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The Adventurer’s Domestic Handbook is everything you need to bring home and hearth to your table. This sprawling 153-page handbook contains 15 subclasses, 29 NPCs, 17 stat blocks, 15 magic items, 20 marriage ceremonies, 5 new vehicles, 6 vehicle upgrades, 6 new feats, and 6 new backgrounds, as well as mechanics for homesteading, raising a family, businesses, and apprenticing. With The Adventurer’s Domestic Handbook, you have everything you need to open up a shop staffed by charming employable NPCs; wine, dine, and quest with romanceable NPCs; take your family on the road with a souped-up wagon; and earn a steady income with your growing chain of businesses in the cities you visit. The 15 subclasses include mechanics for bonding with your party, protecting your allies, and connecting with the land.

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Published by maniacmagee1336, 2021-08-21 01:15:14

The Adventurer's Domestic Handbook

The Adventurer’s Domestic Handbook is everything you need to bring home and hearth to your table. This sprawling 153-page handbook contains 15 subclasses, 29 NPCs, 17 stat blocks, 15 magic items, 20 marriage ceremonies, 5 new vehicles, 6 vehicle upgrades, 6 new feats, and 6 new backgrounds, as well as mechanics for homesteading, raising a family, businesses, and apprenticing. With The Adventurer’s Domestic Handbook, you have everything you need to open up a shop staffed by charming employable NPCs; wine, dine, and quest with romanceable NPCs; take your family on the road with a souped-up wagon; and earn a steady income with your growing chain of businesses in the cities you visit. The 15 subclasses include mechanics for bonding with your party, protecting your allies, and connecting with the land.

Nym Quinnelis Sue Leoxys

Medium humanoid (wood elf), chaotic good Medium humanoid (elven tiefling), chaotic neutral

Armor Class 11 Armor Class 14 (leather armor)
Hit Points 9 (2d8) Hit Points 31 (4d8 + 13)
Speed 35 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 13 (+1) 10 (+0) 14 (+2) 15 (+2) 11 (+0) 10 (+0) 16 (+3) 12 (+1) 12 (+1) 14 (+2) 17 (+3)
Skills Nature +4, Perception +4 Saving Throws Dexterity +5, Intelligence +3
Senses darkvision 60 ft., passive Perception 14 Skills Deception +7, Insight +4, Perception +4,
Languages Common, Elvish Persuasion +5, Sleight of Hand +7
Challenge 1/8 (25 XP) Senses darkvision 60 ft., passive Perception 14
Languages Common, Elvish, Infernal, Thieves’
Fey Ancestry. Nym has advantage on saving Cant
throws against being charmed, and can’t be put Challenge 1/2 (100 XP)
to sleep by magic.
Innate Spellcasting. Sue’s innate spellcasting
Actions ability is Charisma. He can cast the following
spells, requiring no material components:
Shortsword. Melee Weapon Attack: +1 to hit, At will: thaumaturgy
reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing 1/day: disguise self, detect thoughts
damage.
Sneak Attack. Once per turn, Sue can deal an
Shortbow. Ranged Weapon Attack: +1 to hit, extra 3d6 damage to one creature he hits with an
range 80/320, one target. Hit: 4 (1d6 + 1) attack if he has advantage on the attack roll. He
piercing damage. doesn’t need advantage if another enemy of the
target is within 5 feet of it and that enemy isn’t
Modifications for incapacitated.
Stablehands
Cunning Action. Sue can use the dash,
The stablehand uses the commoner stat block disengage, or hide actions as a bonus action on
with these additions: each of his turns. He can also use this bonus
Animal Friend. The stablehand has advantage action to make a Sleight of Hand check, use his
on Animal Handling checks. thieves’ tools to disarm a trap or open a lock, or
Steed Whisperer. The stablehand can innately use an object.
cast speak with animals at will.
Always Ready to Ride. The stablehand can Actions
innately cast find steed three times a day.
Shortsword. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing
damage.

151

Selma Wilde 1st Level (4 slots): bless, ceremony, cure wounds,
detect poison and disease, protection from evil and
Medium humanoid (human), lawful neutral good, sanctuary
2nd Level (2 slots): lesser restoration, protection
Armor Class 17 (half plate, shield) from poison
Hit Points 42 (4d10 + 20)
Speed 30 ft. Actions

STR DEX CON INT WIS CHA Multiattack. Selma makes two attacks with her
16 (+3) 10 (+0) 15 (+2) 12 (+1) 15 (+2) 19 (+4) longsword.
Saving Throws Wisdom +4, Charisma +6
Skills Athletics +5, Insight +4, Medicine +4 Longsword. Melee Weapon Attack: +6 to hit (+10
Senses passive Perception 12 with Sacred Weapon), reach 5 ft., one target. Hit: 7
Languages Common, Elvish (1d8 + 3) slashing damage.
Challenge 2 (450 XP) Sacred Weapon. As an action, Selma can imbue her
weapon with positive energy. For 1 minute, she
Divine Health. Selma is immune to disease. adds her Charisma modifier to attack rolls made
with that weapon. The weapon also emits bright
Divine Smite. When Selma hits a creature with a light in a 20-foot radius and dim light 20 feet
melee weapon attack, she can expend one spell slot beyond that. Additionally, it becomes magical for
to deal radiant damage to the target, in addition to the duration.
the weapon’s damage. The extra damage is 2d8 for
a 1st level spell slot, or 3d8 for a 2nd level spell Reactions
slot.
Protector. When a creature Selma can see attacks
Spellcasting. Selma is a 5th-level spellcaster. Her a target other than her that is within 5 feet of her,
spellcasting ability is Charisma (spell save DC 14, she can use her reaction to impose disadvantage
+6 to hit with spell attacks). She has the following on the attack roll. She must be wielding her shield
paladin spells prepared: to impose disadvantage.

152

Tamsin Zylora Visza the Small

Medium humanoid (half-elf), neutral good Medium humanoid (hobgoblin), chaotic neutral

Armor Class 12 Armor Class 16 (studded leather armor)
Hit Points 11 (2d8 + 2) Hit Points 81 (8d10 + 37)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 12 (+1) 17 (+3) 12 (+1) 12 (+1) 18 (+4) 16 (+3) 17 (+3) 14 (+2) 15 (+2) 10 (+0)
Saving Throws Dexterity +4 Saving Throws Strength +6, Constitution +5
Skills Perception +3 Skills Acrobatics +5, Intimidation +2, Perception
Senses darkvision 60 ft., passive Perception 13 +4, Survival +4
Languages Common, Elvish Senses darkvision 60 ft., passive Perception 14
Challenge 1/8 (25 XP) Languages Common, Goblin
Challenge 4 (1,100 XP)
Fey Ancestry. Tamsin has advantage on saving
throws against being charmed, and can’t be put Action Surge (1/day). On her turn, Visza can
to sleep with magic. take one additional action on top of her regular
action and possible bonus action.
Actions
Defensive. While wearing armor, Visza gains a +1
Shortsword. Melee Weapon Attack: +4 to hit, to her AC (already factored into total AC).
reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing
damage. Improved Critical. When making a weapon
attack, Visza scores a critical hit on a roll of 19
Shortbow. Ranged Weapon Attack: +4 to hit, or 20.
range 80/320, one target. Hit: 5 (1d6 + 2)
piercing damage. Martial Advantage. Once per turn, Visza can
deal an extra 7 (2d6) damage to a creature she
hits with a weapon attack if that creature is
within 5 ft. of an ally of Visza’s that isn't
incapacitated.

Actions

Multiattack. Visza makes two attacks with her
battleaxe.

Battleaxe. Melee Weapon Attack: +6 to hit, reach
5 ft., one target. Hit: 8 (1d8 + 4) slashing damage
or 9 (1d10 + 4) if wielding it two-handed.

153

Yasral Lune innately cast the following spells, requiring no
material components:
Medium humanoid (drow), true neutral At will: dancing lights
1/day each: darkness, faerie fire
Armor Class 17 (studded leather armor)
Hit Points 135 (18d8 + 54) Spellcasting. Yasral is a 10th-level spellcaster. Her
Speed 30 ft. spellcasting ability is Wisdom (spell save DC 15).
She has the following ranger spells prepared:
STR DEX CON INT WIS CHA 1st level (4 slots): detect magic, hunter’s mark,
14 (+2) 20 (+5) 16 (+3) 14 (+2) 16 (+3) 10 (+0) zephyr strike
Saving Throws Dex +9, Con +7, Int +6, Wis +7 2nd level (3 slots): pass without a trace, silence
Skills Investigation +10, Perception +7, Stealth +9 3rd level (2 slots): conjure barrage
Senses darkvision 120 ft., passive Perception 17
Languages Common, Elvish Actions
Challenge 10 (5,900 XP)
Multiattack. Yasral makes four shortsword
Dark Hunter. Yasral is invisible while in darkness attacks or two longbow attacks.
and has a +2 bonus to attack and damage rolls
against humanoids. Shortsword. Melee Weapon Attack: +9 to hit, reach
5 ft., one target. Hit: 8 (1d6 + 5) piercing damage.
Fey Ancestry. Yasral has advantage on saving
throws against being charmed, and magic can't put Longbow. Ranged Weapon Attack: +9 to hit, range
her to sleep. 150/600 ft., one target. Hit: 9 (1d8 + 5) piercing
damage.
Innate Spellcasting. Yasral's innate spellcasting
ability is Charisma (spell save DC 12). She can

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