Try a little priest |
Illusionist (3) - humanoid (survival)
- 1 Tattered Quarterstaff
- 1d4 Healing Potions
- 1 Arcane Focus
- 1 Spellbook: Contains 1 random illusion spell of 3rd level or less that can be copied by a Wizard.
- 1 Set of Boots of False Tracks (XGtE pg. 136)
Kraken Priest (5) - humanoid (survival)
- 2 Token of the Deep: a small shell, underwater plant, or fish skeleton found in the pockets of the Kraken Priest's body. Can be carefully crafted (jeweler's tools) into an amulet that requires attunement. While attuned, a creature can breathe underwater, and has a swim speed equal to their walking speed. Curse. At dawn, the creature attuned to the amulet must succeed on a DC 13 Wisdom saving throw or be compelled to swim to the creature that the Kraken Priest served as if under the effects of a Suggestion spell. If the journey takes longer than 8 hours, the creature may attempt the saving throw again to end the effect after 8 hours.
- 1 Head of the Kraken Priest: No immediate use. Can be carefully crafted (leatherworker's tools) into a horn. A creature can use their action to blow the horn, which is audible within 300 feet. The user of the horn chooses any number of creatures within range, who must succeed on a DC 14 Charisma saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- 2 NPC Items: Before the Kraken Priest took its vows, it was another NPC. The DM selects two items from an existing NPC, which can be found on the body.
Martial Arts Adept (3) - humanoid (survival)
- 1d10 Darts
- 1 Monastery Map: A map that marks the location of a nearby monastery where the Martial Arts Adept completed their training.
- 1 Set of Simple Robes: Acts as common clothing. Grants advantage on Charisma (Deception) checks made to convince others that the wearer is a part of the monastic order associated with the robes.
Master Thief (5) - humanoid (survival)
- 1 Tattered Shortsword
- 1 Tattered Light Crossbow
- 1 Tattered Set of Studded Leather Armor
- 1 Set of Thieves' Tools
- 1 Dark Cloak: Signifies the rank of Master Thief, highly valued by bounty hunters and guards. Grants advantage on Charisma (Deception) checks to convince others that the wearer is a Master Thief.
- 1 Bandit Code: A password or symbol that allows entrance into certain circles.
- 1 Contact List: A list of places to hide out or find work in the closest civilization.
- 1 Bag of Treasure: Contains muffled pockets, allowing treasure to be transported silently. Holds up to 600 GP, contains 1d6 x 100 GP when found.
Necromancer (9) - humanoid (survival)
- 1 Spellcasting Component Pouch
- 2d4 Healing Potions
- 1 Arcane Focus
- 1d4 Books (useless)
- 1 Spellbook: Contains 1 random necromancy spell of 3rd level or less that can be copied by a Wizard.
- 1 Flask of Alchemist's Fire
- 1 Wisp of Shadow: Destroyed if exposed to sunlight. 5 of these can be carefully crafted by a spellcaster (conjuration) into a Shadow Crossing, a portal that leads to the Shadowfell. The portal is permanently affixed to the location where it is crafted. 20 of these can be mastercrafted by a spellcaster (Transmutation) into a Portable Hole.
- 1d4 Beads of Nourishment (XGtE pg. 136)
Stylish, impractical clothing is basically a requirement for seafaring rogues |
- 1 Tattered Dagger
- 1 Tattered Rapier
- 1 Tattered Set of Leather Armor
- 1 Treasure Map: A map that marks the supposed location of a nearby treasure trove.
- 1 Spyglass
- 1 Sailor's Log: A book that marks a ship's passage and encounters. Could contain information about nearby ports, islands, other ships, or rumors.
Transmuter (5) - humanoid (survival)
- 1 Tattered Quarterstaff
- 1 Spellcasting Component Pouch
- 1d4 Healing Potions
- 1d4 Books (useless)
- 1 Spellbook: Contains 1 random transmutation spell of 3rd level or less that can be copied by a Wizard.
- 1 Clothes of Mending (XGtE pg.137)
War Priest (9) - humanoid (survival)
- 1 Tattered Maul
- 1 Tattered Set of Plate Armor
- 1 Holy Book: Of the War Priest's order
- 1 Holy Symbol
- 1 Spellcasting Component Pouch
- 1d2 Warrior's Marks: A scrap of skin with a tattoo on it that can be used to prove the identity of a foe.
- 1 Shield of Glory: Acts as a shield. Displays the symbol of a wealthy patron or church that the War Priest serves, and grants advantage on Charisma (Deception) checks made to convince others that the owner of the shield is associated with the symbol's owner.
- 3 Admirer's Tokens: A trinket from a person who wished to thank the Champion for their service.
- 1 Keepsake: A trinket or memorandum hinting at the War Priest's history or life.
Warlocks get the best outfits |
- 1 Tattered Dagger
- 1 Spellcasting Component Pouch
- 1 Arcane Focus
- 1d4 Books (useless)
- 1 Cloak of the Archfey: Requires attunement. An attuned creature can use their reaction to turn invisible and teleport up to 60 feet to an unoccupied space they can see. The creature remains invisible until the start of its next turn or until it attacks, makes a damage roll, or casts a spell. Once used, this ability cannot be used again until the next dawn. Curse. While a creature is attuned to the cloak, they must make a DC 14 Charisma saving throw at the end of each long rest and when they use the cloak's ability. This saving throw is rolled with disadvantage if made due to the cloak's ability. On a failed save, a vision of an Archfey (an illusion without stats) appears to the attuned creature, offering mystical power in exchange for servitude. If they are turned down, the Archfey becomes an enemy of the creature for the rest of their mortal life. If their offer is accepted, the character's next level must be a level in the Warlock Class, using the Archfey Patron subclass.
Warlock of the Fiend (7) - humanoid (survival)
- 1 Tattered Mace
- 1 Spellcasting Component Pouch
- 2d4 Healing Potions
- 1 Arcane Focus
- 1d4 Books (useless)
- 1 Flask of Alchemist's Fire
- 1 Amulet of the Fiend: Requires attunement. When the attuned creature makes an ability check or saving throw, it can add a d10 to the roll. It can do this after the roll is made but before any of the roll's effects occur. Once used, this ability cannot be used again until the next dawn. Curse. While a creature is attuned to the amulet, they must make a DC 15 Charisma saving throw at the end of each long rest and when they use the amulet's ability. This saving throw is rolled with disadvantage if made due to the amulet's ability. On a failed save, a vision of a Fiend (an illusion without stats) appears to the attuned creature, offering fiery power in exchange for servitude. If they are turned down, the Fiend becomes an enemy of the creature for the rest of their mortal life. If their offer is accepted, the character's next level must be a level in the Warlock Class, using the Fiend Patron subclass.
Warlock of the Great Old One (6) - humanoid (survival)
- 1 Tattered Dagger
- 1 Spellcasting Component Pouch
- 2d4 Healing Potions
- 1 Arcane Focus
- 1d4 Books (useless)
- 1 Mask of the Great Old One: Requires attunement. At the start of the attuned creature's turn, the attuned creature can designate any number of creatures within 5 feet of it. Those creatures must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage, provided the attuned creature isn't incapacitated. Once used, this ability can't be used again until the attuned creature takes a short or long rest. Curse. While a creature is attuned to the mask, they must make a DC 15 Charisma saving throw at the end of each long rest and when they use the mask's ability. This saving throw is rolled with disadvantage if made due to the mask's ability. On a failed save, a vision of a Great Old One (an illusion without stats) appears to the attuned creature, offering ancient power in exchange for servitude. If they are turned down, the Great Old One becomes an enemy of the creature for the rest of their mortal life. If their offer is accepted, the character's next level must be a level in the Warlock Class, using the Great Old One Patron subclass.
Warlord (12) - humanoid (survival)
- 1 Tattered Greatsword
- 1 Tattered Shortbow
- 1 Tattered Set of Plate Armor
- 2d4 Warrior's Marks: A scrap of skin with a tattoo on it that can be used to prove the identity of a foe.
- 1 Warlord's Crest: A small token of the warlord which can prove their identity, and grants advantage on Charisma (Deception) checks made to convince others that the owner of the crest is, in fact, the warlord.
- 1 Shield of Glory: Acts as a shield. Displays the symbol of the warlord and grants advantage on Charisma (Deception) checks made to convince others that the owner of the shield is associated with the warlord.
- 5 Admirer's Tokens: A trinket from a person who wished to thank the Warlord for their service.
- 2 Keepsakes: A trinket or memorandum hinting at the Warlord's history or life.
- 1 Conqueror's Map: A map marking recent conquests and outlining strategies for future war campaigns.
Done! Finished! Complete!
Time to sleep a bit.
Relatable content |
Brilliant work on this and the rest of the series, by any chance will you continue the series with monsters from the published adventures like the ones from Tomb of Annihilation? :)
ReplyDeleteThank you! I'm planning to continue the series for sure. Tomb of Annihilation is on my list!
DeleteWhat about the up and coming tome of foes?
DeleteDefinitely! However, if the monsters in the Tome of Foes are meant for higher level parties, that means they are going to have a lot of loot, and probably some items specific to them which will require more research.
DeleteSo, the answer is yes, but it will take some time for me to get through it!