and the pirates, they could be at full
• Test Your Will: The character faces a shadowy visage
strength or significantly drained of resources.
of Valguus, staring into the abyssal pits of their eyes.
As GM, you may have to be judicious in your
The character must succeed on a DC 18 Wisdom
use of Valguus’ powers if you want to challenge
saving throw and a DC 20 Intelligence saving
the players without killing all the characters,
throw to repel the psychic influence of Valguus. If
or if you want them to face the full wrath of an
a character fails the Wisdom saving throw, they
elder evil. Below is a list of suggestions that
suffer from the dulled condition until they next take
you can use to reasonably vary Valguus’ threat
damage. If a character fails the Intelligence saving
without tipping your hand to the players:
throw, they take 3d10 psychic damage.

After pushing through the shadow of Valguus, the


• Make use of Vulguus’ flight speed. Swooping
in, attacking a lone character, then flying off
party reaches the solace of the Brown Dragon Tavern.
out of range at the cost of a single opportunity
Inside, they find Brown and Alexander, along with
attack makes for a harder fight than having
dozens of other townsfolk, boarding up windows.
Valguus land and stay in melee range.
When asked about the Shield of the Stalwart, Brown
explains that he came across the item in his younger
• When to use their Legendary Resistance
feature plays a key role in encounter difficulty.
days as an adventurer, and that it saved him from
For an easier fight, it’s generally a good
death many times. He hesitates to part with it, but –
idea to pass a failed save against damage.
Here, Brown is interrupted by a sickening wail that
In contrast, saving the uses as a safeguard
echoes throughout the harbor. The stormy darkness
against encounter winning effects like
coalesced, and Valguus appears in their final form.
forcecage makes the fight more difficult. They
They began wreaking havoc and destruction on the
have lots of hit points, but only one turn.
town, and are heading right for Brown Dragon Tavern!
Now, Brown of course relents, and willingly gives
• Redirect more of Vulguus’ attacks against
Azaduun. Azaduun has no stat block, and
the shield to save Foley from the darkness of Valguus.
hence can absorb an infinite amount of
The party now holds all four items, and as they are
damage. The use of Azaduun isn’t even a deus
brought together, they shine with a radiance that cuts
ex machina because the lion’s presence is a
through the storm roiling outside, a white beam of
direct result of the hero’s actions.
light streaking toward Azaduun’s Cove in the distance.

177
Galder's Gazeteer: Heart of the Lion
Magic Items Shield of the StalWart
Shield, legendary (requires attunement)
BoW of pride This +2 shield bestows the following benefits:
Longbow, legendary (requires attunement)
• Your movement speed increases by 15 feet.
This +2 longbow bestows the following benefits: • If a creature within 5 feet of you is hit with an
attack, as a reaction, you can force the attack to
• This bow deals an additional 1d8 thunder damage. target you instead.
This extra damage is increased to 3d8 against
creatures with the primordial template.
• All creatures with the primordial template have
disadvantage on the first attack they make against
• The wielder of this bow gains immunity to thunder
you each turn.
and lightning damage.

chalice of Will SWord of the fated


Shortsword, legendary (requires attunement)
Wondrous item, legendary (requires attunement)
This +2 shortsword has 5 charges for the following
Once per day, when liquid is poured into this chalice,
effects. It regains 1d4 + 2 expended charges daily at
you can cause one of the following effects to be
dawn. A charge may be spent for one of the following
applied to the liquid:
effects:
• It is purified, any poison is removed, and it is turned
• Deal an additional 1d12 radiant damage on a hit.
into holy water.
This extra damage is increased to 3d12 against
• It becomes a poison that when ingested requires
creatures with the primordial template.
a DC 22 Constitution saving throw. On a failure, a
creature suffers 8d10 poison damage and gains the
• Cast the shield spell.
doomed condition.
• Gain advantage on your next attack roll using this
weapon.
• It becomes a potion of greater healing.

Only one dose of liquid can be effected at a time.


If you use the chalice to transform a second dose
of liquid before the first it used, the first loses the
properties it gained.

galder'S gloriouS pipe Weed pouch


From Greg Rycerz
Wondrous Item, Legendary
This pouch is decorated with intricate knots, and has
a flap with a silver clasp. Any dried leaves placed are
transformed after 1 hour into the recipe concocted
by Galder. The resulting smoking leaves are smooth
and rich with a heady aroma reminiscent of strong
whiskey and a warm hearth. The pouch can hold up
to 10 plugs of the smoking leaves.
A creature, as an action, may ignite a plug of leaves
and inhale the smoke in whatever manner they
choose. The creature gains a +2 bonus to Wisdom
checks and Wisdom saving throws until they finish
a short or long rest. A creature can only benefit from
this effect once per day.
As a bonus action on the same turn, a creature
who has inhaled a full breath of the magical smoke,
can exhale the smoke into the smoky shape of the
smoker’s choosing. The smoky shape lingers for 10
minutes or until it is dismissed by its creator. The
smoky shape is full color, translucent, and can
occupy a space up to a 10-foot diameter sphere. The
smoker can make the shape move dynamically.
179
Galder's Gazeteer: Heart of the Lion
Appendix A: Complication
d12 Complication
Random Tables 1 The object has been incorporated in a giant
wasp nest
2 The object has been replaced with a phoney
Fetch Quest Generators 3 Rival adventurers are after the same object
4 There is a hostile force between the party and
Location of Objective the location
5 The location isn’t where the party thinks it is
From Jason Heart 6 The location has been infected with fungus
d12 Location 7 A special key is needed to unlock the object,
1 A castle overlooking a dead lake but the party doesn’t know until they arrive
2 A small commune in a tree perched atop a cliff 8 The puzzle that is supposed to be used to
if the middle of a field of toxic flowers access the object is broken
3 A church in a town that was buried in a 9 The object has attracted the attention of
mudslide extraplanar entities
4 The skull of an ancient beached sea monster 10 Only creatures of a specific alignment can
5 A forest where the flora and fauna are enter the location or touch the object
abnormally large 11 The location is in a boundary between planes,
6 A keep, repurposed through the ages, retaining and the party phases over
a part of each era that came before 12 The location requires the death of a person to
7 A tower that is perpetually on fire access
8 The basement of a forgotten library
9 A cave on the side of a mountain beset by a
tempest
NPCs
10 An underground petrified fungal forest
11 An ancient death trap dungeon built by a mad Favorite Holiday
king The NPC can’t wait to celebrate their favorite day.
12 Under a sulfuric waterfall near an active d10 Holiday
volcano 1 Nameday: celebrate the holy day of the saint
they are named after
What You're Seeking 2 Cosmic event: Two stars align, which the NPCs
From Jason Heart considers to be of great personal significance
3 Foundling day: All the orphans have their
d12 Location
birthday on the same day, and for the NPC it’s
1 An amber amulet encasing a small ancient
a big deal.
insect
4 Art Day: a day for everyone to be as creative
2 A distilled magical concoction that becomes
and take risks
increasingly potent with age
5 Day of the Departed: Morn the loss of
3 An orb that can cast visions from other planes
everyone who has passed in the past year
4 An anti-magic arrowhead that can break
6 Day of Recompense: The NPC makes amends
through magical shields and barriers
to gods for the ways they’ve failed them by
5 A shield belonging to a dead king
refusing to speak all day
6 An ornate hairbrush used by a deity
7 Arbor day: They celebrate they day the treents
7 A ring that puts the wearer to sleep indefinitely
came and saved their village
but stops aging
8 Hero’s Day : A holiday that memorializes fallen
8 A walking stick carved from an otherworldly
adventures by writing about them on pieces of
tree
paper, then tearing it up
9 The plans to a devastating weapon in use by
9 Last King’s birthday: The NPC was especially
the villain
fond of the last monarch, and still reveres their
10 An archeologist who went mad and abandoned
birth (or mourns the day of their death)
his work after an alarming discovery
10 Rites of Spring: men and women must cover
11 The ghost of a dead priest, recently observed
themselves and be apart for the day.
wandering
12 A vial of viscous liquid from the “Sea Between
Worlds”
Names Dungeon Dressing
From Jason Heart
You can use this table to generate titles for your NPCs. Odd Doors
Roll a d12 twice to determine the NPC’s first name
d12 Door
and title. For example, “Viden the Gnarled”.
1 The knob moves when you try and open it;
d12 Name Adjective creatures must succeed on a DC 12 Dexterity
1 Groganus Nebulous (Slight of Hand) check to open the door
2 Altreyus Loquacious 2 Lights around the door blink red, blue, green,
3 Elenore Melancholic then gold; there is nothing on the other side
4 Cerinthia Virulent 3 The door is a magical plant that has to be cut
5 Hazareth Chthonian away, or talk to plants if know command word
6 Mazirian Zymotic or succeed on a DC 13 Charisma (Nature) check
7 Karela Gnarled 4 Door with eyes; looks into eyes to read
8 Nesesh Elegiac intention of opener; persuasion of deception
9 Zathras Hedonic check DC 13
10 Lambert Keyless 5 The door is made out of living rats that keep
11 Viden Tartarean climbing over each other; music can lure them
12 Turjan Acephalous away with a DC 16 Charisma (Performance) or
Wisdom (Animal Handling) check.
Mundane Needs 6 The door smells of roses and mint.
Not every denizen of the world needs saving from a 7 The door is a fake book shelf and a DC 12
fantastic threat or a supernatural problem solved. Intelligence (Investigation) check is needed to
Here are some everyday problems NPCs might face. spot the fake book which opens the door.
d6 Mundane need 8 The door has a carved face that asks you for a
1 Halfling male: he has a pregnant girlfriend, and joke; if it laughs it swings open (it only laughs
he needs money for the baby, but he has no job at knock-knock jokes)
and is a known criminal 9 Ordinary looking door that telepathically asks
2 Half elf female: she wants to go to the temple you to swoon it (it’s lonely); a DC 12 Charisma
across town and find land deed kept in the (Persuasion) or Charisma (Deception) check
basement, but rector dislikes her succeeds in making the door believe a creature
3 Half giant male: he wants to get into a corner is being genuine
club, but the members find him distasteful 10 Metal banding that gets red hot when pushed;
4 Human female: she wants to get in with a bakers it takes for 1d4 hours to cool down
guild, but her family is in debt to the head baker 11 The door is made out of ice and needs to be
5 Dwarf female: wants her dad to go see a healer, melted; it will freeze over again in 2d4 hours
but he is too stubborn about his health 12 The door is split horizontally,with one hinge
6 Non-binary human: wants to take a ferry/ attached to either half; opening just the
wagon back home, but the vehical is broken bottom and going through sends creatures
and owner can’t afford to fix it into a different room

Scars Slightly Magical Objects


Every scar has a story behind it. d8 Object
d8 Scar 1 A cracked and dirty mirror that laughs when
1 Scar on the neck in the shape of a half moon you look into it
2 Barely noticeable scar on their finger that they 2 Torches that flares blue when you pass it
subconsciously rub 3 An empty bucket that vanishes whatever is put
3 Huge lightning shaped scar that goes all the in it
way down their legs 4 Giant cages that squawk like birds
4 Missing a chunk out the buttocks 5 A magical book that changes languages when
5 Disfigured nose you try and read it
6 Long stripes of scarring across the font of the 6 A rug that changes colors when walked on
stomach caused by giant claws 7 A statue that goes invisible when no one is in
7 Iris and retina are scarred, but the eye is still in the room
the socket 8 A chest that appears empty , but jangles if
8 Missing the upper part of the ear kicked or shook

181
Galder's Gazeteer: Appendices
Repurposed Rooms Mystical Fungi
d6 Old Use New Use From George Taray
1 Galley Alchemy lab d8 Fungus
2 Work shop Treasure vault 1 Fuzzy Earthstar. A small white puffball with
3 Guardhouse Boss’s private room brown growths around it in the shape of a
4 Chapel Kennel star. When crushed and powdered, the fuzzy
5 Gaming room Crematory earthstar can be used as a potent fertilizer for
6 Food Cellar Fighting pit plants, causing it to grow and bloom 10 times
faster than normally. If used as a material spell
Overland Travel component for a spell that causes plants to
grow, increase the area of the spell by half.
2 Blood Nettle. A mesh-like weave of delicate
Dynamic Terrain Hazards fungus that can be placed on the wounds of
d8 Terrain a creature at 0 hit points. When done, the
1 An area of the battlespace is elevated, but it mesh rapidly fuses to the skin and creates a
collapses in the second round protective layer over it, immediately stabilizing
2 A sink hole with a radius of 10 feet and is 20 the creature. Can be brewed into healing
feet deep; it expands 5 feet every round tonics or made into restorative balms.
3 Noxious gas, extreme heat, or bitter cold 3 Satyr’s Beard. A clump of stringy fungus hairs
keeps growing more intolerable; at the start that is renowned for its medicinal uses, and
of each of their turns, a creature must make often touted as a cure-all for venereal diseases.
a DC 12 Constitution saving throw, or take Can be eaten to remove one poison and
1d10 damage (poison, fire, cold); the save DC disease, or made into a paste that cures one
increases by 2 each round curse of magical affliction.
4 Terror! On initiative count 20, the GM chooses 4 Pixie’s Parasol. A tiny iridescent blue
one creature that must make a DC 10 Wisdom mushroom with a cute little cap. The oil of
saving throw or be frightened of a random this mushroom can be applied to your skin
feature in the area until the end of its next turn to prevent skin damage due to sun exposure,
5 Part of the terrain moves; on initiative count as well as suppress the effects of sunlight
20, every creature must make a DC 14 Dexterity sensitivity for 8 hours. Those skilled with
saving throw or be shifted 5 feet poisons can also use these cute mushrooms to
6 A long chasm opens, 80 feet long, 10 feet wide, create an ingested poison that instead causes
and 40 feet deep; it gets 10 feet longer at the sunlight sensitivity.
start of each round 5 Mana Cap. This strange blue mushroom glows
7 Mud swells, flood waters roll in, vines grow, with a soft white light and its spores seem
rocks fall, or the void expands. A 5 foot to flutter and float in unnatural ways. Can
area adjacent to a space of difficult terrain, be ground and processed into a fine silvery
becomes difficult terrain of the same type. powder that, when inhaled, causes the damage
8 The area is blessed with a divine boon granting dice of spells you cast to explode for 1 minute.
creatures in the area 1d4 temporary hit points 6 Mermaid’s Breath. This cluster of tubular
on the start of their turn; each round the fungi resembles multi-colored coral
amount goes up by another d4 to a maximum formations. If the tubes are filled with sea-
of 4d4 water, anyone that drinks the water then gains
the ability to breath underwater per the water
breathing spell. One clump of this fungi has
enough magic for six creatures to drink from it.
7 Fruits of Nang. A strange gourd-like fungus
that holds pink fluid that can be squeezed into
the mouth of a corpse to cause it to speak, per
the speak with dead spell.
8 Amethyst Deceiver. A vibrant purple stalk
topped with silvery gills. When steeped in
spring water overnight it dissolves into a tea
that can be ingested to gain the effects of the
disguise self spell.
Slightly Magical Animals d20 Slightly Magical Animal (cont.)
18 A chameleon that can cast Detect Magic.
From Ryley Miller When placed upon an object, it will change
Some slightly magical animals to sprinkle into a colour corresponding to the school of magic it
magical forest, wizard’s study, or otherworldly bazaar! senses, if any.
If an animal on this table can cast a spell, it does so 19 An ermine that casts ray of frost when
at its lowest level, can cast it only once per short rest, cornered or frightened.
does not require components, has an attack bonus of 20 A clam that, when opened, fires an eldritch
+5, and a save DC of 13. It may or may not be able to blast at the nearest creature in front of its
be trained. opening.
d20 Slightly Magical Animal
1 A tiny bluebird that will cast guidance targeting
the creature it alights upon.
Monsters
2 A hamster that can cast goodberry. It fills its
cheek pouches with the berries, but could be
Monster Activities
convinced to part with some if offered even This table lists some potential activities for monsters
more appetising food. to be engaged in when the party encounters them.
3 An adorable mouse that will cast cause fear on 2d6 Activity
creatures larger than itself that get too close. 2 Performing for a potential mate
4 A koi carp that can cast create or destroy water, 3 Building a nest
though only ever uses the ‘create water’ option, 4 Guarding the corpse of a recent kill
and does so routinely to freshen up. 5 Protecting younglings
5 A fat slug that will cast grease at random. 6 Hunting
6 A sugar glider that will cast feather fall on 7 Foraging
falling creatures it sees within range. It will 8 Eating
lazily loop-de-loop around those who are 9 Running from larger prey!
feather-falling if it can. 10 Marking territory
7 A scrawny monkey that can cast meld into 11 Sleeping
stone. It will cast the spell on those that feed it. 12 Undergoing a magical transformation
8 A cocksure stag that will cast compelled duel
on anyone that looks remotely like they’re Monstrous Humanoids Activity
challenging it for dominance.
This table gives a list of activities goblins, orcs, and
9 A firefly that can cast dancing lights and does
other monstrous humanoids are engaged in when the
so in areas of dim light and darkness.
party encounters them
10 A large bulbous toad that can cast acid splash
by regurgitating bile from its gut. 2d6 Activity
11 A young pig that will cast find familiar and 1 Performing a religious ritual, and don’t want to
always choose the form of a small grey spider. be disturbed
Pig and familiar are inseparable, and the pig 2 Protecting injured young, want to keep anyone
will recast the spell as soon as it can if the at bay
spider should be destroyed. 3 Running from a previous encounter, and
12 A sloth that will cast sanctuary upon whoever they’re wounded
is carrying it. 4 Cooking, digging latrines, setting traps, or
13 A fist-sized snail that can cast cure wounds some other mundane work for their bivouac
when allowed to slide over injuries. 5 Tracking prey for the hunt
14 A small crab that will dutifully cast the Alarm 6 On a warpath and looking for loot – no
spell each night, using the audible option, and problem killing to get it
warding against creatures other than you and 7 Hostile and looking for fight
your allies. 8 On patrol guarding their territory, and there
15 An old one-eyed cat with patchy grey fur that others within earshot
will cast Disguise Self to appear as a sleek 9 Setting up an ambush or camp
young cat with a shiny coat. 10 Sleeping, one is on guard duty
16 A beautiful iridescent beetle that will cast 11 Tracking a rival group of monsters
Colour Spray if disturbed. 12 They found some treasure!
17 A tiny friendly ooze that can cast Purify Food
and Drink by harmlessly passing food and
drink through itself.

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Galder's Gazeteer: Appendices
Monster Disposition Extraordinary Weapons
2d6 Disposition From Jaakob Maunula
2 Enraged; immediately attacks d12 Material and property
3 Confused 1 Glass: Attack rolls made with this weapon
4 Shy and nervous score critical hits on an 18, 19, or 20. If the
5 Cautious and flighty wielder has disadvantage on an attack roll and
6 Hostile rolls a 1, the weapon breaks
7 Hungry 2 Bone: The wielder can choose to have this
8 Fearful and feeling threatened weapon deal necrotic damage instead of its
9 Neutral and ignoring the party normal type whenever not in bright light
10 Wary but curious 3 Pink crystal: Made from shards of crystal from
11 Lazy and uninterested a caverns in the Feywild. The wielder can cast
12 Friendly; helps in whatever way it can fairy fire once per day
4 Ice: 1d3 times per day, the wielder can choose
Treasure to have the weapon deal cold damage instead
of its normal type. If this damage is dealt, the
target’s speed is reduced by 10 feet until the
Art objects end of its next turn
d12 Art object Value 5 Obsidian: In addition to it’s normal damage,
1 A trio of cat statues, exquisitely 50 gp this weapon does 2 extra points of slashing
carved from rare wood damage on a hit
2 A jeweled brooch that looks 80 gp 6 Dwarf Mastercraft: The wielder gains a +1
like a spider eating a fly bonus to attack rolls with this weapon, and it
3 An agate sphere, inlaid with jade 450 gp deals 3 extra damage on a hit. The damage is
splotches, set on a gold base so thunder damage
that it can rotate freely 7 Meteorite: When wielding this weapon, the
4 Gloves made of silk with fine 100 gp user’s darkvision range increases by 30 feet
needlework flowers 8 Elven Mastercraft: The wielder gains a +1
5 A pair of delicate marble arms 10 gp bonus to attack and damage rolls with this
6 A painting done by a historical 50 gp weapon, and a +1 bonus to initiative rolls
figure (they were not famous for 9 Orcish Mastercraft: The wielder gains a +1
their painting skills) bonus to attack and damage rolls with this
7 A stone statue of a evil-looking fish, 75 gp weapon. When hit with this weapon, the target
marbled with veins of pure gold takes 1d4 damage of the same type start of
8 The skull of a drake, 230 gp their next turn
covered in gold leaf 10 Plant: The weapon has 2d4 buds on it. The
9 A war bonnet made with 1500 gp wielder can choose to have a bud bloom and
the feathers of a coatl have the weapon deal poison or acid damage
10 A silver teapot, sugar bowl, 20 gp (the wielders choice) instead of its normal type.
and cream pourer One new bud grows each day
11 Extravagant boots trimmed with 500 gp 11 Paper: You can choose to use your intelligence
cheetah fur and a matching hat modifier for attack and damage rolls with this
festooned with a long feather weapon. If you suffer damage from fire or
12 A statue of a tree; the trunk and 5000 gp water, the weapon is destroyed.
branches are one diamond, and 12 Blood: When the wielder is bloodied, if the
the leaves are emeralds wielder scores a critical hit, the user can add
a hit dice to their damage roll. This does not
consume a hit dice.
Heroic Boons d20 Notes (cont.)
15 Us? Why are YOU here? - Use this when
Use this table to give players the power to manipulate you’re discovered somewhere you’re not
the narrative of your game in powerful ways. supposed to be. Those that discovered you
d20 Notes have no business being there either.
1 If Only We Had a - Choose one mundane item 16 Compelling Argument - Make a compelling
that you could reasonably carry. You have one argument for why an NPC should listen to you.
of those “for just such an occasion.” That NPC provides you with information or an
2 Battle Souvenir - Use this when you would item, even if the NPC didn’t actually have the
be reduced to 0 hp. You are instead reduced information or item in question.
to 1 hit point, but gain a permanent battle scar 17 Nemesis - Choose an NPC that you have
instead. interacted with previously. That NPC becomes
3 Charming - One non-hostile NPC of your a recurring villain.
choosing takes a particular liking to you. They 18 Mysterious Stranger - A mysterious
are likely to agree with you, take your side in a individual comes to your aid, but may require
conflict, or give you discounts. something in return.
4 Born Ready - You may use your reaction as 19 Traveling Merchant - A strange and
if you had readied an action for the exact mysterious traveling merchant appears before
scenario you’re in. you, willing to sell you their wares. One of the
5 Better Things to do - Choose a group of things he’s selling is exactly what you need,
minor NPCs. Those NPCs are preoccupied with but you didn’t know you needed it before this.
one thing or another, diverting their attention 20 Cameo - A famous or notorious NPC (from
until their suspicion is roused. this setting or another) makes a brief
6 All or nothing - Use this before you roll a d20. appearance.
If you roll 10 or lower, treat the roll as if it were
a natural 1. If you roll 11 or higher, treat the roll Minor Loot
as if it were a natural 20.
From Yordi Schaeken
7 There’s Something I Ought to Tell You - An
NPC confesses something important to you, d10 Loot
possibly out of guilt, reverence, or fear. 1 A pair of very well made boots
8 Guesswork - You have a hunch about what’s 2 A small, wax-sealed tube of grease
coming next. The DM describes to you what 3 A 10 x 10 foot oilcloth tarpaulin
you can expect to happen in the short-term 4 A silk hammock
future should you continue on your current 5 A pair of heavy duty leather gloves
path. 6 A tea kettle painted with kittens
9 Strife - Choose two enemies. They now 7 1d4 quality cigars
consider each other enemies. 8 A pouch filled with roasted acorns that are
10 On the Run - An NPC you are familiar with pleasantly salty
turns up and is revealed to be on the run from 9 A cowbell
someone. 10 A candle with 2d4 stripes; each stripe burns for
11 You Again!? - Use this as soon as a new NPC exactly 30 minutes
is revealed or an encounter begins. That NPC
(or a creature in the encounter) turns out to be Unusual Coins
someone you’ve met before. These coins are worth the same standard copper,
12 Expected Assistance - An creature that silver, gold.
would normally be neither hostile nor friendly
towards you helps you in an unexpected way d8 coin
13 Connections - You know an NPC in the area 1 The coin is cut in a spiral shape
that could assist you in some way. You may 2 The coin has a small radius, but much thicker
choose for the DM to create the NPC, or you than a normal coin
may create the NPC yourself. 3 The coin is shaped like a chevron
14 Stomping Grounds - You may invent a nearby 4 The details of the engraving are painted in
establishment (inn, tavern, shrine, guildhall, color
etc). Treat this invented establishment as if it 5 The coin is struck in a figure 8
was an old haunt of yours or a place where you 6 The portrait is of someone picking their nose
will be quickly accepted amongst its patrons. 7 The coins smell like roasted meat
8 Rubbing two coins together makes the holder
think about sharks

185
Galder's Gazeteer: Appendices
Appendix B : Astrid NightweAver
A dark elf rogue that was abandoned then orphaned,

Memorialized NPCs she eventually got revenge on the people who killed
her adopted parents. But the experience changed
This appendix is a list of characters from deceased her forever in more ways than one: in the assault she
players. As an act of remembrance, try incorporating was cursed with lycanthropy. However, she viewed it
these characters as NPCs in adventures and as a wonderful blessing and thoroughly enjoys being
backstories through all RPG worlds. a werewolf. She prefers being in hybrid form and
relished the reactions she gets from passersby. Her
Alex Normelius, CleriC of the forge most prized possession is the elegant Moonblade.
A hulk of a cleric of both human and giant lineage,
Alexander is known to “run in there, get beaten, run CArmiCheAl
back out, build better stuff, and then run back in with “That’s a BAD Carmicheal” can often be heard when
a battlecry.” He can be recognized by his ever iconic this hot-headed human rogue is around. While
smile. possessing a penchant for getting his buddies
into all sorts of trouble, he is loyal to his crew and
his friends. He is a bad Carmichael, but he is our
Carmichael. He’s most likely to end up working as the
mischievous henchman, rather than being the real
evil behind a plot.

dee
This gnome alchemist brings warmth and sunlight
to her world, both through her personality and her
bright clothes. She heals those in need with delicious
pastries with help from her homunculus Timmy, a
biomechanical wolpertinger. She is a force for good,
if a bit chaotic and unconventional in her methods –
her weapon of choice is a deck of magic playing cards!
She can be found in her log cabin which travels the
multiverse, offering weary travelers throughout the
endless world food and lodging.

dArkhANi forgedAwN
Early in life, this half-fey trained as an armorer and
loved the spark of beauty in items made to protect.
After losing the use of her legs in an adventure, she
became a cavalier, and rode a dire boar named Pearl.
Darkhani protected her team as their heart, shield,
and armorer.

diNoroAr
An avian humanoid with the mannerisms of a crow,
Dinoroar made a pact with a powerful vampire lord
and became a warlock. A specialist in hunting hags
and demons, Dinoroar always wears a black coat, top
AlexANder the grey hat, and plague doctor mask.
Now the aging head of an adventurers guild, many
assume his appellation is a reference to his grizzled elmer, guArdiAN of the forest
mane. But this human paladin was known as ‘the Elmer is a forest sprite who guards the woods from
Grey’ long before. Alexander was the one known to those who would harm it. Alchemists, mages, and
do the hard but necessary acts, and then submit anyone who destroyed the land make him a bit
himself for judgement. He has spent time in prisons curmudgeonly, and often get a not so friendly visit
for things he’s done, and he’s been lauded a hero, from him. Those who respected the land and helped
too. He’s made many difficult decisions, and is on a his endeavors would find him quite friendly and he
constant quest for redemption that he may never find. may just lead you to a secret grove where the rarest
He appears as the party’s patron in Heart of the Lion. plants and animals reside.
fliNt the stoNe kiNg kAANyr the triCkster
A half-giant barbarian, Flint is proof that throwing A high elf rogue, Kaanyr was full of hope, wanting to
your great sword always works. For many years, he fight the good fight and save the world, preferably
said he did not have a name. After being banished while experiencing a few laughs at the expense of
from his tribe, he could no longer say he was that his party members’ dignities. His favorite pranks
person. But After being inspired by the spirit of a are subtle, aiming to convince the less cunning to
paladin trapped inside one of his swords, he took willingly do something that would result in a lot of
down the usurper and reclaimed his rightful place, embarrassment, a few laughs, and the chipping away
and name, as leader of the clan. Now, he sets out to of whatever dignity the party still had.
lead his people back into the mountains as the Stone
King. kosiChAr
Ko is stalwart rogue with some infernal heritage deep
g'rAiNklir in his bloodline. He was an assassin out of necessity,
A mighty and renowned goblin paladin, G’rainklir but got sick at the sight of blood. He swore off “the
spreads justice over the land armed only with a murder thing” when he threw away a sizable contract
club and shield. Always a lover jokes, G’Rainklir was directly in a sulfurous pit in his home town. Unless it
known to be able to see the funny side of even the was directly helping us save the world or a friend, he
most grim situations. But be warned! His small and is done killing for money.
playful demeaner hides a paladin of epic power, who Ko always has at least four daggers on him at all
is always itching to smite evil! times, including the Dragon Dagger, forged from the
scales and claws from a dragon he nearly died trying
houseless Jim to kill and coated with a custom toxin.
Short, stout, and a little shaggy, Jim is a wild dwarf Ko is awkward, and bad at making new friends, but
with a love of chaos and the seas. Never one for was fiercely loyal and protective of the friends that
following decorum, Jim can easily be picked out at he does have. He is the kind of guy who would take
parties by his duel hand axes and distinct lack of half the bones from a naga’s corpse and then have
clothing. While his manners are coarse, he is loyal a jeweler fashion you a necklace with the fangs. He
and trustworthy to his friends. Jim doesn’t have earned the honor of having his horns coated in gold
a house, because he makes his home wherever he
goes: caves, forests, ships, or even the belly of might mAryA the godsmith
beasts. Houseless Jim makes a special appearance as A member of the Council of Selora, Marya fell in love
the captain of the Laughing Dolphin in the adventure with a woman named Ilina whom she traveled the
Heart of the Lion. world with in search of a way to ascend to godhood.
After many years of fruitless searching Ilina and
isAbelle lightwood Marya were ready to settle down with their two
This half-elf sorceress of the red dragon bloodline adopted children when Marya found it: The Rite of
adored toying with her friends, but she also protected Ascension.
them fiercely. She loves to sow chaos, and has The pair worked diligently to gather the required
a very high opinion of herself. After a career as a materials. When the moment came, they focused
troublemaker, smuggler, and adventurer, she nearly their energy and cast the ritual. Ilina had called forth
single-handedly defeated a powerful, god-like enemy. the now forgotten god of death.
That caused her to ascend to near divine power Marya called forth Selora, goddess of nature. The
herself, and she now exists as a humble and playful pair fought these former gods, now bound to mortal
trickster across the multiverse. She appears as a limitations. Marya had almost bested Selora when
jaunty pirate in the adventure Heart of the Lion. she looked over and saw Ilina about to be stuck down.
In that moment Marya let Selora flee and channeled
JACk the killA her energy to help Ilina. Ilina won her fight and
Human barbarian who sometimes went by just successfully ascended into godhood.
D’Killa, Jack carries a massive elephant axe. He can But Marya had failed. She let Selora live.
kill most anything in a single cleft, except goblinoids As punishment for their treason Selora destroyed
which are his one weakness. After a string of defeats the texts containing the rite and cursed Marya never
from bugbears and goblins, he gave up fighting to to see Ilina again. For their souls to never meet. After
become a beer trader. After a hard day on the trail, three years without her love, Marya died of a broken
Jack is known to dance and frolic with the wild spirits heart. Ilina watching in agony as her beloved’s soul
he sees all around. He appears as a merchant in the was courted off to the Lower Planes, the only realm
adventure The Twilight Games. Ilina could never visit.

187
Galder's Gazeteer: Appendices
Two thousand years later, Ilina would nearly kill remus the rANger
Selora to end a war between the Gods, sparing her
Remus is a wood elf with unmatched longbow skills,
only through a deal to end her curse and finally unite
and a face only a mother dire wolf could love. Though
with Marya once more.
he never learned to read books, he could read the
Marya came to forever be known as “The Godsmith”
woods, and always knew when it was time to provide
and was worshipped and feared as a great mage with
covering fire for his friends to retreat. Remus’s slain
unparalleled power. Many believe Marya didn’t truly
foes have been known to blow away like dandelion
die and that she and Ilina both succeeded. The duality
seeds on the wind.
of Ilina being seen as the pure merging of the two
souls. One governing life, the other death. roNAN
miNisteriAl Despite the ferocious appearance, this bugbear is a
well-known and respected folk hero hailing from The
Always a tricky devil, Ministerial prevented the
City of Beasts. Typical of barbarians, he is the type
ascension of an evil demigod, stealing a shred of
to act before thinking. Ronan is fiercely loyal and
divinity in the process. Now he gives tasks and boons
protective of his family.
to those brave enough to climb his tower, in exchange
for a vampiric handshake zap. rorkA
NebbiCk Rorka is a dwarf barbarian who is feared by her
enemies and loved by her allies. She is just as likely to
Nebbick is a sentient suit of Animated Armor, whose
be drinking Ale in a tavern as she is to be defending a
true goal in a life of confusion and mystery is to find
town from bandits. Rorka isn’t too much of straight
out who created him and to get a body of him own to
shooter, she is ok with bending the rules a little. She
enjoy food and wine like his comrades did. Not the
never backs down from a fight, and is always the first
most upbeat or carefree individual, Nebbicks gets
to act in battle. Swing axe first, ask questions later.
along surprisingly well with adventurers who enjoyed
Rorka has a soft spot for people and always tried to
playing little tricks and pranks on him in an effort to
do the right thing. With her heart of gold, she may be
hear a walking suit of armor laugh.
among the noblest of heroes. She can be seen in the
illustration opposite Chapter 2.
NeestrA the grANd CleriC
The epitome of virtue and justice, Neestra is a cleric sAh-kAJul
of the highest order. For over 40 years, his miracles
A lizardfolk paladin, he instills fear with creative uses
have been wonderous displays of the goodness of the
the create food and water spell, and knows how to
divine and the power of their authority. He can be
brighten everyone’s day. Sah-Kajul loves when the
seen in the illustration opposite Chapter 2.
storms reign on, keeping the swamps never dry. He
has a Sack of Jewels where he keeps his collection
odessAh the uNdyiNg of various gemstones. He appears in the illustration
Odessah is a human warlock who made a pact with a opposite the paladins section.
lich lord of secrecy and whispers. And while she has
sworn loyalty to such a dreadful master, she is still termiNAtur
someone with a very fiery personality. In combat, she
Terminatur (who’s name is a mix of “termite” and
says things like “Imma hex em. Boom. You’re hexed.”
“nature”) is a gnome druid who loves and protects
Her grimoire is brightly decorated with rainbow
nature with all his heart. A jeweler and founding
colored unicorns, leopards, and tigers. She loves
member of the Bijoutiers Fantaisistes, he made a new
messing with clerics by asking silly questions about
fruit, known as cipal, and joins many nature groups.
their gods such as “Is he cute?”
Terminatur can be seen fighting alongside Galder in
the illustration opposite Chapter 2.
rANdAll, fire elemeNtAlist
Randall is more interested in procuring a bit of
mood mellowing tobacco than in learning spells,
and feels other in society do not fully appreciate
his contributions. For example, after finding magic
saddles that gave horses wings while worn, he
understood that learning to fly on horseback when
the horse was also new to flying was a daunting idea.
So Randall created rechargeable rings of feather fall,
and wanted everyone to appreciate his innovation.
The verbal activation? “Thank you Randall!” Darkhani Forgedawn
Appendix C:
Laurence's Campaign
Laurence had gone to the doctor complaining of
internal pain. They ran some tests, and after finding
nothing he was told that he was young and healthy,
and not to worry, nothing serious could be wrong.
But something was wrong, and by the time they
found the tumor, it was too late. Tragically, Laurence
had a rare cancer, and died a few months later.
Laurence’s campaign aims to increase youth
patient advocacy and communication with
medical professionals. You can read more on
laurencescampaign.blog and everyone is encouraged
to help promote the following objectives:
1. Create a confident voice for Young Adults aged
18-30 who are needing to access Primary or
Acute Care, enabling them to use their right
to challenge a health provider’s diagnosis if
necessary.
2. Improve signposting for young adults,
including to support services such as Patient
Liaison (PALS), Health Watch, Advocacy
Services, and Young People Health Alliance
3. Aid medical professionals at all levels and
points of contact (i.e. surgery appointment,
A&E) to consider and explore potential serious
diagnosis sooner (i.e. running tests), without
being penalized for doing so, and responding to
patient or family concerns.
4. Work to improve referral pathways for young
adults making them more timely and accurate.

189
Galder's Gazeteer: Appendices
Index
Aberrant Mutant ........................143 Chalice of Will ............................ 178 Dungeon Dressing Tables ............ 181 Gnostic Soul ...............................84
Absorb .......................................66 Challenges .................................153 Dynamic Terrain Hazards Table ..... 181 Gray-Winged ............................. 108
Abyssal Maw ............................... 35 Channel Divinity .......................... 74 Eidolon.......................................92 Greater Draconic Magic ................64
Abyssal Wave ..............................66 Channel Divinity: Burst of Inspiration Eidolon Unleashed .......................93 Grim Bargain...............................66
Aegis of Reconciliation ................. 55 ..............................................53 Elemental Aura ............................63 Grim Visage ................................ 35
Aerial Build ................................. 37 Channel Divinity: Censure Violence .. 55 Elmer, Guardian of the Forest...... 186 Grip of Stillness ...........................69
Aerial Warrior .............................122 Channel Divinity: Torrent of Peace ... 55 Emberhides .............................. 104 Guard......................................... 14
Aerie .......................................... 37 Cheater of Death ........................122 Emblazoned Spell ........................ 27 Guardian ...................................145
Aggressive.................................. 60 Choke Hold................................ 60 Empowered Voices.......................29 Guardian of the Marches .............. 67
Alex Normelius, Cleric of the Forge . 186 Chronomancy .............................96 Empty body.................................70 Half-Vampire ............................. 113
Alexander the Grey ..................... 186 Chronomatics ............................. 97 Enchanted Dances....................... 52 Hard Fall .....................................45
All Eyes on Me .............................49 Chronoshift ...............................126 Encumbrance Slots .....................149 Hardened in the Ring ................... 42
Alteration Versatility ....................84 Circle of Tides.............................. 57 Enduring Form ............................ 35 Harmony Domain ........................54
Alternative Self ............................ 97 Circle of the Harvest ....................56 Enhanced Presentation ................48 Harry ......................................... 14
Ambush Hunter........................... 38 City Thrum................................. 112 Environment Templates ...............135 Harvesting Monsters ................... 151
Ancestry ....................................101 Clash of the Titains ..................... 176 Escape ....................................... 14 Haunted ................................... 140
Animal Instincts ......................... 40 Claw and Tail ...............................63 Escaping..................................... 15 Haunted Soul ..............................86
Another Way of Remembrance ...... 74 Cleric ......................................... 52 Ethereal Defense .........................93 Hauntnig Spirit ...........................88
Antique Appraiser .......................122 Clumsiness ................................126 Ethereal Jaunt ............................. 87 Headfirst Charge ........................ 40
Apex Predator ............................. 34 Coin of Twisted Fate....................154 Evasion ..................................... 60 Hearing Shot .............................. 151
Apostate’s Endurance .................. 22 College of Fame ...........................49 Eviscerating Wit ..........................48 Heart Chamber (Heart of the Lion) . 176
Appellations Table ...................... 180 College of Spoons ........................ 51 Example Faction: The Bones ........156 Heart of the Lion ........................170
Aquatic Form............................... 35 College of the Playwright ............. 50 Example Faction: The Palmers ......156 Heartseeking Arrow ....................155
Arcane Arbitration ......................125 Combat Options .......................12,14 Existential Resonance ..................84 Hedge Maze Trap ........................158
Arcane Assassin ...........................95 Combat Valor ..............................59 Expanded Conditions ................12,13 Herbalist ...................................122
Arcane Assassination ...................96 Combined Magic Defense .............99 Expert Influence ..........................20 Heretic ....................................... 22
Arcane Bulwark ...........................28 Compel Distance .........................99 Expert Snipe ............................... 15 Heroic Training .......................... 150
Arcane Conduit ........................... 83 Complication Table .................... 180 Expert Tracker ............................. 78 Hide in Shadows......................... 80
Arcane Interference ..................... 27 Condemn .................................. 127 Extended Possibilities ...................71 Hoard Combat ...........................154
Arcane Memory ...........................86 Controller ...................................62 Extracting Fluids ........................153 Horrifying Visage ......................... 38
Arcane Traditions .........................95 Converse Performance ................. 47 Extraordinary Weapons Table .......184 Houseless Jim ............................ 187
Arcing Slice ................................. 15 Conviction ..................................20 Eye Shot .................................... 151 Hunter in the Deeps .................... 35
Ardent Blade ............................... 75 Coordinated Attack ...................... 21 Faction Components...................156 Hymn of Healing .........................48
Area Strike ..................................62 Countercurse .............................. 47 Faction Play ...............................155 Hyperbolic meditation .................70
Arm Shot ................................... 151 Counterstriker ...........................122 Faction Turn...............................156 Hypnotic Sway ............................ 53
Armor Maven .............................. 61 Country Thrum........................... 112 Falling Damage............................ 15 Ichor Ally .................................... 42
Arts Domain ............................... 53 Covert Operator .......................... 23 False Miracle ............................... 22 Icy .............................................141
Ashen Beast ...............................143 Crafting Armor ...........................152 Fascinating Performance ..............48 Ignite .........................................89
Astral Ascendance........................88 Crafting Potions .........................153 Fathom Dweller ........................... 35 Impervious Shield ........................99
Astrid Nightweaver .................... 186 Create Thrall ...............................98 Fatigued ..................................... 14 Improved Aerial Build ................... 37
Aura of Acumen ........................... 75 Credits .........................................2 Favorite Holiday Table................. 180 Improved Disguise .......................96
Aura of Obedience ....................... 72 Crowd Favorite ............................ 42 Fear Eater ..................................145 Improved Draconic Magic .............64
Aura of the Fallen......................... 74 Cunning Form ............................. 36 Feast .......................................... 34 Improved Reflexes .......................59
Avian Form.................................. 37
Cursed ....................................... 33 Feats .........................................122 Improved Reverberation ...............29
Awakening the Lion (Heart of the Lion)
Cursed Bite ................................. 38 Feint and Retreat ......................... 38 Incite Mutiny .............................. 23
.............................................175
Cursed Items .............................154 Fell Blade ....................................66 Infernal Dragonfolk ................... 103
Azaduun’ Throat (Heart of the Lion) .
Cut and Run ............................... 37 Fell Knight ..................................64 Infernal Strike .............................66
.............................................173
Dagger of Orpheus .....................154 Feral Charge ................................ 38 Inferno ...................................... 90
Azaduun’s Cove (Heart of the Lion) ..
Dark Armor .................................65 Feral Vampire ............................. 115 Infested Fortitude........................94
.............................................173
Dark Arts ....................................98 Ferocity ...................................... 34 Infinite Sight ................................71
Baffling Rhapsody ....................... 47
Barbarian ................................... 39 Dark Flight.................................. 35 Fetch Quest Generators Tables .... 180 Influencer.................................. 50
Bard ...........................................45 Darkhani Forgedawn .................. 186 Fiery Barrage .............................. 127 Infused Being..............................29
Bardic Colleges ............................49 Dawnblade .................................117 Fighter .......................................58 Ingrained Ferocity ........................ 38
Bardic Performance .....................46 Dawnblade Traits ........................ 118 Fighting Underwater .................. 150 Inherited .................................... 34
Bardic Performances .................... 47 Deadly Knockouts.......................149 Flesh-Ripper ............................... 36 Innate Magic ...............................82
Bearicade ..................................144 Deadly Vehemence ......................65 Flexible Cantrips..........................82 Insidious Rhetoric ....................... 23
Beast Traits ................................. 34 Dee .......................................... 186 Flint the Stone King .................... 187 Inspire Dread ..............................48
Beast Traits ................................. 37 Deep Stab ................................... 15 Floating Sting............................. 60 Inspire Resolve ............................48
Beast’s Toughness .......................89 Defender ................................... 60 Flow........................................... 57 Inspiring Opus ............................54
Befouled Nature ..........................98 Defensive Magic ..........................98 Flowing Counter ..........................69 Inspiring Performance ................ 50
Blight Exorcist .............................56 Defensive Stance ........................ 60 Flurry Attack .............................100 Inspiring Speech ........................ 50
Blood Kin.................................... 43 Deflect missiles ...........................68 Folk Groups ................................117 Instinctive Shift........................... 38
Blood in the Water ....................... 36 Deific Paragon ............................ 73 Folklore Repertoire ......................46 Insurectionist ............................. 22
Bloodied ................................... 120 Despondent .............................. 130 Followers ................................... 151 Intertwined Echoes......................98
Bolstered by Nature .....................88 Detect Emotion .......................... 127 Folly and Wit ..............................128 Into the Woods (The Twilight Games)
Bonded to the Grave ....................98 Developments ............................156 For a Cause ...................................6 ............................................ 166
Bonus Proficiencies .....................44 Diamond Soul .............................69 Forbidden Necromancy ................98 Intrusive Weapon ........................62
Bonus Understanding ..................84 Diminutive Form ......................... 38 Force Hook ................................128 Invigorating Comradery ................ 22
Boon of Peace .............................54 Dinoroar................................... 186 Force Transfer .............................29 Iron Shirt....................................69
Bounding Assault ........................ 38 Dire Form ................................... 38 Force of Will................................ 21 Iron Will .....................................59
Boundless .................................. 78 Dirty Trick .................................. 80 Forgedawn’s Armor of Warmth.....128 Isabelle Lightwood...................... 187
Boundless Might ........................122 Displaced Room ......................... 127 Frenzied Fixation .........................86 Island Halfling............................ 118
Bountiful Harvest ........................56 Dissipating Performance .............. 47 Friends on the Other Side .............86 Island Halfling Traits ................... 119
Bow of Pride .............................. 178 Divine Domain (Oath of Obedience) . Frog in Your Throat .....................128 Jack the Killa .............................. 187
Brawler ..................................... 60 ..............................................72 From the Grave............................65 Jotungrip ....................................45
Breath of Building Heat ................68 Divine Domains ........................... 53 Frost Strike .................................70 Kaanyr the Trickster .................... 187
Broken Heartstone .....................154 Dominating Presence................... 21 Frostbitten ................................145 Kickstarter Backers ......................20
Brutal........................................144 Doomed ..................................... 14 G’Rainklir .................................. 187 Killer Weapon..............................44
Brute Form ................................. 36 Draconic Magic ...........................63 Galder’s Candle ..........................129 Killer Weapon Improvement .........46
Brutish Strikes ........................... 60 Draconic Tradition .......................62 Galder’s Chariot of Discreet Travel...129 Kindred Spirit .............................. 39
Bulk Evasion ...............................45 Dragon Bound ............................62 Galder’s Fabulous Fizzbangers..... 130 Know Thy Enemy ......................... 22
Burned ........................................13 Dragon Breath ............................64 Galder’s Friendly Summoning ........13 Known Enemy ............................. 67
Burning Temptation ..................... 52 Dragonfolk ............................... 102 Galder’s Glorious Pipeweed Pouch .. 178 Kosichar .................................... 187
Call of the Wild...........................125 Dragonfolk Traits ....................... 102 Ghost Touched ............................86 Lancet ........................................63
Call the Beyond ........................... 87 Dragonian ................................ 103 Ghostly Warden......................... 130 Land’s Stride ............................... 67
Call to Battle ............................... 47 Dragoon Fighter .......................... 61 Ghostwalking (The Twilight Games) .. Last Word ................................... 61
Called Shots ............................... 151 Drakian .................................... 103 ............................................ 168 Laughing Dolphin (Heart of the Lion)
Carmicheal ............................... 186 Dread ........................................144 Giant Climber .............................44 ............................................. 171
Carnivorous Swamp ....................138 Dreamscape ...............................139 Gift of the Wild............................ 78 Laurence’s Campaign ................. 188
Catch Spells ..............................100 Druid ......................................... 55 Gifted......................................... 33 Lavascape .................................. 141
Cave Tribes ............................... 106 Druid Circles ...............................56 Giver of Life ................................ 57 Lay Waste ...................................96
Celestial Shank...........................125 Dry Desert .................................. 14 Gloom ...................................... 130 Learned Adaptability ...................101
Chains of Hellfire........................125 Dulled ........................................ 14 Glyphs of Power ..........................29 Learning Runes ...........................26
Leech Life ...................................93 Penumbra..................................107 Savagery ..................................... 32 The Oath of Remembrance............ 73
Leg Shot ....................................152 Penumbra Traits ........................ 108 Scalding Brand ........................... 133 The Oath of Transcendence ........... 75
Legacy of Love ............................ 118 Perfect Recall ..............................95 Scars Table .................................182 The Oath of Triune ....................... 75
Legendary Endurance................... 78 Perpetual Celerity ........................99 Scavenger ................................... 36 The Parasite ................................94
Legendary Resistance ...................59 Perren’s Imperfect Portrait ..........132 Second Mind .............................. 133 The Pirate’s Blade (Heart of the Lion)
Life Drain .................................. 131 Petty Writ ...................................20 Seeds of Doubt ...........................48 .............................................177
Lightning Reflexes ...................... 80 Plague of Toads ..........................132 Seize the Zeirgeist ........................ 23 The Twilight Games .....................165
Lingering Adrenaline ................... 40 Planar Bond ................................93 Self-Reliant ................................. 67 Therian Form ............................... 34
Long Jumper ..............................122 Planar Form ................................ 39 Sensitive Content ..........................6 Therian Forms ............................. 35
Loyal Fury ................................... 76 Polyglottal...................................86 Sentient Symbiosis ......................58 Therian Origin ............................. 33
Lucius’s Dagger Vault ................. 131 Posse ......................................... 51 Seward’s Similar Structure ..........134 Therianthrope ............................. 32
Lurking Threat............................. 39 Potent Spellcasting ......................54 Shade Elf Traits.......................... 120 Thick Hide ................................. 40
Magic Items (Heart of the Lion) ... 178 Potent Spellcasting ......................56 Shade Elves ................................. 12 Thorn Bangle..............................155
Magic Marksman ........................122 Power from Within ...................... 22 Shade Summoner ........................ 87 Threatening Presence ...................70
Magic Mine ................................ 131 Prairie Tribes ............................. 105 Shaman ..................................... 147 Thrum ........................................111
Magical Monologue .................... 50 Predator ..................................... 39 Shamblefolk ............................. 109 Tidal Crush..................................58
Magnified Mage Armor .................99 Prepared Activation .....................28 Shamblefolk Traits ......................110 Tigro ........................................ 104
Major Writs................................. 21 Preternatural Being ..................... 36 Shared Nightmare (Heart of the Lion) Tigro Traits ................................ 105
Maleficia ....................................66 Preternatural Senses .................... 79 ............................................. 171 Tiny and ColorfulThrum Traits ...... 112
Maneuver ................................... 15 Primal Anatomy ........................... 36 Shared Soul ............................... 119 Tongue of the Moon and Sun ........69
Mantle of Valguus.......................154 Primal Magic ...............................88 Shield of the Stalwart .................. 178 Tontine ....................................... 22
Martial Archetypes .......................59 Primal Might .............................. 40 Shimmering Doorway ................ 160 Tooth and Wing ...........................64
Martial Attacks ............................ 15 Primal Paths .............................. 40 Sidhe ........................................148 Torrian Orc Traits ....................... 105
Martial Fanfare ............................ 47 Primal Soul .................................88 Situation ................................... 157 Torrian Orcs .............................. 106
Marya the Godsmith ................... 187 Primordial ................................. 147 Skeleton Key ...............................96 Touch Blast ................................134
Master Guide .............................. 79 Primordial Manifestation ..............89 Skinning Hides ...........................153 Trample ......................................45
Master of Entertainment ............. 50 Psychic Bomb ............................ 133 Skrix’s Miracle Paste ...................134 Tranquil Archery ..........................69
Masterful Adjustments .................98 Psychonaut.................................84 Slightly Magical Animals Table ......184 Transcendence ............................ 76
Matchless Slayer.......................... 79 Pugilism ..................................... 43 Slinking Shadow.......................... 37 Traps .........................................158
Materialize Eidolon ...................... 91 Purity of Body .............................69 Slow fall .....................................69 Traveler’s Rest ............................101
Mecha Armor .............................155 Pyrokinesis .................................89 Song of Creation .........................49 Treasure Tables ...........................184
Mechanical Dragon..................... 161 Pyromancer ................................89 Sorcerer ..................................... 81 Tremorsense ..............................135
Mechanical Menace .................... 147 Quicksilver ................................. 75 Sorcerous Arcanum .....................84 Triple Team................................. 151
Meditative Insight .......................69 Rallying Performance ...................48 Sorcerous Origins ........................85 Unarmored Defense...................100
Medverth’s Evacuation ................ 131 Randall, Fire Elementalist ........... 188 Soul Covenant .............................20 Uncanny Down ..........................156
Memorialized NPCs.................... 186 Random Tables ........................... 178 Souleater ....................................66 Unflappable ................................48
Mental Overload ..........................70 Ranger ....................................... 76 Sow Goodness ............................ 57 Unholy Sacrifice ..........................66
Meowthias................................ 105 Read Form ..................................70 Special Range of Runes ................26 Unmatched Bravery ..................... 61
Mid-Vantage ............................. 150 Rebel.......................................... 15 Spectacle Killing .......................... 43 Unrelenting ................................ 37
Mighty Blow............................... 40 Rebel Commander ....................... 23 Spell Ferocity ..............................89 Unstoppable Force.......................70
Mind Manifestation .....................84 Reflect Elements......................... 133 Spell Memorization ......................95 Unstoppable Power .................... 40
Ministerial ................................ 188 Reflective Similarity .................... 118 Spell Striker ..............................100 Unusual Coins Table....................185
Minor Writs ................................20 Reinforced Voices ........................ 27 Spell Striking...............................99 Using this Book .......................... 80
Mischief Afoot (The Twilight Games) . Relational Investiagation ..............20 Spells ........................................123 Valguuss’ Prison (Heart of the Lion) .
............................................ 156 Remus the Ranger...................... 188 Spine of Torr .............................. 141 .............................................175
Mischief Maker ..........................146 Repurposed Rooms Table ............. 181 Spirit Stampede...........................44 Valorian .................................... 120
Mishwar’s Meaningful Words.......132 Requiem Aeternam ...................... 74 Spirit Tamer ................................44 Valorian Traits ............................ 121
Momentum Transfer ....................70 Resonant Metamagic ...................86 Spirit of the Phoenix ................... 90 Vampire Pureblood ..................... 113
Monastic Traditions .....................70 Resources ..................................156 Spiritual Dice .............................134 Vampire Traits ............................ 114
Monk ......................................... 67 Rested ........................................ 14 Spontaneous Casting ...................82 Vampires ................................... 113
Monster Activities Table ...............182 Revenge of the Faithless ............... 22 Staggering Bash ........................ 150 Variant Barbarian ........................ 41
Monster Disposition Table ...........184 Revolutionary Paragon ................. 22 Stalker.......................................8,9 Variant Bard................................ 47
Monster Templates .....................142 Revolutionary Path .................... 180 Standard Bearer .........................123 Variant Fighter ..............................6
Monsters Tables .........................182 Ring of Molten Steel....................154 Stealth Casting ............................ 97 Variant Monk ..............................69
Monstrous Crab .........................146 Ringleader .................................. 22 Stillness of Mind..........................69 Variant Ranger ............................ 78
Monstrous Humanoids Activity Table Rites of Maleficia .........................65 Stone Beast ...............................148 Variant Rogue ............................. 81
............................................ 182 Roaring Flame ............................ 90 Stone Lungs (Heart of the Lion) ... 173 Variant Rules..............................149
Moon Beast ................................ 39 Rogue......................................... 79 Storm Celestial .......................... 108 Variant Sorcerer ..........................82
Mundane Needs Table ................ 180 Roguish Scheme ......................... 80 Storm Celestial Traits ................. 109 Variant Wizard ............................96
Mushroom Gnome ..................... 119 Roleplaying the Dracodile Stuck in the Mud (The Twilight Games) Velazora’s Ghostly Blade ..............135
Mushroom Gnome Traits ............. 119 (Heart of the Lion) ................. 172 ............................................ 167 Venator ...................................... 67
Mystic Agronomy .........................56 Ronan ...................................... 188 Studious Metamagic ....................95 Vengeful Strike ...........................135
Mystic Blood ............................... 41 Rorka ....................................... 188 Stupendous Improvisation ...........49 Vessel of the Muse ....................... 55
Mystic Enhancement ...................29 Ruler of the Skies......................... 37 Sucker Punch............................. 60 Vigilance..................................... 79
Mystical Fungi Table .................... 181 Run with the Pack ....................... 39 Sunder ....................................... 14 Vigilant Watcher .......................... 78
Mystical Tattoos ..........................28 Rune Scribe ................................29 Superior Archery .........................59 Virtuoso ....................................123
NPCs Tables .............................. 180 Rune of Blood .............................29 Superior Choke Hold................... 60 Voice of the Masses ..................... 24
Natural Exposure.........................70 Rune of Fire ................................29 Superior Defense.........................59 Wall of Roses .............................135
Naturally Captivating .................. 50 Rune of Gravity............................30 Superior Dueling .........................59 Wanderer’s Versatility ................100
Near-Future Vision ......................99 Rune of Ice .................................30 Superior Fighting Style .................59 Wandering Mage .......................100
Nebbick.................................... 188 Rune of Lightning ........................30 Superior Great Weapon Fighting ...59 War Reaper ................................124
Necrobelisk................................159 Rune of Power..............................31 Superior Maneuverability.............. 61 Warlock...................................... 91
Neestra the Grand Cleric ............ 188 Rune of Speed ..............................31 Superior Opus .............................54 Water Wielder .............................59
Nightmares Made Real (Heart of the Lion ) Rune of Vision..............................31 Superior Protection .....................59 Way of the Crushing Snow ............70
............................................ 170 Runecraft ...................................26 Superior Two-Weapon Fighting .....59 Way of the Seeing Mind .................71
Normelius’ Flaming Hammer .......132 Runeforged Weaponry .................28 Supernatural Reflexes .................. 39 Wayfinding ............................... 102
Numinous Sanguinity .................. 42 Runes ........................................29 Suppressing Performance............ 50 Weapons of the Dragoon ..............62
Oath of Obedience....................... 72 Runewielder................................ 23 Supreme Form ............................69 Welcome! ...................................30
Obfuscation................................96 Runic Battlecry............................28 Surge of Wickedness ....................66 Well Versed ............................ 27, 28
Odd Doors Table ......................... 181 Runic Equipment.........................28 Swarm Lord ................................ 38 Wellspring of Magic ..................... 83
Ode to Remembrance .................. 74 Runic Flare .................................28 Sword of the Fated ....................... 18 Wereshape.................................. 35
Odessah the Undying ................. 188 Runic Focus ................................26 Symbiotic Alteration ....................94 What You’re Seeking Table ........... 181
One with Death ...........................66 Runic Knight ...............................28 Symbolic Language ...................... 27 Whimsical .................................143
Opposed Eidolons ....................... 91 Runic Mystic ...............................29 Synaptic Blow ...........................100 Whirlwind attack .........................70
Opposed Initiative ..................... 150 Runic Reverberation ....................29 Table of Contents ........................ 60 White-Winged ............................110
Otherworldly Patrons................... 91 Runic Rituals .............................. 27 Tainted ......................................142 Wild Regeneration ....................... 36
Over Exertion ............................ 150 Runic Sage ....................................3 Tenants of Obedience ................... 73 Wildlander ..................................68
Overland Travel Tables ................. 181 Runic Spellcasting .......................26 Tenets of Remembrance ............... 73 Wiley Cunning ............................82
Pack Tactics ................................ 37 Runic Tradition ............................ 27 Tenets of Transcendence ............... 74 Withering Sermon ....................... 74
Paladin ....................................... 72 Runic Voices ...............................26 Tenets of the Triune...................... 75 Wizard .......................................95
Paradigm Strike ...........................70 Runic tools ................................. 27 Terminatur ................................ 189 Worldly Perspectives ...................101
Partial Shift................................. 39 Sacred Oaths .............................. 72 Terror in the Night....................... 40 Wounded.................................. 140
Path of Power..............................68 Sacred Unity ...............................84 Testudo Tactics ............................ 61 Wrecking Blow ............................ 67
Path of Serenity ...........................69 Sah-Kajul .................................. 188 The Abyss...................................139 Writ Improvement ....................... 23
Path of the Blood Sage ................. 41 Sanguine Frenzy .......................... 35 The Blind Eye..............................155 Writ of the Covenant.................... 21
Path of the Pit Fighter .................. 42 Sanguine Spawn ..........................94 The Eidolon .................................92 Zhula ........................................ 115
Path of the Stallion ...................... 43 Sanguine Strike ...........................66 The Mysteries of the Forrest Zhula Traits ................................ 116
Path of the Titan Slayer .................44 Sapience..................................... 42 (The Twilight Games) ............. 169 Zone of Aegis..............................138

191
Galder's Gazeteer: Appendices
Open Game License
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights
Reserved.
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15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC.
System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins,
Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original
material by E. Gary Gygax and Dave Arneson.

END OF LICENSE
The following items are designated Product Identity, as defined in Section 1(e) of the Open Game License Version 1.0a, and are subject
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