Monday, July 16, 2018

Old News: Shops in the Valley of the Lords

Anything's for sale! Really, anything.
Ah, another week, another adventure into the Valley of the Lords. This week, the group fought some centipedes, braved the mists of an underground river, and found a scary entrance to the Underdark. The group consisted of mostly Dwarven scholars, which made for a very methodical expedition.

I'm still debating how much of a recap I should give these games. They aren't really substantial enough to merit a full report, each one basically consists of finding a site, killing some monsters, and selling the loot. Of course, there are jokes and epic moments linked in there, but it would only be a few paragraphs and the story line is a bit more esoteric. Honestly, it will be more interesting to hear the story of a single character once they complete one of their goals.

One of my players had the excellent idea of combining several weeks of games into a "gazetteer" of sorts, a local paper updating people on the activities of the various factions. We could even have a roving reporter character, interviewing the different characters and providing their takes on the sites they find.

Anyway, in the meantime, I'll be updating about the monthly games and posting more PDFs that I've created.

This week, I've put together a couple shops that the players can explore while they hang out in New Ashe. It's part of my solution to the gold problem in D&D 5e.

Smith Shop: Ena's Sundries (drive link)
Magic Shop: Dogrioc's Laboratory (drive link)

The magic shop draws on my rules for magic item creation, and the smithing weapon upgrades are pulled from this great Reddit post.

Enjoy, and thanks for reading!

Friday, July 13, 2018

Failed Magic Items: Dungeon Master's Guide Part 8 (H)

Guys, seriously...I told you seven articles ago to stop.

Greetings! It's me, Will, and this is another installment of Failed Magic Items!

Let us begin!

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Hammer of Nuts and Bolts
Weapon (maul), "legendary"

This poorly constructed and rickety hammer has 5 load-bearing nuts and/or bolts. In addition to dealing an extra 2d6 thunder damage on a hit, each successful attack cause one of these nuts and/or bolts to jostle themselves loose. Upon all nuts and/or bolts falling out, the hammer crumbles to pieces and becomes useless.

Hands in a Haversack
"Wondrous" item, rare

This backpack has one large central pocket that connects to an extradimensional space. Objects cannot be placed into the backpack, but by using an action to retrieve an item from within the backpack you can pull out a random severed hand. The type of severed hand is determined by the DM by rolling on the Severed Hand Table below.

Severed Hand Table (1d10)

  1. Human
  2. Dwarf
  3. Elf
  4. Halfling
  5. Orc
  6. Dragonborn
  7. Kobold
  8. Tiefling
  9. Gnome
  10. Raksasha
Upon rolling a 10, the Raksasha whose hand you now possess appears and demands its hand back. Refusing to relinquish the hand back to its owner will cause the Raksahsa to turn hostile against you and your allies.

Hat of Disgust
"Wondrous" item, uncommon (requires attunement)

This hat is constructed out of a horribly repulsive material and has visible swathes of stink emanating from it. While wearing it, you have -10 penalty to all Charisma ability checks.

Headband of Stupidity
"Wondrous" item, uncommon (requires attunement)

Your Intelligence score is 4 while you wear this headband. It has no effect on you if your Intelligence is already 4 or lower.

Helm of Dalliance
"Wondrous" item, very rare (requires attunement)

Once worn, this sultry looking helm cannot be removed by conventional means for 1d4 days.

While wearing this helm, any and every creature of any type within 30 feet who gaze upon it must make a DC 15 Charisma saving throw or be charmed. The charm causes the effected creature to continuously and desperately lust after the helm's wearer. At the end of every 10 minutes, the effected creature may repeat this saving throw. Upon succeeding on this saving throw, the creature is immune to the helm's influence for 30 days and instead finds the wearer severely repulsive, imparting a -8 penalty to Charisma ability checks when dealing with the creature.

Helm of Incomprehensibility
"Wondrous" item, uncommon

While wearing this helm, you babble in indecipherable gibberish. In addition to being unable to communicate in any effective way, all spells with the Verbal component become impossible to cast.

Helm of Apathy
"Wondrous" item, uncommon (requires attunement)

While wearing this helm, an overwhelming feeling of apathy overcomes you, causing you to become completely disinterested in everything and everyone around you. This imparts the following effects:
  • You gain advantage against the Detect Thoughts spell
  • Your Charisma score becomes 6, this has no effect on you if your Charisma is already 6 or lower.
  • You have disadvantage on all Insight, Investigation, and Perception checks

Teleporting Helm
"Wondrous" item, rare (requires attunement)

This helm has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the Teleport spell on the helm and the helm alone. The spell sends the helm to a random location within range on the same plane of existence. The helm regains all expended charges daily at dawn.

Holey Avenger
Weapon (any sword), "legendary" (requires attunement)

This sword could have at one point been a blade of legendary make, but now appears to just have a bunch of mysterious holes punched in it. Although you gain a +3 to attack rolls with this weapon, you also receive a -3 penalty to damage rolls. Additionally, every time you attack creature or object that is made of metal or is wearing metal armor, you must roll 1d20. On the result of a 1, the structurally weak blade breaks; rendering the sword completely useless.

Corn of Blasting
"Wondrous" item, rare

You can use an action to speak the corn’s command word and then take a bite of the corn. This produces a deafening crunching noise which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone and the wielder of the corn must make a DC 15 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and is Deafened for 1 minute. On a successful save, a creature takes half as much damage and isn’t Deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and instead take 4d6 thunder damage.

Each use of the corn’s magic has a 20 percent chance of causing the corn to explode. The explosion deals 5d6 fire damage to the wielder and creates a shower of slightly-burnt popcorn.

Horn of Valerie
"Wondrous" item, rare

You can use an action to blow this horn. In response, the spirit of a woman who identifies herself as "Valerie" appears within 60 feet of you. She then spends the next 1d4 hours droning on about her most recent failed romantic relationship. At the end of this time, Valerie thanks you for listening and you receive advantage on all Wisdom saving throws for 10 minutes. Once you use the horn, it can’t be used again until 7 days have passed.

House Shoes of a Spinster
"Wondrous" item, very rare

These padded, comfy house shoes come in a set of two. While both shoes are affixed to your feet, they impart the following effects...
  • You immediately age 2d4 x 5 years in appearance only
  • You have disadvantage on all Charisma ability checks
  • You have advantage on all Animal Handling checks when dealing with cats
These effects end when you remove the house shoes.

Horseshoes of Slowness
"Wondrous" item, rare

These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they subject the creature to the effects of the Slow spell. The creature automatically fails the Wisdom saving throw and the spell does not end until the horseshoes are removed.

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That's all for this week! Ta-ta for now!

Wednesday, July 11, 2018

Apex Predators and Their Territories

Bored of your world's animals? Just mash 'em together!
When you are building a wilderness, it's important to build your encounters carefully. A well-constructed random encounter table can give the players a sense of the real-world ecology of an area. They will encounter lots of small animals and predators, and only rarely find a huge monster like a dragon or hydra.

But how many is too much? Dragons needs a lot of room to fly, build nests, have subjects, etc. Even smaller animals like wolves need space to claim as their territories. So let's look at the numbers, and figure out how to avoid the wilderness equivalent of the "vampire in room 34" problem.

(For reference, the Vampire in Room 34 is a problem where monsters that are powerful enough to merit entire backstories and territories are reduced to hit points and damage for a party to overcome. It was first dealt with by Tracy Hickman, the creator of Ravenloft.)

Animal Studies


Let's start with an underlying assumption: we're using 6-mile hexes. 1-mile and 60-mile aren't usually used for overland travel, and we want to show the some diversity in the territories of these creatures.

A 6-mile hex has an area of about 35 square miles. We'll look at two types of terrain: open terrain, such as grasslands and deserts, and complex terrain, such as forests, mountains, or even coral reefs.

Now, some real-world references:


I would consider any area with major human activity to be a complex terrain site. I also picked eagles and coyotes (or their D&D counterpart jackals) for a reason: they are both Small creatures, and from a rules perspective require similar amounts of food.

From this data we can conclude that a creature that can fly or swim in an environment can control a territory about three times as large as that of a land-based creature.

If you check out the coyote info link, you'll also find a kind of unusual statistic: packs of coyotes generally have a smaller territory that solitary coyotes. This is because obligations to the pack, such as raising pups, prevent their hunters from venturing too far afield. If the monster has a site they wish to protect, it could reduce the area of their territory by half or more.

Essentially, territory is based on a compromise between needs and costs. Needs include resources and proper reproductive space (like a nest, cave, or beach). Costs include defending the area and protecting it from other predators. If a pack can't properly provide members to defend their borders, they will retreat and allow their territory to shrink, giving up resources but enabling themselves to protect their homes better.

Another thing that affects territory is the open/complex nature of the terrain. This can vary wildly in nature, but generally, complex terrain supports more biodiversity than open space. A coyote pack could control multiple hexes in a desert, but for ease we can simply say that in open terrain, a predator's territory doubles.

We also have to account for size differences. Larger creatures need more food! It's difficult to find a good comparison point, but based on the food requirements for different creature sizes, we can make the easy assumption that a creature one size larger requires twice as much territory to supply it with food.

So, what about mythical creatures?

Despite being imaginary, still not as unusual as the platypus
Well, some monsters aren't going to follow these rules. Undead, aberrations, oozes, fiends, celestials, constructs, fey, and elementals aren't native and likely have very different ideas about territory and who they consider threats.

Also, intelligent creatures, such as humanoids, dragons, giants, and some plants/monstrosities, are going to be able to control their territories more deliberately than simply giving and taking resources. A Dragon or Sphinx guarding treasure will purposefully shrink their territory in order to remain hidden, but rampaging Giants will spread further than they need to.

So, these rules apply to unintelligent beasts, monstrosities, and plants. But that doesn't mean those other creatures won't affect territories! Much like how human presence can make a space into complex terrain, creatures that act like predators will be treated as such by the creatures who don't know any better. 

For example, a Dragon that controls its territory intelligently will still be treated as another predator by a Purple Worm, and they will probably give each other space if either one of them is confronted by evidence of the other. Smaller predators, such as wolves, might avoid the Dragon's territory, knowing they will die if they try to hunt in that area.

Intelligent creatures might also domesticate or enslave monsters that would otherwise have larger territories. An Ogre might have quite a large area it hunts in, but an Ogre enslaved by Goblins will eat what it is fed and not travel into areas the Goblins wouldn't go. This could be a mutually-beneficial situation: a human tribe could protect a pack of wolves, while the wolves provide companionship and share their food.

So, how do we turn this information into a random encounter table?

D&D vs. Predators


I like using 2-dice encounter tables, like those depicted in the DMG (page 87). This gives a good probability curve to the table, which better reflects the nature of an environment. At the very least, it allows you to put a named Dragon on your random encounter list without the PCs running into them 1 in every 8 or 12 rolls.

So, we can use the above information (remember, 1 hex equals about 36 sq. miles) to generate a chart listing how much territory a particular predator needs.


Some of these territories can overlap, as well. In complex areas, predators that use camouflage can hide from other, larger predators. Small/medium predators likely have nothing to fear from Gargantuan beasts, who will seek larger food sources.

This means each hex can have one huge or gargantuan predator in it, and that creature will likely control several hexes. You can also sprinkle a few other predators in the hex, more if they are pack hunters or have a nest to protect. Then, every other entry should be a humanoid, a benign creature, a location encounter or a "trap" encounter (such as walking through a patch of poisonous plants).

Here's an example encounter list that would make sense for a single mountainous hex. I've taken the entries from the Xanathar's Guide encounter list. The mountains would be considered complex terrain.

Goats: A staple of any good ecosystem
Roll 2d4
  1. n/a
  2. 1 Wyvern (controls 4 hexes, roams skies, nest in another hex)
  3. 1d2 Hippogriffs (mostly benign creatures, prey for the Wyvern)
  4. A small shrine dedicated to a lawful neutral god, perched on a stone outcropping (location encounter)
  5. 1d6 Goats (benign creatures, prey for the Hippogriffs and Basilisk)
  6. 1d10+5 Tribal Warriors (humanoids, can be reasoned with, they made the small shrines)
  7. 1 Giant Elk (mostly benign creature, prey for the Wyvern)
  8. 1 Basilisk (lives underground, protective, controls 1/3 hex, stays out of wyvern's way)

This builds an ecosystem that the players can explore. The lower-food-chain monsters are more plentiful, and the players might run into a monster well beyond their level (since Wyverns are CR 6 and this table comes from the level 1-4 encounter list).

If you want to expand beyond a single hex, you can create an entire region using these guidelines. Of course, a larger area is going to have more biodiversity, so you can make a larger table. We can make a 24-hex mountainous region, then add predators to the table until they add up to that amount. 

Roll d12+d8
  1. n/a
  2. 1 Ancient Red Dragon (controls 8 hexes)
  3. 1 Fire Giant (controls 2 2/3 hexes)
  4. 1d4 Trolls (control 1 1/3 hexes)
  5. 2d4 Harpies (control 1/3 hex within dragon's area, dragon ignores them)
  6. 1d8+1 Hippogriffs (prey for larger animals)
  7. 1d6+2 Orcs (control 1/3 hex in dragon's area, servants of dragon)
  8. A row of 1d10+40 stakes upon which the bodies of dwarves are impaled (placed by orcs)
  9. 1d8 fissures venting steam that partially obscures a 20-foot cube above each fissure (location encounter)
  10. 1d8+1 Giant Goats (prey for larger animals)
  11. 3d6 Goats (prey for larger animals)
  12. 2d8+1 Aarakocra (humanoid encounter)
  13. 1d4+3 dwarf trailblazers/scouts (humanoid encounter)
  14. 1d10 Giant Eagles (control 2 hexes in Roc's area, servants of Roc)
  15. 1d8 fissures venting poisonous gasses (trap encounter)
  16. A distant mountain whose peak resembles a tooth (location encounter)
  17. 1 Bulette (protecting nest, controls 2/3 hex)
  18. 1d4 Stone Giants (possibly benign encounter, control 1 1/3 hex)
  19. 1d4 Air Elementals (no need to hunt, but they protect a portal to the elemental plane of air, other animals give them 2 hexes of space as if the elementals controlled it)
  20. 1 Roc (controls 8 hexes)


So far, I enjoy this system, since it makes you think about territories and how these creatures might interact. What do the borders of the Roc's territory look like? Are there occasional aerial skirmishes where it touches the dragon's area? The Bulette and Elementals might get more aggressive the closer you get to their homes. The dwarves don't have territory, being intelligent, but they might be able to provide some insight into avoiding the dragon's domain.

Also, if you were to actually map out these territories, you could also let the players know where they are when a specific encounter occurs. For example, if the party is crossing the mountain range and you roll a random encounter, you could pinpoint where the party's location is based on what you rolled. This assumes they roll a dangerous encounter, of course. Most of the time their encounters will be relatively benign.

This is why most D&D products have you roll a d20 before making a random encounter check, then only give a combat encounter on a 17 or higher. An ecosystem can only support so many predators. I prefer to make a table weighted towards benign encounters, that way I can give my group something interesting to check out even if they don't end up entering combat.

You can only fit so many flesh-eating bugs into a single cave system before you run out of flesh
I hope this information was enlightening to you when it comes to building your own random encounters! For the more nature-inclined PCs, it can be fun to learn about the different creatures inhabiting your world.

Thanks for reading!

Monday, July 9, 2018

Old News: Injuries and Wounds

I bet this guy hates Mondays, eh?
Now that Valley of the Lords has taken off, I'm running fewer epic monthly campaigns. Of course, there are still other DMs in our group that are running, and I'm still doing Chaos Quest, but there is less big epic stuff happening right now.

And since I've been getting better at making PDFs, I've decided to go ahead and update my old Injuries and Wounds tables, into a convenient one-page PDF for use at the table. Here it is!

Injuries and the Wounded Condition

Meanwhile, the quest in the Valley continued this week. The characters have been discovering more adventuring sites to explore, which is good for questing. I think I need to provide directions to more low-level sites, so they don't end up wandering around the valley trying to find something of an appropriate challenge level.

This week, they wandered for quite a bit, hunting orcs at every turn. The barbarian was quite happy to behead her sworn enemies.

Anyway, please enjoy the PDF!

Thanks for reading!

Friday, July 6, 2018

Creature Loot: Mordenkainen's Tome of Foes - Demon Lords

How can you defeat a mini minotaur...?
It's time to party with the big boys! Creature Loot has gone full demonic. As usual, don't forget to check out the index, get the PDFs of the previous creature loot articles, and let me know if you see any items that have typos or could be improved!

Demon Lords

Note:  Unless the demon lord is killed in the Abyss, only the Foul Ichor and Cultist's Sigils are able to be harvested.

Baphomet (23) - fiend (religion)
  • 5 Vials of Foul Ichor: No immediate use. Can be mastercrafted (alchemist's supplies) into a potion of poison immunity. When consumed, grants immunity to poison damage and the poisoned condition for 1 hour, and heals any poisons currently affecting the creature.
  • 1 Greater Demon Heart: While holding the heart, it can be used to cast Gate as a ritual. This consumes the heart. When the spell is cast, roll 1d20. On a 1, the gate opens to the Endless Maze in the abyss instead of the intended destination.
  • 2 Demonic Amulet: This item cannot be looted normally. The amulet disappears when the demon dies, unless stolen/removed beforehand. Retrieving it requires a DC 25 Dexterity (Slight of Hand) check, with advantage if the demon is incapacitated. Holding the amulet grants one favor from the demon, in exchange for the return of the amulet. The demon may not honor the favor if the amulet is given before the favor is complete.
  • 1 Demon Lord Amulet: This item is not found with the Demon Lord unless the check made to loot the body was a 30 or higher. At the DM's discretion, this loot may simply be a clue to the Amulet's true location, not the Amulet itself. No immediate use. If not destroyed, the Demon Lord reforms at the Amulet's location after 1d10 days.
  • 1 Heartcleaver: Acts as a magic glaive that deals 2d10 damage on a hit and requires attunement. A creature must have a Strength score of 20 or higher to wield the glaive. An attuned creature may cast Hunter's Mark using the glaive, though the bonus damage of the spell only applies to attacks made with this weapon. After the glaive has cast the spell three times, it cannot do so again until the next dawn.
  • 6 Baphomet's Iron Horns: Acts as a magic shortsword. Can be mastercrafted (alchemist's supplies) into a Potion of Recall, which grants the drinker the ability to perfectly recall any path they have traveled for up to 8 hours. The drinker automatically succeeds on checks and saving throws made to escape the Maze spell and similar areas.
  • 3d4 Vials of Baphomet's Bestial Blood: A humanoid creature can drink this blood as a bonus action. The creature gains advantage on all melee weapon attack rolls during the turn they drink the blood, but attack rolls against them have advantage until the start of their next turn. Can be mastercrafted (alchemist's supplies) into a Poison of Bestial Domination. The poison can be applied to a slashing or piercing weapon as an action, and remains potent for 1 minute before drying. The first time a beast is damaged by this weapon while it is poisoned, the beast comes under the effects of a Dominate Beast (Save DC 18) spell. The spell acts as though it was cast by the creature with the highest Charisma score that the beast can see and hear within 60 feet of it. If a new creature with a higher Charisma score enters the radius of the effect during its duration, the effect changes as if it were cast by the new creature. The duration of the effect remains 1 minute.
  • 1 Skull of Baphomet: If a creature with at least 16 Strength lifts the skull above their head as an action, each creature within 120 feet of the skull must make a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours. The skull can be mastercrafted (smith’s tools and woodcarver’s tools) into one of the following items: wall trophy, warhorse barding, helmet, shield, or a ship’s figurehead. The item has the following property: when a creature who is hostile to the current owner of the item is within 30 feet of the skull, they must make a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours.
  • 1d2 Eyes of Baphomet: A creature holding the eye can crush it as an action to cast Mirage Arcane, though the range of the spell is limited to the room where the creature is currently standing. The spell has no effect outdoors. Can be mastercrafted by a spellcaster (divination) into a Gem of Seeing.
  • 1 Hide of Baphomet: Acts as a blanket. Can be mastercrafted (leatherworker's tools) into the equivalent of +3 Splint Armor that requires attunement. A creature attuned to the armor gains resistance to nonmagical bludgeoning, slashing and piercing damage. Curse. A creature attuned to the armor gains a Madness of Baphomet (MToF pg. 143) as their flaw. The flaw is re-rolled at the end of each long rest.
  • 1d2 Hooves of Baphomet: Acts as a hammer. Can be carefully crafted (smith's tools) into a magic maul that requires attunement. A creature attuned to the maul can use it to cast Wall of Stone, forming a maze-like structure around themselves. Once the maul has cast this spell three times, it cannot do so again until the next dawn.

They say two heads are better than one!
Demogorgon (26) - fiend (religion)
  • 5 Vials of Foul Ichor: No immediate use. Can be mastercrafted (alchemist's supplies) into a potion of poison immunity. When consumed, grants immunity to poison damage and the poisoned condition for 1 hour, and heals any poisons currently affecting the creature.
  • 2 Greater Demon Heart: While holding the heart, it can be used to cast Gate as a ritual. This consumes the heart. When the spell is cast, roll 1d20. On a 1, the gate opens to the Gaping Maw in the abyss instead of the intended destination.
  • 2 Demonic Amulet: This item cannot be looted normally. The amulet disappears when the demon dies, unless stolen/removed beforehand. Retrieving it requires a DC 25 Dexterity (Slight of Hand) check, with advantage if the demon is incapacitated. Holding the amulet grants one favor from the demon, in exchange for the return of the amulet. The demon may not honor the favor if the amulet is given before the favor is complete.
  • 1 Demon Lord Amulet: This item is not found with the Demon Lord unless the check made to loot the body was a 30 or higher. At the DM's discretion, this loot may simply be a clue to the Amulet's true location, not the Amulet itself. No immediate use. If not destroyed, the Demon Lord reforms at the Amulet's location after 1d10 days.
  • 1 Aameul, Head of the Demon Prince: A creature holding the head can use its action to direct the gaze of the head towards a target within 60 feet of it. The target must succeed on a DC 23 Wisdom saving throw or be stunned until the start of the holder's next turn. Unless the target is incapacitated, it can avert its eyes to avoid the gaze and to automatically succeed on the save. If the target does so, it can't see the head until the start of his next turn. If the target looks at the head in the meantime, it must immediately make the save. While holding the head, the creature gains a Madness of Demogorgon (MToF pg. 145) as their flaw. The flaw is re-rolled each time the head changes possession.
  • 1 Hathradish, Head of the Demon Prince: A creature holding the head can use its action to direct the gaze of the head towards a target within 60 feet of it. The target must succeed on a DC 23 Wisdom saving throw or suffer the effects of the Confusion spell until the start of the holder's next turn. Unless the target is incapacitated, it can avert its eyes to avoid the gaze and to automatically succeed on the save. If the target does so, it can't see the head until the start of his next turn. If the target looks at the head in the meantime, it must immediately make the save. While holding the head, the creature gains a Madness of Demogorgon (MToF pg. 145) as their flaw. The flaw is re-rolled each time the head changes possession.
  • 4 Tentacles of Demogorgon: Acts as a magic whip that deals 1d12 damage on a hit. A creature hit by the whip must succeed on a DC 23 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The creature dies if its hit point maximum is reduced to 0.
  • 3d4 Scales of Demogorgon: Acts as a shield that requires attunement. An attuned creature grows a second head on their shoulder, gaining advantage on saving throws against being blinded, deafened, stunned, or knocked unconscious. The head remains even if the attunement is broken, and must be severed to be removed. Curse. A creature attuned to the shield gains a Madness of Demogorgon (MToF pg. 145) as their flaw. The flaw is re-rolled at the end of each long rest.
  • 1 Tail of Demogorgon: Acts as a magic whip that deals an additional 2d10 necrotic damage on a hit. A target struck by the Tail is affected by the Dispel Magic spell, cast at 3rd level. The spell targets a random magical effect on the target that is 3rd level or lower. If there is no such effect, this ability does not trigger.
  • 1 Ape Hide of the Demon Prince: Acts as a blanket. Can be mastercrafted (leatherworker's tools) into the equivalent of +3 Plate Armor that requires attunement. A creature attuned to the armor gains resistance to nonmagical bludgeoning, slashing and piercing damage. Curse. A creature attuned to the armor gains a Madness of Demogorgon (MToF pg. 145) as their flaw. The flaw is re-rolled at the end of each long rest.
  • 4d10 Teeth of Demogorgon: 20 teeth act as a bag of caltrops. Can be planted in the ground, causing an area of magical darkness to immediately appear, as the spell Darkness. This darkness lasts 1 round. If four or more teeth are planted at once, an illusory duplicate of Demogorgon emerges from the ground after 1d4 rounds. Each creature within 120 feet of the duplicate must succeed on a DC 23 Wisdom saving throw or be affected as if by the Fear spell. If a creature affected by this spell fails its saving throw by 5 or more, it also gains a Madness of Demogorgon (MToF pg. 145) as its flaw. The illusory duplicate remains visible for 1 minute or until it takes damage.
  • 1d4 Claws of Demogorgon: Acts as a magic dagger. Can be mastercrafted (alchemist's supplies) into a Poison of Feeblemind. A creature that ingests the poison is subject to the Feeblemind spell (Save DC 23).

The only demon lord to have a hit TV show in the 90s
Fraz Urb'luu (23) - fiend (religion)
  • 5 Vials of Foul Ichor: No immediate use. Can be mastercrafted (alchemist's supplies) into a potion of poison immunity. When consumed, grants immunity to poison damage and the poisoned condition for 1 hour, and heals any poisons currently affecting the creature.
  • 1 Greater Demon Heart: While holding the heart, it can be used to cast Gate as a ritual. This consumes the heart. When the spell is cast, roll 1d20. On a 1, the gate opens to Hollow's Heart in the abyss instead of the intended destination.
  • 6 Demonic Amulet: This item cannot be looted normally. The amulet disappears when the demon dies, unless stolen/removed beforehand. Retrieving it requires a DC 25 Dexterity (Slight of Hand) check, with advantage if the demon is incapacitated. Holding the amulet grants one favor from the demon, in exchange for the return of the amulet. The demon may not honor the favor if the amulet is given before the favor is complete.
  • 1 Demon Lord Amulet: This item is not found with the Demon Lord unless the check made to loot the body was a 30 or higher. At the DM's discretion, this loot may simply be a clue to the Amulet's true location, not the Amulet itself. No immediate use. If not destroyed, the Demon Lord reforms at the Amulet's location after 1d10 days.
  • 2 Ears of the Deceiver: No immediate use. Can be mastercrafted (alchemist's supplies) into a Poison of Confusion or a Potion of Dreams. A creature that ingests the Poison of Confusion is under the effect of a Confusion (Save DC 23) spell, which lasts the full duration. A creature that drinks the Potion of Dreams can cast Dream by going to sleep within 1 hour of drinking the potion. The Save DC for the spell is 23.
  • 2 Wings of the Deceiver: Acts as a blanket. Can be mastercrafted (leatherworker's tools) into a Cloak of Nondetection, the equivalent of an Amulet of Proof Against Detection and Location.
  • 2 Eyes of the Deceiver: A creature holding the eye can crush it as an action to cast Mislead. Can be mastercrafted by a spellcaster (divination) into a Gem of Seeing.
  • 1 Tail of Fraz Urb'luu: Acts as a magic whip with a range of 15 feet. A target struck by the Tail is affected by the Dispel Magic spell, cast at 3rd level. The spell targets a random magical effect on the target that is 3rd level or lower. If there is no such effect, this ability does not trigger.
  • 1 Hide of Fraz Urb'luu: Acts as a blanket. Can be mastercrafted (leatherworker's tools) into the equivalent of +3 Breastplate Armor that requires attunement. A creature attuned to the armor gains resistance to nonmagical bludgeoning, slashing and piercing damage. Curse. A creature attuned to the armor gains a Madness of Fraz-Urb'luu (MToF pg. 147) as their flaw. The flaw is re-rolled at the end of each long rest.
  • 2d10 Teeth of Fraz Urb'luu: 20 teeth act as a bag of caltrops. Can be planted in the ground, causing a simulacrum (as if created by the Simulacrum spell) to emerge from the ground in 1d10 minutes. The Simulacrum is a copy of the creature who planted the tooth, or one chosen at random if more than one creature participated.

Voted #1 at Hugs in the Abyss
Graz'zt (24) - fiend (religion)
  • 5 Vials of Foul Ichor: No immediate use. Can be mastercrafted (alchemist's supplies) into a potion of poison immunity. When consumed, grants immunity to poison damage and the poisoned condition for 1 hour, and heals any poisons currently affecting the creature.
  • 1 Greater Demon Heart: While holding the heart, it can be used to cast Gate as a ritual. This consumes the heart. When the spell is cast, roll 1d20. On a 1, the gate opens to Azzatar in the abyss instead of the intended destination.
  • 2 Demonic Amulet: This item cannot be looted normally. The amulet disappears when the demon dies, unless stolen/removed beforehand. Retrieving it requires a DC 25 Dexterity (Slight of Hand) check, with advantage if the demon is incapacitated. Holding the amulet grants one favor from the demon, in exchange for the return of the amulet. The demon may not honor the favor if the amulet is given before the favor is complete.
  • 1 Demon Lord Amulet: This item is not found with the Demon Lord unless the check made to loot the body was a 30 or higher. At the DM's discretion, this loot may simply be a clue to the Amulet's true location, not the Amulet itself. No immediate use. If not destroyed, the Demon Lord reforms at the Amulet's location after 1d10 days.
  • 1 Wave of Sorrow: Acts as a magic greatsword that deals 4d6 slashing damage and 3d6 acid damage on a hit, and requires attunement. A creature must have a Strength score of 18 or higher to wield the greatsword. An attuned creature can cast Darkness from the sword. As long as they are attuned to the sword, they can see through the magical darkness. After the sword has cast the spell three times, it cannot do so again until the next dawn.
  • 12 Fingers of the Dark Prince: A creature holding a finger can consume it to cast one of the following spells, chosen at random: Charm Person, Crown of Madness, Detect Magic, Dispel Magic, or Dissonant Whispers (Save DC 23). The creature can consume 3 fingers at once to cast one of the following spells, chosen at random: Dominate Person, Sanctuary, or Telekinesis (Save DC 23). If the creature consumes all twelve fingers at once, they can cast one of the following spells, chosen at random: Dominate Monster or Greater Invisibility (Save DC 23). No matter how many fingers the creature consumes, they must immediately make a Wisdom saving throw, with a DC equal to 11 + the number of fingers consumed. On a failure, the creature permanently gains a Madness of Graz'zt (MToF page 149).
  • 1 Head of Graz'zt: A creature holding the Head can use it to cast Teleport. Any creature targeted by the spell is also targeted by a Command spell (Save DC 23), issued from the Head's lips as if it were from Graz'zt himself. The DM determines the nature of the Command, which Graz'zt uses to cause the most strife possible within the group. Once cast, the head cannot cast the spell again until the next dawn.
  • 1 Skin of Graz'zt: Acts as a blanket. Can be mastercrafted (leatherworker's tools) into the equivalent of +3 Half Plate armor that requires attunement. As an action, an attuned creature can Polymorph into any medium humanoid form, as the spell indicates. The spell does not require concentration, and lasts until dispelled, changed again as an action, or the attunement is broken.

"Maybe we should just drown this awesome art in black ink" - somebody at WotC
Jubilex (23) - fiend (religion)
  • 6d4 Vials of Foul Ichor: No immediate use. Can be mastercrafted (alchemist's supplies) into a potion of poison immunity. When consumed, grants immunity to poison damage and the poisoned condition for 1 hour, and heals any poisons currently affecting the creature.
  • 1 Greater Demon Heart: While holding the heart, it can be used to cast Gate as a ritual. This consumes the heart. When the spell is cast, roll 1d20. On a 1, the gate opens to the Slime Pits in the abyss instead of the intended destination.
  • 2 Demonic Amulet: This item cannot be looted normally. The amulet disappears when the demon dies, unless stolen/removed beforehand. Retrieving it requires a DC 25 Dexterity (Slight of Hand) check, with advantage if the demon is incapacitated. Holding the amulet grants one favor from the demon, in exchange for the return of the amulet. The demon may not honor the favor if the amulet is given before the favor is complete.
  • 1 Demon Lord Amulet: This item is not found with the Demon Lord unless the check made to loot the body was a 30 or higher. At the DM's discretion, this loot may simply be a clue to the Amulet's true location, not the Amulet itself. No immediate use. If not destroyed, the Demon Lord reforms at the Amulet's location after 1d10 days.
  • 2d4 Lumps of Jubilex's Slime: Can be used as a ranged weapon with a range of 20/60 by using a stone mechanism. On a hit, Jubilex's Slime deals 55 (10d10) acid damage if the target is a creature. If the target is metal or wearing metal armor or using metal weapons, the metal is corroded. The slime destroys up to 6 cubic feet of a metal object. Metal armor takes a -1 penalty to the AC it offers, and a metal weapon takes a -1 penalty to damage rolls. The penalty is cumulative, and the item is destroyed if the penalty reaches -5.
  • 2d4 Vials of Jubilex's Acid: Acts as a normal vial of acid, but deals 21 (4d6 + 7) acid damage on a hit. If poured over a corpse, the corpse is obliterated in 1 minute.
  • 2d4 Vials of Jubilex's Black Bile: A creature that ingests the Bile is subject to a Contagion (Save DC 18) spell, the disease of which is chosen randomly. Additionally, the creature must succeed on a DC 18 Wisdom saving throw or permanently gain a Madness of Jubilex (MToF pg. 151).
  • 2d4 Lumps of Jubilex's Rejuvenating Ooze: If fed to an Ooze, the creature regains 20 hit points at the start of each of its turns for 1 minute. If the creature takes fire or radiant damage, this trait doesn't function at the start of its next turn. The ooze only dies if it starts its turn with 0 hit points and doesn't regenerate. If fed to any other creature, that creature is targeted by a Blight (Save DC 18) spell. 
  • 2d4 Vials of Jubilex's Foul Muck: Can be used as a ranged weapon with a range of 20/60 by using a stone mechanism. A creature hit by the Muck is poisoned, and any creature, other than an ooze, is poisoned while within 10 feet of the creature. This effect ends when the creature uses its action to scrape the ooze off itself.
  • 3d4 Eyes of Jubilex: A creature holding the eye can crush it as an action to summon a Green Slime (DMG pg. 105), filling a 5-foot patch within 60 feet of the creature. The summoner has no special protection from the Green Slime. Can be mastercrafted by a spellcaster (divination) into a Gem of Seeing.

Winner of D&D's "Should be the Poster Boy for a Metal Band" award, 30 years running
Orcus (26) - fiend (religion)
  • 5 Vials of Foul Ichor: No immediate use. Can be mastercrafted (alchemist's supplies) into a potion of poison immunity. When consumed, grants immunity to poison damage and the poisoned condition for 1 hour, and heals any poisons currently affecting the creature.
  • 1 Greater Demon Heart: While holding the heart, it can be used to cast Gate as a ritual. This consumes the heart. When the spell is cast, roll 1d20. On a 1, the gate opens to Thanatos in the abyss instead of the intended destination.
  • 2 Demonic Amulet: This item cannot be looted normally. The amulet disappears when the demon dies, unless stolen/removed beforehand. Retrieving it requires a DC 25 Dexterity (Slight of Hand) check, with advantage if the demon is incapacitated. Holding the amulet grants one favor from the demon, in exchange for the return of the amulet. The demon may not honor the favor if the amulet is given before the favor is complete.
  • 1 Demon Lord Amulet: This item is not found with the Demon Lord unless the check made to loot the body was a 30 or higher. At the DM's discretion, this loot may simply be a clue to the Amulet's true location, not the Amulet itself. No immediate use. If not destroyed, the Demon Lord reforms at the Amulet's location after 1d10 days.
  • 1 Wand of Orcus: as listed in the Dungeon master's Guide (page 227)
  • 2 Hooves of Orcus: Acts as a hammer. Can be carefully crafted (smith's tools) into a magic maul that requires attunement. A creature attuned to the maul can use it to cast Create Undead, which can be cast at any time of day. Once the maul has cast this spell, it cannot do so again until the next dawn.
  • 2 Wings of Orcus: Acts as a blanket. Can be mastercrafted (leatherworker's tools) into a Shroud of Undeath, which requires attunement. when a creature attuned to the Shroud casts Animate Dead or Create Undead, they choose the level at which the spell is cast, and the creatures created by the spells remain under their control indefinitely.
  • 1 Skull of Orcus: If a creature with at least 16 Strength lifts the skull above their head as an action, a cylinder of swirling necrotic energy 60 feet tall and with a 10-foot radius arises from the point the creature stands. The area lasts until the end of the creature's next turn. Creatures in this area have vulnerability to necrotic damage.  The skull can be mastercrafted (smith’s tools and woodcarver’s tools) into one of the following items: wall trophy, warhorse barding, helmet, shield, or a ship’s figurehead. Creatures within 10 feet of the item have vulnerability to necrotic damage.
  • 1 Orcusword: A magic +3 Greatsword that deals an additional 3d6 necrotic damage on a hit and requires attunement. A creature hit by the Orcusword must succeed on a DC 23 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. A creature killed by the Orcusword rises as a zombie or skeleton under the attuned creature's control after 1d10 minutes. The undead disintegrates into dust after 24 hours unless Animate Dead or similar magic is used to maintain its existence. The attuned creature may cast Finger of Death (Save DC 18) using the sword. Once the Orcusword has cast this spell, it can't do so again until the next dawn.
  • 4d4 Bones of Orcus: Each can substitute for 1,000 gp worth of material components in a necromancy spell. Can be used as an arcane focus for Necromancy spells. While using this focus, a spellcaster may cast Chill Touch using the Bone, even if they don't normally know the spell.
  • 2 Horns of Orcus: Acts as a magic war pick. A target struck by the Horn is affected by the Dispel Magic spell, cast at 3rd level. The spell targets a random magical effect on the target that is 3rd level or lower. If there is no such effect, this ability does not trigger.
  • 1 Hide of Orcus: Acts as a blanket. Can be mastercrafted (leatherworker's tools) into the equivalent of a +3 Chain Shirt that requires attunement. A creature attuned to the armor gains resistance to nonmagical bludgeoning, slashing and piercing damage. Curse. A creature attuned to the armor gains a Madness of Orcus (MToF pg. 153) as their flaw. The flaw is re-rolled at the end of each long rest.
  • 2d4 Claws of Orcus: Acts as a magic dagger. Can be crafted (leatherworker's tools) into a Necklace or Collar of the Master of Undeath. An undead creature wearing the item is immune to effects that would turn it.
  • 1d10 Teeth of Orcus: 20 teeth act as a bag of caltrops. Can be planted in the ground, causing an undead creature to emerge from the earth after 1d4 rounds. The creature that emerges is a Skeleton, Zombie, or Ghoul, chosen at random. The undead disintegrates into dust after 24 hours unless Animate Dead or similar magic is used to maintain its existence.

I bet he could finish off two Hungry Man microwave dinners. Maybe two and a half.
Yeenoghu (24) - fiend (religion)
  • 5 Vials of Foul Ichor: No immediate use. Can be mastercrafted (alchemist's supplies) into a potion of poison immunity. When consumed, grants immunity to poison damage and the poisoned condition for 1 hour, and heals any poisons currently affecting the creature.
  • 1 Greater Demon Heart: While holding the heart, it can be used to cast Gate as a ritual. This consumes the heart. When the spell is cast, roll 1d20. On a 1, the gate opens to the Death Dells in the abyss instead of the intended destination.
  • 2 Demonic Amulet: This item cannot be looted normally. The amulet disappears when the demon dies, unless stolen/removed beforehand. Retrieving it requires a DC 25 Dexterity (Slight of Hand) check, with advantage if the demon is incapacitated. Holding the amulet grants one favor from the demon, in exchange for the return of the amulet. The demon may not honor the favor if the amulet is given before the favor is complete.
  • 1 Demon Lord Amulet: This item is not found with the Demon Lord unless the check made to loot the body was a 30 or higher. At the DM's discretion, this loot may simply be a clue to the Amulet's true location, not the Amulet itself. No immediate use. If not destroyed, the Demon Lord reforms at the Amulet's location after 1d10 days.
  • 1 Butcher: Acts as a magical flail that deals 1d12 damage on a hit and requires attunement. On a hit, the flail creates an additional effect, chosen by at random:
    1. The attack deals an extra 2d12 damage.
    2. The target must succeed on a DC 17 Constitution saving throw or be paralyzed until the start of the attuned creature's next turn.
    3. The target must succeed on a DC 17 Wisdom saving throw or be affected by the Confusion spell until the start of the attuned creature's next turn.
  • 2 Eyes of the Gnoll Lord: A creature holding the eye can crush it as an action to cast Invisibility. Can be mastercrafted by a spellcaster (divination) into a Gem of Seeing.
  • 2d10 Teeth of the Gnoll Lord: 20 teeth act as a bag of caltrops. Can be planted in the ground, causing a large iron spike to burst from the ground in 1d10 minutes. A creature in this space must make a DC 24 Dexterity saving throw. On a failed save, the creature takes 27 (6d8) piercing damage and is restrained by being impaled on the spike. A creature can use an action to remove itself (or a creature it can reach) from the spike, ending the restrained condition.
  • 2 Incisors of the Gnoll Lord: Acts as a magic war pick. A target struck by the Incisor is affected by the Dispel Magic spell, cast at 3rd level. The spell targets a random magical effect on the target that is 3rd level or lower. If there is no such effect, this ability does not trigger.
  • 4d4 Claws of the Gnoll Lord: Acts as a magic dagger. Can be crafted (leatherworker's tools) into a Necklace or Collar of the Gnoll Lord. A gnoll or hyena that wears the item enters a frenzy, gaining advantage on melee weapon attacks and causing attack rolls to have advantage against them.
  • 1 Hide of Yeenoghu: Acts as a blanket. Can be mastercrafted (leatherworker's tools) into the equivalent of +3 Splint Armor that requires attunement. A creature attuned to the armor gains resistance to nonmagical bludgeoning, slashing and piercing damage. Curse. A creature attuned to the armor gains a Madness of Yeenoghu (MToF pg. 155) as their flaw. The flaw is re-rolled at the end of each long rest.
  • 2d4 Bones of Yeenoghu: Acts as a club. Can be carefully crafted (alchemist's supplies) into a Rampage Potion. For 10 minutes after consuming the potion, when the user reduces another creature to 0 hit points with a melee attack on its turn, the user may use their bonus action to move up to half their speed and make an unarmed strike.
  • 1 Skull of the Gnoll Lord: No immediate use. Can be mastercrafted (smith's tools) into a helm that requires attunement. The helm counts as heavy armor. An attuned creature can cast Fear (Save DC 17) using the helm. Once the spell has been cast three times, it cannot be cast again until the next dawn.

Is this just a really bad, really long-running yeast infection joke?
Zuggtmoy (23) - fiend (religion)
  • 5 Vials of Foul Ichor: No immediate use. Can be mastercrafted (alchemist's supplies) into a potion of poison immunity. When consumed, grants immunity to poison damage and the poisoned condition for 1 hour, and heals any poisons currently affecting the creature.
  • 2 Greater Demon Hearts: While holding the heart, it can be used to cast Gate as a ritual. This consumes the heart. When the spell is cast, roll 1d20. On a 1, the gate opens to the layer of Shedaklah in the abyss instead of the intended destination.
  • 2 Demonic Amulet: This item cannot be looted normally. The amulet disappears when the demon dies, unless stolen/removed beforehand. Retrieving it requires a DC 25 Dexterity (Slight of Hand) check, with advantage if the demon is incapacitated. Holding the amulet grants one favor from the demon, in exchange for the return of the amulet. The demon may not honor the favor if the amulet is given before the favor is complete.
  • 1 Demon Lord Amulet: This item is not found with the Demon Lord unless the check made to loot the body was a 30 or higher. At the DM's discretion, this loot may simply be a clue to the Amulet's true location, not the Amulet itself. No immediate use. If not destroyed, the Demon Lord reforms at the Amulet's location after 1d10 days.
  • 2 Eyes of the Demon Queen of Fungi: A creature holding the eye can crush it as an action to cast Plant Growth. The growth produced by the spell is entirely fungal. Can be mastercrafted by a spellcaster (divination) into a Gem of Seeing.
  • 3d4 Vials of infestation Spores: A creature can use an action to spread these spores within a 5-foot cube, which lingers for 1 minute. Any flesh -and-blood creature in the cloud when it appears, or that enters it later, must make a DC 19 Constitution saving throw. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the Spores of Zuggtmoy and also gains a random form of madness (determined by rolling on the Madness of Zuggtmoy table, MToF pg. 157) that lasts until the creature is cured of the disease or dies. While infected in this way, the creature can't be reinfected, and it must repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature's body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a spore servant if it's a type of creature that can be (MM pg. 230).
  • 2d4 Vials of Mind-Control Spores: A creature can use an action to spread these spores within a 5-foot cube, which lingers for 1 minute. Humanoids and beasts in the cloud when it appears, or that enter it later, must make a DC 19 Wisdom saving throw. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the influence of Zuggtmoy for 24 hours. While infected in this way, the creature is considered charmed by all fungal creatures, and can't be reinfected by these spores.
  • 4d4 Chunks of Zuggtmoy's Fungal Flesh: If planted in the ground, emerges as a Myconid Sprout (MM pg. 230) in 1d4 days. 10 of these can be mastercrafted (leatherworker's tools) into the equivalent of a +3 chain shirt which requires attunement. A creature attuned to the armor gains resistance to nonmagical bludgeoning, slashing and piercing damage. Curse. A creature attuned to the armor gains a Madness of Zuggtmoy (MToF pg. 157) as their flaw. The flaw is re-rolled at the end of each long rest.
  • 1d4 Zuggtmoy's Fungal Antlers: Acts as an arcane focus that requires attunement. An attuned creature using the antler can cast Ray of Sickness (1st level) at will. If the spell is aimed at a point on the ground not covered by stone or metal, the attuned creature can cause a fungus of CR 1/2 or lower to sprout at that point. The type of fungus is determined by the attuned creature, and exists for 1 hour before withering away. The fungus is friendly towards the attuned creature as long as they retain their attunement to the antler, but is hostile towards all other non-fungus creatures. Once four fungi have been summoned in this manner, the antler cannot create another one until the next dawn.
  • 1d10 Pseudopods of Zuggtomy: Acts as a magic pike that deals an additional 2d8 poison damage on a hit. A target struck by the Pseudopod is affected by the Dispel Magic spell, cast at 3rd level. The spell targets a random magical effect on the target that is 3rd level or lower. If there is no such effect, this ability does not trigger.

Whew! That was quite a bit of work. I'm ready to move on to their lawful counterparts, the Devils. See you in two weeks!
Not like this
Thanks for reading!

Wednesday, July 4, 2018

Innate Magic People Part 5

This week's artist is 000Fesbra000. This is one of their more normal pictures...
In Ahneria, nearly everyone can cast a little bit of magic, but some people can cast full-on spells. I decided it would be fun to detail out a set of NPCs based on the first level spells. As I said in the previous article, these are people who are somewhat common, but might have gained notoriety or fame based on their abilities.

This is the fifth in this series, and we are finally through the fourth level spells. The power of these spells means their users are easily able to influence the world... or they will be sought out and used for that influence.

Venru “Sandbreather” Talino
Spell: Wall of Sand (XGtE pg. 170)
Venru “Sandbreather” Talino is the leader of the Taliro tribe, the greatest guides and hunters in the Szingape desert. She is known for “adopting” anyone who wishes to join her band of warriors, but also for killing those who betray her by drowning them in sand. Venru is feared and respected, but recently a wizard named Cornelius Yornave invaded part of the desert and is putting up quite a fight. Venru needs help dealing with this pesky intruder, without losing face among her warriors.

Saem vic Falknor
Spell: Wall of Water (XGtE pg. 170)
Known as The Saint, Saem vic Falknor has a gift for rescuing people from burning buildings, by placing a protective wall of water around them. He works in the arid city of Brendori, so work is always plentiful. But he might be doing too well. The queen, Neliria, has cut the fire response guild’s budget again, leaving Saem without the support he needs to do his job. The reason? Saem The Saint is just so great, nobody else is needed. Saem needs help, both putting out fires and convincing the king to renew his funding

Lux Loziet
Spell: Water Breathing (PHB pg. 287)
Lux Loziet is a master spy, trained in underwater infiltration. She has been assigned to gather information about the Zudasath merfolk, a tribe that has been displaying unusual hostility as of late. However, she's been captured by their scouts. She's in no danger of drowning, but does need help escaping and bringing back vital information to her superiors.

Ean Connyn
Spell: Water Walk (PHB pg. 287)
Ean Connyn is a noble in the city of Voxis, and he was once well-loved by the people. He had a miraculous ability to walk on water, which convinced most folks that he was ordained by Pusoi, the God of the people. But since his rule, he hasn't done a great job at maintaining his image, and disaster after disaster seems to befall him. Rumors are going around that he was never really ordained, and he needs help quelling the gossip while getting into the good graces of their God.

Stare into the glow-y orb of destiny!
Marei Benoit
Spell: Wind Wall (PHB pg. 288)
The Knights of Ashana have traveled deep into Penemere Swamp, known for being filled with terrible poisonous gasses, looking for the Shririn Flower to heal the King’s illness. They’ve used magic to protect themselves so far, but they are running out of the vital components for the spell. They hear that a recluse lives in the swamp, protecting themselves with a barrier of wind. They need to find this enigmatic figure before it's too late, and they succumb to the poison.

Naseefa Mehmed
Spell: Arcane Eye (PHB pg. 214)
Naseefa Mehmed is an elderly oracle for King Orazio, and she is his primary source of information on current events and major news. She is treated well, but this is hardly the first lord she’s worked for. She recently foresaw the rise of an old ruler who once used her services, and was very cruel to her. Vernon Trimbur is rising in power, and though King Orazio is planning to protect her, Naseefa wants help finding a safe place to hide until the conflict has passed.

Lance Calia
Spell: Aura of Life (PHB pg. 216)
The souls of the dead should stay at rest. But the souls of the violently murdered seem to always return for revenge, in the form of powerful Wights and Wraiths. Lance Calia is a hunter of such spirits, using his magical abilities to protect himself from the most terrible attacks by the undead. Due to his rare boon, he is well-known and well paid for his services, but this has drawn the attention of Zelia the Lich. Zelia is responsible for many of the undead that have crossed Lance’s path, and now wants revenge on the hunter. Lance is looking for an adventurous group to face off against the terrible Zelia.

Cosima Falyc
Spell: Aura of Purity (PHB pg. 216)
Cosima Falyc wanders the lands of Aswon, on a mission to heal the plague that wracks its people. She is a simple, humble person, and doesn't seek recompense beyond food and shelter. This has unfortunately backfired, and many see her as a Messiah, here to deliver them from this cursed sickness. Word of her deeds has even spread to Kantau, the holy city, where the priests of Kuzona have been praying for the illness to end. Though they should be on the same side, the priests are jealous that Cosima is getting credit for healing the sick. Cosima needs help fending off the mercenaries they send after her.

Drake Midnight
Spell: Banishment (PHB pg. 217)
Drake Midnight works in the underworld of the city of Harrthol, and he is called in when things get bad. Not local militia bad, but divine retribution bad. Drake Midnight is known as the Angel Hunter, and he’s able to provide protection for criminals who have gotten on the bad side of celestial law. He carries plenty of foul weapons and unholy implements, but he specializes in banishing the do-gooders to their distant home planes. Recently, though, the mob boss Sevsio “The Barber” Carte has drawn such ire upon himself that the higher powers sent an Empyrean to smite him. Not only is such a being way outside Drake’s pay range, the demigod can simply shift back to town the following day, rendering Drake’s power ineffective. He needs help taking down this persistent celestial.

Some magic is just meant to be unscrupulous, you know?
Nizsm Hajjar
Spell: Blight (PHB pg. 219)
Nizsm Hajjar is known as the Mummy King, for his power to drain those who oppose him of every drop of water in their body. His advisors fear him, and the other nobles have taken to placating their leader to protect themselves. His power has gone to his head, and he rules the kingdom of Kenate with cruelty and wanton violence. This, of course, has lead to revolution brewing, and the commoners are looking for heroes who can withstand the King’s awful power.

Elenwen Moonfall
Spell: Charm Monster (XGtE pg. 151)
In the swamps of Nissawood, Elenwen Moonfall the Witch collects all sorts of odd and dangerous creatures to add to her menagerie. She charms them with her magic, then has them perform chores, dance, and generally keep her company in her little hut. But recently, an ogre she kept as a pet woke up from its magically-induced stupor and tore off into the swamp. Elenwen wants her ogre, who she affectionately named Zid, returned unharmed from the dangerous swamps.

Blush Bishop
Spell: Compulsion (PHB pg. 224)
Blush Bishop is a world-infamous bard, known for her inspired songs, quick fingers, and ability to disappear into crowds with almost magical ease. People love her music, and seems to stand directly between her and any guards who might chase after her. But her penchant for thievery has gotten her in trouble. She stole a cursed glass of finding that allows the guards in Nohane city to track her location, and not only that, it just so happens to be bonded directly to her. She needs help breaking the curse and getting out of town before she's finally apprehended.

Balthazar Jebel
Spell: Confusion (PHB pg. 224)
In the seedy underbelly of the Town of Oflua, Dr. Balthazar Jebel helps people relax and forget their troubles. Well, forget most of everything, really. This mind-bending physician locks his patients in safe rooms, then releases their consciousness from their mind, helping them relax and get some stress off. Nobody remembers exactly what they do in the room, but they all come out feeling refreshed and exhausted. The sheriff of Oflua, Iuni Lavea, is highly suspicious of Dr. Jebel, and has petitioned the Town’s baron to outlaw this mystical practice. Now, Dr. Jebel is even more cautious, but his services are still in high demand. He’s looking for a way to return to his old business practice.

Zara Featherrun
Spell: Conjure Minor Elementals (PHB pg. 226)
Known as the Baroness of Granite Wings, Zara Featherrun is a noble in the City of Caoqaso who is always surrounded by her obedient gargoyle servants. She summons her minions to get what she wants from negotiations and interrogations, earning her quite the sinister reputation among her fellow nobles. Recently, someone has been shattering the gargoyles who watch over her keep, and she will pay good money to know who is doing this. She doesn’t need help punishing them once they are found.

Cruel as a cucumber
Grusk Canars
Spell: Conjure Woodland Beings (PHB pg. 226)
Grusk Canars is known as a hurricane in half-orc form, as his drinking habits tend to leave any tavern he enters absolutely demolished and indescribably wealthy. He keeps up his drinking habits by bringing along Satyr friends, who trained him in the ways of the heavy drinker and provide valuable faerie gold for the owners of the bar. By the time the gold turns back into dirt, Grusk and his goat-footed friends are long gone. But more and more taverns have been turning Grusk away, as his reputation is becoming known. He needs help quelling some nasty rumors (that happen to be true) so he can get back to partying.

Avyi Alekou
Spell: Control Water (PHB pg. 227)
Known as the Queen of the Cliff Rocks, Avyi Alekou is a grumpy old woman who lives in a small shack on the shores of Marangu. Though the waves lap at the base of her hut, her home hasn’t budged an inch in over 50 years. Any ships that draw to close, however, are not spared the water’s wrath, as her booming voice can be heard cursing them for disturbing her. The King of Leontios, a country hoping to reclaim Marangu, is looking for someone to dethrone this false Queen.

Milosh Lismore
Spell: Death Ward (PHB pg. 230)
Milosh Lismore is a daredevil with a thrilling secret: he can’t die from physical harm. Along with his trusted plant Tsura Carter, he moves from town to town, showing off his skills, while Tsura makes bets with the audience whether or not Milosh will survive. Milosh leaps off bridges, carries huge boulders, and fights terrible monsters, always surviving just long enough to allow plenty of money to be placed on his success. Then, when he “dies”, Tsura collects their winnings. The problem is, someone in the small town of Absyrna saw Milosh walk away from a stunt, based on the angry mob that has come to knock on Tsura’s door. Milosh and Tsura need to get out of town discreetly, hopefully taking out whoever saw Milosh along the way, and they need help doing so discreetly.

The Whisper
Spell: Dimension Door (PHB pg. 233)
In Kloster City, nobody is safe from The Whisper. Her real name is unknown, but she is a professional abductor who teleports people away in the blink of an eye. Where they go, only she and her employer knows. Rumors abound who her next target will be, and with the recent edicts issued by Sheriff Maxine Turner against the mob bosses of Kloster City, everyone is expecting him to disappear soon. However, he has sequestered himself in a hallowed room where teleportation magic simply doesn’t function. The Whisper is looking for an assistant to trick Sheriff Turner into leaving his room, so she can steal him away. She will pay extremely well.

Blue Dantes
Spell: Divination (PHB pg. 234)
Blue Dantes is an oracle of great power, who serves the nobility of the country of Zalares. The royalty lavish them with gifts and gold, hoping for insights into the next war or power struggle. But recently, Blue has noticed their predictions aren’t as accurate anymore. Xureus, the God of Time, has turned his favor away from the seer. Blue needs help fleeing the country before their reputation is completely destroyed, and the nobility sees fit to make them disappear.

Old Guy who totally isn't Geralt from Witcher III is now a trope
Fabian Topas
Spell: Dominate Beast (PHB pg. 234)
At the Grand Phoenix Circus, folks can expect to see all manner of amazing feats performed by animals from around the world. The Circus’s secret isn’t training - it’s Fabian Topas, a “puppeteer” who controls the beasts from the sidelines. His mastery over animals has made him very, very wealthy, and he is constantly pushing his creatures to more elaborate heights. The other members of the circus are afraid to say something about it, but are starting to become concerned for their friend’s sanity, not to mention the safety of the animals. Firing them out of arcane cannons might be the final straw. They need someone to convince Fabian to stop.

Lord Cordelia of Cimber
Spell: Elemental Bane (XGtE pg. 155)
Lord Cordelia of Cimber was made a noble for her brave slaying of a fire elemental that was ravaging villages in the country of Creo Char. She is beloved by the people she saved, but doesn’t want the attention. She prefers to use her skills as a hunter to eliminate elemental creatures who make their way into the material plane. On a recent hunt, she ran into a new sort of elemental, one that had mastery over the substance of time. Unable to defend against its assault, she retreated, and is now looking for allies to stop this monster before it causes any damage to the people residing nearby.

Paavo Elvi
Spell: Evard's Black Tentacles (PHB pg. 238)
The princess of Migandi, Jasmin Järvi, was born with a horrible curse: all who looked upon her flesh would be slain. This sadly included herself. The royal family was prepared for this, by help of a powerful wizard who not only delivered the child, but put her into a magical sleep so she wouldn’t kill herself while they searched for a cure to the curse. Her guardianship was tasked to Paavo Elvi, a blind guard who could create and manipulate dark tendrils to feel his way around the world. He keeps her concealed in a darkened chamber, feeding her and caring for her with his magic. But one day, the princess, while sealed away in the grasp of Paavo’s embrace, vanished! She simply disappeared from the protective chamber. Paavo needs help finding his ward, while the king’s knights are out looking for the cure to this terrible curse.

Sybil Makepiece
Spell: Fabricate (PHB pg. 239)
When Sybil Makepiece was arrested for treason, most people assumed the master carpenter's days were over. But the evil King Cuthbert was overthrown by Lord Walter Branche, and Sybil was released from her prison. But only then was the true extent of her punishment revealed: King Cuthbert had severed Sybil's hands at the wrist. Fortunately, Sybil could still shape wood with her magic, but she is in the market for an assistant to help her chop wood and gather it into her workshop. She needs someone quickly, to help her regain her reputation among the public.

Miles Cardiff
Spell: Find Greater Steed (XGtE pg. 156)
Known as the Lord of the Skies, Miles Cardiff sits astride his Pegasus mount and rains arrows upon the foes of Ashua. The country is often at war, but the sight of Miles streaking across the sky fills the soldiers with hope. Their fiercest opponents, the Oggronians, despise him, and have found a wizard who can fly, as well as fire magic back. Miles is looking for some backup to help him defeat this new foe.

Flee from the unusual person!
Gade Echington
Spell: Fire Shield (PHB pg. 242)
General Gade Echington of the Thrense Army was chosen for his position for his bravery, intelligence, and ability to protect his troops from fire. This is useful against the Blazing Sand Tribe, who uses their elemental powers to strike at the country of Kallowy. Unfortunately, he can only be in one place at a time, and the Blazing Sand tribe is numerous. He needs more troops to finish the job, and is looking for mercenaries. Fire-resistant preferred.

Benessa Flagonwheel
Spell: Freedom of Movement (PHB pg. 244)
From Epula to Sheug Skines, Benessa Flagonwheel is considered the best merchant and transporter you could find. Her goods are always in top condition, and she is never impeded by rain, hail, or even magic weather. Unfortunately, one of her most valuable goods, a unique sword meant for the Queen of Plintera, was stolen in the night. She’s looking for help finding the weapon, and quickly.

Salma binti Majdi
Spell: Giant Insect (PHB pg. 245)
Since she was a child, Salma binti Majdi had a fascination for insects. It only increased when she found out she could cause them to grow to large proportions, allowing her to more easily study and befriend them. Now, she runs the largest bug zoo in the country of Vethax, where people come from far and wide to see her rare and exotic collection. However, she’s a bit of a shut-in, and is always looking for hirelings to travel to the distant reaches of the world and gather rare specimen for her collection.

Wilhelm Rÿter
Spell: Grasping Vine (PHB pg. 246)
In the deserts of Rumera, he’s known as a cattle driver and a gentleman. But Wilhelm Rÿter is also a vigilante, lassoing criminals with his vine-like whip and hanging them from the gallows. He’s always had the understanding of the law on his side, but recently he captured and hanged a corrupt captain of the guard. The criminals paying off this captain of the guard are now interested in taking Wilhelm out, and he needs backup.

Spell: Greater Invisibility (PHB pg. 246)
Tamara Hamilton was born invisible, and has been quite a handful since then. Her “gift” has caused nothing but trouble, making others permanently invisible as well until her entire family was completely gone. Tamara’s parents decided to send her to a wizarding school to try to help her control her powers (and possibly undo their invisibility), but now the entire east wing of the school has vanished. Headmaster Irorius needs the help of an illusionist to bring it back, since he is more of a transmutation wizard and he’s having trouble finding the Professor of Illusions, Master Izudae Etrix.

Kamka Grenic
Spell: Guardian of Faith (PHB pg. 246)
Kamka Grenic is a well-known healer who travels alone, healing the sick and injured, and no one knows how she has remained safe while doing so. When asked about it, she says it is the touch of her god Aquian that protects her. Unfortunately, the touch of god does not help with her navigation, and she became lost in a swap trying to get through to a town on the other side. Kamka needs help getting through the swamp and to her next patients.

Vojco Davidov
Spell: Guardian of Nature (XGtE pg. 157)
Vojco Davidov is a wanderer that doesn’t spend a lot of time in cities if they can help it. Not that he doesn’t appreciate them: after all, he lived in a city before his exile. But whenever Vojco draws near civilization, it is soon overrun by nature and wildlife. He needs help controlling his power so he can see his family again and stop turning people into trees so frequently.

Kalira Jadelace
Spell: Hallucinatory Terrain (PHB pg. 249)
Kalira Jadelace is an artist of illusions and, occasionally, a thief. She enjoys painting large, 3-D portraits of open fields and paths, so realistic that people walk right through them and end up dumping themselves into ponds and streams. Picking their pockets is a simple matter afterwards. This time, Cássio Correia Melo, a handsome nobleman, was kidnapped by Kalira, and she has sent a ransom note to his family. Cássio needs rescuing, and his family will certainly pay well for the task.

Inami Icefist Uthenu-Kathai
Spell: Ice Storm (PHB pg. 252)
Born in a blizzard, Inami Icefist Uthenu-Kathai has only known the cold in her life. She was cast out from her tribe for her strange power, and abandoned to the wilderness. She wandered a far way, eventually reaching sand, water, and slightly warmer weather she did not know could exist. The locals nearby don’t mind her so much, but wish she would leave. They want clear blue skies again and not ice in the tropics.

Not all who wander are exiled by their peoples. But it's a big majority, to be honest.
Arnie Sogovy
Spell: Leomund's Secret Chest (PHB pg. 254)
Arnie Sogovy is a very trusted scribe to the Queen Bixwe of Tlehas. Her Royal Majesty has trusted Arnie for dozens of years, and knows he has a special place to keep all important documents so they will never be stolen. Arnie knows this is usually true, but recently the replica chest that he kept to access the papers was stolen. Arnie thinks the thief believed this was the real chest, but he needs to get the chest back to access the royal records. He’s looking for someone who can help him, especially before her Majesty notices.

Nix Nyanza
Spell: Locate Creature (PHB pg. 256)
Nix Nyanza, a well renowned dragon hunter, has been summoned to the isle of Mazos to hunt the dragon Zaamnok. Unfortunately, while she was traveling, there was a terrible storm and the boat shipwrecked on an abandoned island. Since she cannot sense anyone nearby or anyone across the sea, Nix cannot tell when help will arrive, and needs rescuing so she can finish the job for which she was commissioned.

Nikhil Cure
Spell: Mordenkainen's Faithful Hound (PHB pg .261)
Like most children, Nikhil Cure has an imaginary friend; but unlike most children, his imaginary friend is not so imaginary. His parents, Luminosa and Pietro, don’t know how to help little Niky take care of his invisible giant dog, Dragon. They are also tired of paying for healing after being bit by this house-sized dog. They wish someone would help them teach their child to control the giant hound, and stop Dragon from biting people.

Natalia “The Razor” Mazzocchi
Spell: Mordenkainen's Private Sanctum (PHB pg. 262)
Natalia “The Razor” Mazzocchi cannot be found by magical means. She runs the Mazzocchi family, who rule the underworld of the city Gritol. The Gritol Guard have been trying to scry on her for years, but so far they’ve had no luck. Everyday folks see her with her family on the street, but the guard can’t arrest her without evidence. The Gritol guard needs help producing evidence against this notorious criminal, by finding the hiding place containing the info on her many dealings.

Quasi Toro
Spell: Otiluke's resilient Sphere (PHB pg 264)
Quasi Toro has always been interested in aquatic wildlife, especially sharks. He likes to follow them around, floating on the currents in an invulnerable sphere and making notes of their lifestyle, living patterns, and food choices. Unfortunately, he got too close this time, and was noticed by the sharks. They rushed him, pushing him out of his normal currents. He needs help getting away from the dangerous creatures and back home.

Does my power... scare you? Please rate from 1 to 10.
Chantal Molitor
Spell: Phantasmal Killer (PHB pg. 265)
King Joël Majerus takes sick delight in watching his favorite interrogator, Chantal Molitor, at work. Chantal is able to see the prisoner’s worst nightmares, and use that against them. Their howls of terror are music to his ears, and he always delivers the information the King needs to know. Recently, one of the prisoners on his list turned out to not have a scary enough nightmare for Chantal to bend. Chantal needs help “getting through” to this prisoner, preferably before King Majerus becomes angry.

Roman Mios
Spell: Polymorph (PHB pg. 266)
Roman Mios, son of Queen Patience Mios, is easily frightened. This is fairly normal for a toddler, but when Roman is scared, he magically turns his caretakers into puppies and kittens. This power is quite disruptive, and gossip about it has reached the ears of those who dislike the Queen’s rule. In the underground sector of the city, a coup to overthrow Queen Patience is being planned by the Grim Assembly, a revolutionary group. They want to kidnap Roman, and use his power to turn the Queen into an animal. They need help setting this dream into a plan.

Ray “The Rot” Hidman
Spell: Shadow of Moil (XGtE pg. 164)
When he doesn’t get his way, Ray “The Rot” Hidman transforms into a dark shadow, blinding and harming everyone around him. This power, and his short temper, have shot him up the ranks of the underworld of the city of Darmenthas. Now, he rules his fellow criminals through fear, and the city and its citizens need help deposing this dark ruler. They fear the power of The Rot.

Elle Mavis-Larson
Spell: Sickening Radiance (XGtE pg. 164)
The city of Bonelle has gained a new reputation as “The Glowing City”, since the castle started emitting a soft white light that illuminates the city below. Queen Evelyn Mavis’s young child emits even more light, becoming more and more radiant every day. Thought he nobility is taking this as a blessing of the Gods, the residents would like darkness to help them sleep easier. Also, it’s unnerving when your city starts glowing.

Grawin “Small Might” Zantiox
Spell: Staggering Smite (PHB pg. 278)
Grawin “Small Might” Zantiox is a gnome that fights with surprisingly staggering blows, and is known to be both deadly and clever on the battlefield. His superior, General Zilver Quagrim, does not want to promote Grawin to be a tactician, even though he is perfect for the job. Zilver would rather utilize the gnome’s incredible fighting ability. Grawin wants help convincing the general to allow him to be a tactician, both for the better pay and to put his skills as a leader to use.

Hania Wickcliffe
Spell: Stone Shape (PHB pg. 278)
For years. Hania Wickcliffe has been the secret weapon of the Shale mines of Stranton. She uses her magic to clear spaces, construct supports, and open up precarious shale deposits. Recently, she moved some stone away and accidentally created too thin a support, causing a nasty cave in. She needs help finding all of the miners, and help getting them to safety.

Colonel Rikar von Granton
Spell: Stoneskin (PHB pg. 278)
Colonel Rikar von Granton is known throughout the country of Kumas for his stubborn and brash tactics in the war against Plathia. He leads the charge fearlessly with his pebbled skin, encouraging his regiment to do the same. Because of this, the King will not provide Colonel von Granton with any more Majors, since the last three were killed in a month, due to their over-eagerness and vigor. Rikar needs help trying to keep a cool head and gaining more troops while the war continues to rage.

Someone's got to bring the thunder, after all
Kindri The Stormbringer
Spell: Storm Sphere (XGtE pg. 166)
Kindri, known as The Stormbringer, is renowned and feared in the small kingdom of Olgunria. They say Kindri will destroy anything in their way without qualms, fill the air with terrible lightning, and eat the charred remains of people and animals. Rumors have swirled about, that The Stormbringer is nine feet tall, that The Stormbringer eats children whole, and many more, all terrifying and gruesome. Queen Chelrae wants The Stormbringer stopped, but needs help finding this nearly-mythical being.

Terrance Lolsetharu
Spell: Summon Greater Demon (XGtE pg. 166)
Terrance Lolsetharu, a normal half-elven man,  was sharpening his spare dagger one day when he cut his palm rather deeply. At this moment, his powers awoke, and he summoned a Glabrazu from the demonic pits of the Abyss. Terrance was surprised and a little scared, but was polite and introduced himself. The Glabrazu told Terrance to call him “Terry”, and asked for more blood, tricking Terrance into a blood oath. Terrance though nothing of it for a while, but the nearby town of Domoderovsk has started to notice missing people and demon sightings, and would like these investigated immediately.

Colvina “The Smith” Volen
Spell: Vitriolic Sphere (XGtE pg. 170)
Colvina “The Smith” Volen’s temper is as fiery as her forge. When her anger flares extremely high, she unwillingly unleashes a powerful spray of acid, which sometimes etches the metal in extremely unusual and sometimes unusable ways. Recently, her lover of 5 years walked out on her, infuriating her so much that she accidentally melted a large shipment that was being prepared for the nearby militia. Colvina needs more materials to make up the order, pronto.

Calphe Trenton
Spell: Wall of Fire (PHB pg. 285)
Captain Calphe Trenton has been working as a castle guard captain for a long time. As a magically-inclined guard, he had no trouble repelling attackers, and had no pity for the bandits that raid Castle Nelsthenra since day one. Whenever the bandits would come, the entire village came to the castle stronghold to wait out the raid while Calphe and the castle guards defended the walls and protected the innocent. This has been happening for years, and Calphe is sick of this script. He wants to lead a small band of counter-raiders to eradicate the bandit camp nearby, once and for all.

Mercy Huntsman
Spell: Watery Sphere (XGtE pg. 170)
A well known and renowned aquatic creature hunter, Mercy Huntsman has been catching the largest and most dangerous aquatic life for years. She’s down to one arm, one leg, and two stumps, and so is planning on retiring soon to relax on land safely. Unfortunately, Archduke Ferninzand Thalhoustra requested her to capture the elusive megalodon shark for his almost complete collection. Mercy wants help to capture it to ensure she gets to retire with all her remaining limbs.

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Next time, it's fifth level spells! These are going to be much more intense characters, so I'm cutting the number of NPCs in half but adding more detail into their descriptions. We're getting into the big spells!

Thanks for reading!