Vagabonds Guide To Dalriada 5e Preview
Vagabonds Guide To Dalriada 5e Preview
Vagabonds Guide To Dalriada 5e Preview
Love of Gold
Leprechauns have a love of gold, building a small hoard of
coin squirrelled away, enjoying the status of being wealthy
within communities of their own kind. Though such wealth
is usually freely given away should another save their life.
Stories of such fortune have led to strange rumors among
the other races about gaining such treasure.
Tricky Nature
8 This race of the fey has a deep appreciation of tricks and
practical jokes, enjoying playing such pranks against others
but also appreciating the value of an well-executed prank
at their own expense. Most of the times such shenanigans
are harmless, made in good natured jest but can turn nasty
when their anger is roused.
Leprechaun Names
Leprechauns use a combination of their given names
followed by their clan names though generally they only use
their given names
Leprechaun Clan Names. Bryne, Fitzpatrick, Foley,
Healy, MacDermott, MacKenna, McGrath, O’Callaghan,
Regan, Sweeney
Leprechaun Male Names. Aidan, Alby, Blarney,
Conall, Declan, Fergus, Finn. Flannery, Mannix, Rian
Leprechaun Female Names. Biddy, Bree, Brianna,
Ciara, Fiona, Moira, Neve, Nora, Sloane, Sorcha
Leprechaun Traits
Ability Score Increase. Your Charisma score increases by 2
and your Dexterity score increases by 1.
Age. Leprechauns generally reach maturity around 30
and then are considered as adults. On average leprechauns
live about 300 years.
Creature Type. You are a fey
Size. Your size is Small. Most leprechauns stand between
3 and a half and 4 feet tall and average about 60 pounds.
Speed. Your walking speed is 25 feet.
Darkvision. You can see in dim light within 60 feet
of you as if it were bright light and in darkness as if it were
dim light. You discern colors in that darkness only as shades
of gray.
Fey Luck. You are blessed with luck of the fey, you can
reroll a skill check or saving throw a number of times equal
to your proficiency bonus regaining all expended uses on a
long rest. You must use the second roll.
Of Both Worlds
Feylings stand with one foot in the realm of mortals and
another foot in the realm of the fey. Some are raised in
among the wild magic of the Feywild, while others among
the more mundane world of the Material plane. Either way,
a bit of both cultures seeps into their lives, giving rise to a
unique perspectives of both worlds.
Feyling Names
Feylings use either human or fey naming conventions, often
mixing both to mark them as blessed child of both worlds
especially if raised in the Material Plane.
Feyling Traits
Ability Score Increase. Your Constitution score increases by
2 and your Charisma score increases by 1.
Age. Feylings mature at the same rate humans do and
reach adulthood around the age of 20. They live much
longer than humans, however, often exceeding 200 years.
Creature Type. You are a humanoid.
Size. Your size is Medium. Most feyling stand between
5 and 6 feet tall and average about 100 pounds, generally
being of slighter build.
Speed. Your walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet
of you as if it were bright light and in darkness as if it were
dim light. You discern colors in that darkness only as shades
of gray.
Fey Touched Magic. The blood of the fey flows in your
veins, allowing you to call on the magic of the Feywild.
You can cast charm person with this trait. Starting at 3rd
level, you can cast enthrall with it, and starting at 5th level,
you can also cast tongues with it. Once you cast a spell with
this trait, you can’t cast that spell with it again until you
finish a long rest. Charisma is your spellcasting ability for
these spells.
MONSTERS
12
Green Knight living tree within its reach and emerge from a second
living tree within 60 ft. of the first tree, appearing in an
13
Large Fey, Neutral Good unoccupied space within 5 ft. of the second tree. Both
trees must be large or bigger.
Armor Class 17 (natural armor, shield) Verdant Growth. When the green knight dies in
Hit Points 127 (15d10 + 45) direct sunlight, all nonmagical plants in a 20-foot
Speed 40 ft. radius centered on the green knight become thick and
overgrown. A creature moving through the area must
spend 4 feet of movement for every 1 foot it moves. This
STR DEX CON INT WIS CHA
effect lasts for 1 minute.
18 (+4) 14 (+2) 16 (+3) 7 (-2) 15 (+2) 11 (0)
Innate Spellcasting. The green knight’s innate
spellcasting ability is Charisma (spell save DC 13, +5 to
Damage Vulnerabilities fire hit with spell attacks). The green knight can innately cast
Damage Resistances bludgeoning, piercing, and the following spells, requiring no material components:
slashing from nonmagical weapons
Damage Immunities poison At will: druidcraft, thorn whip
Condition Immunities poisoned 2/day each: entangle, earth tremor
Senses passive Perception 13 1/day: spike growth, earthbind, grasping vine
Languages Sylvan
Challenge 5 (1,800 XP) Proficiency Bonus +3 Actions
Multiattack. The green knight makes three attacks: one
Magic Resistance. The green knight has advantage on with its branches and two with its club.
saving throws against spells and other magical effects.
Branches. Melee Weapon Attack: +7 to hit, reach 5 ft.,
Speak with Beast and Plants. The green knight can one target. Hit: 13 (2d8 + 4) slashing damage.
communicate with beasts and plants as if they shared
Club. Melee Weapon Attack: +7 to hit, reach 5 ft., one
a language.
target. Hit: 7 (1d6 + 4) bludgeoning damage plus an
Tree Stride. Once on its turn, the green knight can additional 3 (1d6) poison damage.
use 10 ft. of its movement to step magically into one
Pooka Boon and Burden. The pooka are manipulators of fate,
nudging the flow of it subtly. Their innate magic enables
The pooka are creatures of both burden and boon, granting them to turn success into failure or failure into success. They
luck to those who treat it with kindness whilst cursing those often grant boons to those who have garnered favor with
who stand against it with misfortune. These creatures more them and curse those who have angered them. Although
than any other embody the dual nature of the fey. They are there is no predictable way to placate a pooka, sometimes
at once playful, yet mischievous and wise, yet capricious, offerings of food and drink or cherished personal affects can
and their nature makes them both feared and respected by return good fortune.
the common folk who will sometimes leave out offerings Change of Form. Pookas can change their form
to them. Yet at the same time, these fey creatures can also from creatures of light and luck to those of darkness and
be somewhat selfish and easily angered and as such, they misfortune their fur-covered bodies shifting from snow
will not hesitate to curse or punish those who they feel have white to pitch black in an instant. They can change from
wronged or insulted them. friend to foe and back again in the blink of an eye and thus
it is always best to treat these creatures with courtesy.
Inert
While wielding this sword in its Inert state, you gain the
following benefits:
You can at will cause the sword to glow brightly, emitting
bright light out to 20ft.
As an action you can cast gust of wind (save DC 13). Once
30 you do so you can’t cast it from the weapon again until the
next dawn.
Fall Before Me. If a creature is wounded by the blade, you
have +1 bonus to attack and damage rolls made with this
weapon against that creature for the next 24 hours.
Wind Walk. As a reaction to being in the area of effect of
a spell or ability you can call on the winds and move up to
10ft. If this movement allows you to move out of the area,
you are unaffected
Enlightened
While wielding this sword in its Enlightened state, you gain
the following benefits:
The sword now emits bright light out to 40ft.
As an action you can cast control winds (save DC 15 ). Once
you do so you can’t cast it from the weapon again until the
next dawn.
The spell save for gust of wind increases to 15.
The bonus of Fall Before Me increases to +2.
The distance for Wind Walk increases to 15ft.
Ascended
While wielding this sword in its Ascended state, you gain
the following benefits:
The sword now emits bright light out to 60ft.
As an action you can whirlwind (save DC 17 ). Once you
do so you can’t cast it from the weapon until the next dawn.
The spell save for gust of wind and control winds increases
Cliamh Solais
to 17.
The bonus of Fall Before Me increases to +3.
The distance for Wind Walk increases to 20ft.
Cloak of Mists
32
Leprechaun’s Coin
Crystal of
Last Breath
Leprechaun’s Coin
Wondrous Item, Uncommon
(Requires Attunement)
Leprechaun’s love little more than playing tricks on others. One
Crystal of Last Breath of their favorite ways is to exploit people’s greed for gold using
Wondrous Item, Rare their magic coins. Occasionally they will gift one to a kindred
trickster, although this is largely because they enjoy watching the
This cloudy blue crystal is fastened to a leather cord so that it recipient being chased down by enraged merchants.
can be worn around the neck. A faint purple hue within seems This innocuous golden coin feels pleasingly weighty in
to gently pulse in time with the wearer’s breathing. your palm. The coin bears a Celtic knot symbol that, when
When a Large or smaller creature wearing the crystal is studied, is oddly captivating.
reduced to 0 hit points but isn’t killed immediately, the As a bonus action, you can will the coin to vanish from
crystal quickly grows and encases the creature. The crystal wherever it is and reappear in your closed fist. You have
is 1 ft. thick around the creature and anything they were advantage on any Charisma (Persuasion) checks to convince
wearing. The encased creature is suspended in time, unable others to accept the coin as payment, unless they have any
to act, think, or even perceive anything, however they also resistance or immunity to being charmed.
do not make any death saving throws. Creatures encased in
the crystal are considered obscured by the cloudiness of the The coin automatically returns to your palm after 6 hours
crystal and cannot be detected even by magical means. The and cannot be apart from you for longer than that.
crystal has an AC of 17 and 50 hit points, and is immune Curse. Once attuned, you are compelled to take out the
to all damage types except for slashing, piercing, and coin and toy with it whenever your mind is left to idly
bludgeoning. When the crystal is reduced to 0 hit points wander, rolling it over your knuckles or flipping it into the
it shatters, destroying the crystal of last breath and returning air. When you try to end attunement or attune to another
the flow of time to the encased creature, who remains at item instead, you must succeed on a DC 17 Wisdom saving
0 hit points and must begin to make death saving throws throw. On a failure, you greedily refuse and cannot attempt
as normal. the save again until you finish a long rest.