The words you are searching are inside this book. To get more targeted content, please make full-text search by clicking here.
Discover the best professional documents and content resources in AnyFlip Document Base.
Search
Published by necrosando, 2022-09-07 16:36:05

Galder's Gazetteer

Galder-s-Gazetteer

Keywords: 5e,galder's,gazetteer,dnd,dungeons and dragons

Worldly perSpectiVeS Wayfinding

At 2nd level, you’ve developed a broad range of At 14th level, your wanderlust has manifested in the
knowledge throughout your travels. Choose either ability to locate the next stop on your never-ending
two languages or one skill from those available to journey. You may perform a one-hour ritual to divine
your class. You gain proficiency in your chosen skill or your next destination. During this ritual, you say
learn to speak, read, and write your chosen languages. the name of a place, object, or creature and if it is
on the same plane of existence as you, you find out
traVeler'S reSt the direction it is in and how many weeks of travel
away from you it is, assuming a normal pace of travel.
Starting at 6th level, your transient lifestyle has If it is not on the same plane as you, then you find
necessitated that your magic takes new form to out which plane it is on unless it is on a demiplane.
provide you with the space to continue your learning. Alternatively, if you name something more general
such as a creature or object, then you know the
You may perform a 10-minute ritual, touching an location of the closest thing that fits that description.
area of a surface at least 5 feet wide by 7 feet tall, to This ritual can only be performed once every ten days.
create a door. The door is made of the same material
surface it was created with and has a handle, a lock,
and a small window which allows one to see in and
out of the room behind the door. On the door, a light
source creates 5 feet of bright light and a further 5
feet of dim light from the doorway. The doorway leads
to a well-lit room that is a 20-foot cube containing a
bed, desk, chair, and dresser. These original contents
cannot be removed and always appear clean and well-
worn. The room is otherwise decorated as you wish
with illusions, typically depicting furnishings such as
a crackling fire or fine tapestries.

Your wayside rest has additional features for
your protection. The door is always under the
effect of the alarm spell. While inside you can’t be
targeted by divination magic, and creatures can’t
use teleportation or planar travel to enter the space.
Should an uninvited creature try to gain entry, the
DC of any ability check made to do so is equal to your
spell save DC.

The door remains for 24 hours after the ritual is
complete, after which it vanishes, leaving the surface
it was on unmarked. You may dismiss the door with
an action if you are touching it. Any creature and any
objects other than the original furnishings left inside
the room when the door vanishes are shunted to the
nearest unoccupied space outside the door.

If you take a long rest inside the room created by
this ritual, when you finish resting you can choose
to extend the ritual’s duration by 24 hours. However,
once the ritual ends, you must wait three days before
you can perform it again, and it must be in a location
at least five miles away.

learned adaptability

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

101

Galder's Gazeteer: Wizard

Ancestry Dragonfolk

Th e r a h e r p ne . From Johannah “J.C.” Mehling and Joy Ramey
Iv e c s a h Across the multiverse dragon-human hybrids exist
v s, ae on in many shapes and forms. These are three kinds of
t r !S m c dragonfolk: Dragonian, Drakian, and Infernal.
o t e a u m ka l , n
l e, e ew tr Dragonfolk Traits
h s e b o e i t!
nu a lt e Your Dragonfolk character has a number of traits in
ai o a t s ek common with all other dragonfolk.
tv ui r n ru
n ba h g m o. Ability Score Increase. Your Charisma score
increases by 2.

Age. Dragonfolk tend to age slower than humans,
and live much longer. Most dragonfolk reach maturity
around 100 and live to 400 years.

Alignment. Dragonfolk tend to align closely to the
guardians they imprint on during their adolescence,
but this may change with maturity, life events and
personal growth.

Size. Dragonfolk tend to be taller and more
muscular than humans, some subraces may be more
lithe or heavy-set than others. Your size is Medium.

Speed. Your base walking speed is 30feet.
Languages. You can speak, read, and write
Common and Draconic.
Breath Weapon. You can use a bonus action to
spew venom, exhale toxic gas, or breath fire. You the
determines the size, shape, and damage type of the
exhalation by choosing from the Breath Weapon
table.
When you use your breath weapon, each creature
in the area of the exhalation must make a saving
throw, the type of which is determined by the Breath
Weapon table. The DC for this saving throw equals 8
+ your Charisma modifier + your proficiency bonus.
A creature takes 2d6 damage on a failed save. The
damage increases to 3d6 at 5th level, 4d6 at 11th level,
and 5d6 at 17th level.
After you use your breath weapon, you can’t use it
again until you complete a short or long rest.
Dragon Scale. You share the thick hide and natural
resistances to magic that dragons have. If you are
forced to make a Dexterity saving throw to avoid
taking damage from a spell and fail, you can reroll the
d20 and use either result. Once you use this feature
you must finish a long rest before you can do so again.

Breath Weapon

Damage Size and Shape Saving Throw
Type 5 by 30 ft. line Dexterity
Acid 15 ft. cone Dexterity
Fire 15 ft. cone Constitution
Poison

Kind. You can choose between three types of Ominous Sense. You have a keen sense of your
dragonfolk: dragonian, drakian, or infernal. surroundings when you are under duress, giving
you the edge on those who mean you harm. When
Dragonian you are being pursued in a chase or when you are in
combat, you gain a bonus to your passive Wisdom
The tailed dragonfolk Dragonians believe they were (Perception) score equal to your Charisma modifier.
born from the great and powerful dragons that
once roamed the land. Dragonian elders maintain Ai eh c
they are the bridge between the mighty dragons o e, a n
and all humanoids. Dragonians societies are highly im
structured and denizens are often scholars, healers, p i s.
and particularly adept magic users. This affinity with
magic bolsters aristocratic dragonian beliefs that they
are more fit to reign than their brethren.

Ability Score Increase. Your Intelligence increases
by 1.

Bonus Cantrip. You learn a cantrip of your choice
from any class’s spell list. Your spellcasting ability is
Intelligence for this cantrip.

Clear Skies. Your Dragonian ancestry gives you a
clarity of purpose and, more importantly, of mind.
You can not be dulled and you have advantage on
Intelligence saving throws.

Drakian

The tail-less Drakians are thought to have been
created by ancient great dragons to prove their worth
and power to the founding gods. Drakians bond
closely to their chosen family and upon reaching
adulthood, are actively encouraged to venture out
into the world, learn and grow stronger. They believe
their tailed brethren, the Dragonians, rely too heavily
on their innate talents rather than valuing strength in
adaptability.

Ability Score Increase. Your Wisdom score
increases by 1.

Untrod Path. Through your Drakian heritage you
have advantage on Wisdom (Survival) checks, and
resistance to poison damage.

infernal Dragonfolk

A small sect of dragonfolk individuals are plighted
with nightmares of their ancestral home. These
visions show a dragonfolk kingdom ravaged by a
fiendish uprising. A common interpretation for these
so-called infernal dragonfolk is the believe that they
are soon to be called to serve fiendish overlords.

Ability Score Increase. Your Constitution score
increases by 1.

Superior Darkvision. You connection to darkness
manifests as changes in your abilities. You have
superior vision in dark and dim conditions. You can
see in dim light within 120 feet of you as if it were
bright light, and in darkness as if it were dim light.
You can’t discern color in darkness, only shades of
gray.

103

Galder's Gazeteer: Ancestries

Tigro Jungle Communities

From Yul Evan Lustria & Family Though they are from nomadic origin, large
The tigro people believe they are descendants of the populations of tigro can be found in thick, dense
Wild Ones, titan apex predators in the time of myth. forest land. Highly adept craftspeople they prefer to
But the Wild Ones were deceived. Wanting to become build their homes around and within nature, rather
more cunning hunters, they were gifted with intellect than destroying it. These dwellings are meant to be
by a trickster god. But with sentience the Wild Ones camouflaged as though part of the natural setting.
diminished in power and divinity, dwindling into the The only indicator to these dwellings are seemingly
humanoid creatures they now are. Now, in the dense random scratches into the bark, or twigs in ritualistic
underbrush of endless forests they live in nomadic patterns hanging on tree branches way up in the
and little known communities. The Tigro people are canopy.
great hunters, and fiercely protective of their culture
and the story of their heritage. Names

Powerful and Sleek Tigro have two names. A societal name they are called
by all of their peers and acquaintances, and a dream
Tigris usually stand a touch smaller than the average name that only their inner circle knows. A Tigro will
human, and weigh in around 150 pounds. Height only reach maturity when they dream of their name.
is keenly looked upon by the more fanatical sects Names: Arin, Aroo, Cavae, Creef, Errael, Effa, Fej,
of the tigro people. Tigris are natural athletes, and
are comfortable on land, in the water and even up Fharra, Greer, Grejj, Nejjra, Nhru, Raja, Roma,
trees. Whilst others may regard a stronger and larger Sheffer, Shek, Truss, Theb, Urim, Uza
body as being closer to the apex predators they once
descended from, the tigro people also value their Tigro Traits
intellect and their progression from the wild hunters
they once were as a gift not to be slighted. Your Tigris character has a number of traits in
common with all other Tigro.
All Tigris sport thick, orange fur with distinct
black stripes. Tigro have amber colored, feline eyes; Ability Score Increase. Your Strength score
long, sharp ear tips that are on occasion cropped for increases by 1, and your Dexterity score increases by 2.
those wishing to take on a more menacing look. The
darkening of a Tigro’s short cropped mane that lays at Age. Tigro mature at an equivalent pace to humans.
the base of their neck is a sign of maturity. A Tigro in However, Tigro’s connection to the ancient Wild Ones
their latter years may also have greying of their stripes. have lengthened their lifespan. Some are rumored to
live over 200 years old.
Hides, prey furs, and simple cloths are a popular
attire as they are loose fitting and do not hinder Alignment. Whilst Tigro aren’t bound to a
hunting and travelling in the dense undergrowth. City particular alignment, their connection to nature
dwelling Tigris are known to abide by local custom, means they tend to lean more towards neutral
however often feel uncomfortable as covering their alignments.
markings is both culturally shameful and hinder their
ability to blend into their environment. Size. The Tigro people can range from 4 feet to 6
feet. Your size is Medium.
Proud Storytellers
Speed. Your base walking speed is 35 feet. You also
Somewhat prideful amongst their own kind, Tigro have a climb and swim speed equal to your walking
are always happy to grasp the opportunity to prove speed.
their strength - be it in combat or tests of wit. Tigris
take great pride in their stories, and believe that tales Darkvision. Your predatory ancestry gives you the
hold power and great significance. Some may be very ultimate hunters advantage. You can see in dim light
particular in their rituals, whether it be preening, within 60 feet of you as if it were bright light, and
cleaning their tools, or the manner of guarding their in darkness as if it were dim light. You can’t discern
territory, believing the minutia of actions encode color in darkness, only shades of gray.
hidden meaning.
Languages. You speak, read, and write Common
Haughty Wariness and Tigro, the native tongue of your people.

Outside of their close circle, tigris seem aloof and Hunter’s Body. You are proficient with the
watchful. While standoffish to new folk, they are Perception and Athletics skills.
fiercely protective of the chosen few they call friends.
One With Your Surroundings. Your patterning
allows you to blend into your jungle surroundings.
When you make a Dexterity (Stealth) check to hide
while concealed by foliage or underbrush you always
are considered proficient in the skill and add double
your proficiency bonus to the roll.

Heritage. There are two main groups of tigris:
Emberhides and Meowthias.

emBerhiDes Torrian Orcs

Many from the Emberhide community that believe Ancestry by Jordan Selmek
the more reddish hue of their fur indicates their Ages ago the orcish folk lived deep within the tallest
bloodline’s heritage of valorous warriors. You gain mountain ranges of Torr, said to be the spine of the
proficiency with any two martial weapons of your titan dragon that makes up the entire world. There
choice. Emberhide descendants also have a more they struggled to live off of the rugged land suffused
erratic, jagged stripe pattern. with wild magic. Some even became imbued with the
mountain range’s mystic energy. Over time, these
meoWthias orc tribes migrated to more hospitable land where
their kin grew and flourished. The humble orcs
Meowthias strive to regain the power of the Wild never forgot their meager origins in the magic ridden
Ones, to reclaim what was theirs before the trickster mountains, and have always done what they can to
gods brought their people low. These tigris pass down give back to the good land that treats them so well.
the secrets of how to commune with the spirits of
ancient Wild Ones in the dreamlands beyond the Now current generations of orcs must find a way to
mortal realm. You learn the guidance cantrip, and balance their love of the land with the ever growing
starting at 5th level you can cast augury as a ritual. civilizations of others. Some appreciate the blessings
Wisdom is your spellcasting ability for these spells. of newcomers, while others would rather sabotage
reckless expansion.

Tough and Mystic

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

Torrian Orc Names

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

Torrian Orc Traits

Your character has certain characteristics in common
with all other orcs.

Ability Score Increase. Your Constitution score
increases by 1.

Age. Orcs reach adulthood at the age of 10 and
generally live six or seven decades.

Alignment. Torrian orcs are most often neutral,
believing in coexistence with nature. Those who
tend toward chaotic typically pursue exploration and
those who tend toward lawful typically are drawn by
tradition and protecting their culture.

Size. Tribal orcs are between 5 and 7 feet tall and
average about 200 pounds. Your size is Medium.

105

Galder's Gazeteer: Ancestries

Speed. Your base walking speed is 30 feet.
Darkvision. Thanks to your orc blood, you have
superior vision in dark and dim conditions. You can
see in dim light within 30 feet of you as if it were
bright light, and in darkness as if it were dim light.
You can’t discern color in darkness, only shades of
grey.
Perseverance. You gain proficiency in the Survival
skill, and have advantage on saving throws made to
avoid fatigue and exhaustion.
Languages. You can speak, read, and write
Common and Orc. Orc is a divided language with
many tongues, typically spoken in which a number
of word elements are combined into a single word
sentence. The script is based on simple pictures with
many annotations.
Tribe. The orcish conflict between exploring new
lands and protecting the entry to the ancestral
mountain lands led to the divide of two main groups:
prairie orcs and cave orcs. Choose one of these tribe
groups to belong to.

prairie triBes

As a prairie orc, you have learned how to track, hunt,
and care for animals at a young age. Most of your
kind are inclined to protect the balance of nature
and have a predisposition towards exploration and
avoiding wastefulness. Due to your culture having
mastered the art of trading, prairie orcs are far more
common in other civilizations than their brethren.

Ability Score Increase. Your Intelligence score
increases by 2.

Intrepidness. You gain proficiency in one tool set
of your choice and learn to speak, read and write one
language.

Child of The Hunt. You gain proficiency in the
Animal Handling skill. You also gain a +1 bonus to
your initiative.

Cave triBes

As a cave orc, your tribe can count exactly how many
generations have lived in your home cave. You have
perfected the art of defense and tend to care little of
what outsider’s think, especially when it comes to
your unique traditions.

Ability Score Increase. Your Wisdom score
increases by 2.

Mystic Connection. Your ancestor’s link to the
magic of the homeland still runs in your blood. You
know one cantrip of your choice from the Druid spell
list. Wisdom is your spellcasting ability for it.

One With The Caverns. Your darkvision has a
radius of 120 feet. You may move normally in rocky
terrain that is difficult terrain.

Trap Master. You are adept at setting up defenses
and rigging snares. You have advantage on any ability
checks made when setting traps.

Penumbra It is a grave choice as the outside world all but
excommunicates a penumbra from their tribe and
From Yul Evan Lustria & Family forbids them from returning to it. It seems extreme,
Penumbrae, also called shadow folk, believe all but if any non-penumbra were to find a tribe, it could
creatures with souls to be descended from the lead to their doom. Legend says that if any other soul-
marriage of magic and matter. While most souls have bearing creature sees their true face, a penumbra
long since lost their connection to magic in favor elder will be forever bound to the will of that soul.
of a material body, the penumbra retain most of it.
They consider themselves children of the natural and Soul Eaters, Face-Stealers
supernatural, striving to preserve and respect both.
Penumbrae can only exist among the outside world by
With their true form and origin largely unknown, wearing masks. Not a normal mask, but one they craft
they roam the world as shadows in more than one with illusion magic connected to the soul of a newly
sense. Letting others fear them as ghosts, penumbra dead creature. The masks give them the appearance of
themselves keep their true nature a secret. the dead creature, the sensations of having that body,
and occasionally glimpses of memories or influence
The Origin of Souls from the personality of the creature.

What exactly a penumbra is, is debated even amongst This transformation is what gave rise to the myths
those rare common folk who have seen one. Laying of penubrae being soul eaters, though that is seldom
somewhere between myth and legend, stories range true. Instead, a penumbra will haunt the place a
from that of souls tainted by dark magic, cursed soul was split from its mortal bindings, gather it’s
to live forever as shadows of their former selves, lingering essence and imbue their mask with it.
to specters born of wild magic, stealing souls to
live. Their nature is far less brutal, though most The name of the ritual is ill-pronounceable by any
Penumbrae have no care to correct it. common tongue, but it roughly translates to face
-stealing. However, legend says there is a darker ritual
The most generally agreed upon story among the for stronger binding to the mask by forcing a soul out
various tribes is that the penumbra were the first and consuming it. This ritual’s name has long been
sentient beings ever to exist in the mortal plane. They forgotten, and is considered a profane act by all but
were created simply as souls, a gift from the magic of the most heathen of penumbrae.
the immaterial planes to the material ones. However,
that ensouled magic had no concept of the material, Sentient Shadows
and so they existed as souls without bodies. Over
time, contact with the material planes slowly began Penumbrae in their true forms have no body. Without
to wrap these souls in shadow so they could be seen. a mask, penumbrae are not completely tangible
and can only be seen because of the shadows that
It was not long though before different deities surround them, giving them a humanoid shape. To
began to take notice of these souls. Each for their touch one in its true form feels like cold electricity.
own reasons, the gods began to entice the souls,
trapping them in mortal bodies. Unbalanced by New penumbra are created through an annual
the entrapment in a body, magic withdrew from all ritual, in which groups of two penumbra who wish
souls except those who had not yet been bound. The to have a “child” bind parts of their souls in hopes
remaining free souls still wrapped in shadow, are the of creating a new one. As generations have passed
ancestors of today’s penumbrae. though, successful soul bindings have become rarer
and rarer. Some elders take this as a sign that matter
Secrecy Above All Else and magic are growing further apart.

The dwindling numbers of penumbrae live in highly Penumbra Names
secluded, well protected areas. While they are aware
of the “outside” world, penumbra seldom venture Names are a big ordeal among penumbrae given how
out of their reclusive tribes. The main exception being rarely new penumbrae are created. The “birth” name
when their tribe elders deem a young penumbra on given to a shadowling is an amalgamation of their
the cusp of adulthood. The shadowling (as they are parent’s birth names. However, once they come of
called) is sent on a journey to live among the outside age they choose their own name, keeping their birth
world for a time. On returning they must share what name as a surname. When living on the outside,
they have learned, and then decide if they will remain penumbrae will adopt a name appropriate to their
or return to the outside world. Most choose to face, sometimes even the name of that face.
remain, though there are some who are either called Male Names: Tyr Nymhae (Nym + Miyanhae), Rey
by the allure of a new world or the magic that made
them, to continue living in the outside world. Marrmyr (Marr + Kahmyr)
Female “Birth” Names: Gyrma Miyanym (Miyanhae

+ Nym), Rymana Kahmarr (Kahmyr + Marr)

107

Galder's Gazeteer: Ancestries

Penumbra Traits Storm Celestial

Ability Score Increase. Your Wisdom increases by 1, From Jordan Selmek
your Charisma by 2, and your Intelligence by 1. If not for their wings, most storm celestials would
have the appearance of a slender human. No two
Age. Penumbrae age similarly to elves, reaching storm celestials share the same pair of wings, as
maturity around 18 years but capable of living up to they can vary wildly from slender and sleek to plump
500. and fluffy. Each takes considerable pride in their
wings. To fly is to contribute to society. However,
Alignment. Penumbrae tribes tend to be lawful, storm celestial society ranges from small villages
though those who choose to live on the outside skew to wandering the world in isolation. The moment a
chaotic. storm celestial loses the ability to fly is said to be a
bad omen for anyone who witnesses the misfortune.
Size. Penumbra range from under 5 to over 6 feet
tall and have builds similar to a human, although your Fly with Us
size may appear moderately different depending on
the mask you are wearing. Your size is Medium. Storm celestials are perhaps the oldest of all common
folk, as stories of winged humanoids exist in ancient
Speed. Your base walking speed is 30 feet. stories from across the land. Many fables and legends
Illusory Senses. Having barely a physical body to tell of the wise old celestial tricking a young hero into
block you from connecting to the magical world, you improving themselves through arduous work.
have a supernatural sense about both the world and
people around you. You have advantage on saving Rarely does a storm celestial seek out attention, as
throws and ability checks to overcome illusions. they would typically prefer to offer guidance or advice
Mask of Face-Stealing. You can spend 1 hour to from afar. However, when a storm celestial does
cast disguise self as a special ritual requiring a mask yearn for adventure, their steadfast sense of direction
you crafted as a material component. When you do makes for a headstrong and capable companion.
so, you take the form of a Small or Medium humanoid
that has died, and you have seen the dead body of. Despite their nomadic tendencies, storm celestials
When you cast the spell this way, your appearance are always fascinated by the advancements of
holds up to physical inspection as the illusion creates civilization as well as watching others experience the
other sensations such as touch or smell. This special joy of flight for the first time.
version of the spell lasts until dispelled, or until you
choose to end it by removing your mask. Charisma is Storm Celestial Names
your spellcasting ability for the spell.
Shadowy Form. Any time you are not under Male: Cardinal, Cygnus, Kirk, Venturius
the effect of the disguise self spell you cast using Female: Aisaka, Apus, Tomoe
your Mask of Face Stealing trait, you are in your
true shadowy body. Your size is Medium and you Storm Celestial Traits
are difficult to see. Creatures have disadvantage
on Wisdom (Perception) checks to spot you and Your storm celestial character has certain traits in
shadowy areas count as being heavily obscured common with all other storm celestials.
for you. Starting at 5th level, you can cast greater
invisibility when you remove your mask once, and Ability Score Increase. Your Wisdom score
regain the ability to do so when you finish a long rest. increases by 2.
Charisma is your spellcasting ability for the spell.
Age. Storm celestials have no concept of childhood
or adulthood, as they expect anyone with the ability
to fly to be able to contribute to society. Hatchlings
typically fly after a few years and storm celestials
generally live up to a century.

Alignment. Storm celestials are most often
good, with the belief that common folk are always
born good and only turn to evil due to the forces of
nature. Those who tend toward chaos typically reject
society in pursuit of self-exploration, and those
who tend toward law prefer a communal lifestyle
where everyone works toward the betterment of the
community.

Size. Storm celestials stand between 5 and 6 feet
tall with wings that can extend farther. They are
typically lightweight as they rarely weigh over 100
pounds to ease their flight. Your size is medium.

Speed. Your gait is slow and elegant. Your base Others may find your actions strange, as you feel a
walking speed is 25 feet. sense of inner peace when flying through a tempest.

Flight. You have a fly speed of 30 feet. To use this Ability Score Increase. Your Strength score
speed, you can’t be wearing medium or heavy armor. increases by 1.

Languages. You can speak Common and Celestial. Storm Rider. You can use your flying speed while
Storm celestials are not known for their ability to read wearing medium armor, but each foot you fly costs
or write, as they pass on their traditions and culture 2 feet of movement. You also gain resistance to
through song and spoken poems. They speak in a lightning damage.
haughty manner and are known for their excessive
use of adjectives and for using fancy words any Bird’s Eye View (Gray). A gray-winged celestial
chance they can squeeze one into a conversation. has the keen senses needed to navigate through
heavy clouds. You can see through heavily obscured
Meteorosensitive. You can accurately predict the areas created by non-magical fog, mists, and smoke
weather up to 24 hours in the future in an area up 10 as though they were lightly obscured and lightly
miles away. obscured areas as though they were clear.

Conditional Form. Storm celestials are deeply tied White-WingeD
to the world’s weather patterns, and their traits can
change with the climate. Typically, tendencies are As a white-winged celestial you have the blessing
linked to the type of wings they display: gray or white. of the sun and have a connection to days with clear
weather and blue skies. The calm air lets you soar
While some prefer to stay in small tightly-knit with great speed and perform deft aerial maneuvers.
communities where they can observe an area The openness of the skies calls you to push your mind
changing over time, many choose to wander by to the limit and your soul is restless on an evening in
themselves while chasing interesting storms. which you did not learn something new.

You start as either a gray-winged or white-winged Ability Score Increase. Your Dexterity score
celestial, and gain those traits. Whenever the weather increases by 1.
changes, you can choose to molt your wings over the
course of a long rest. If you do so, you can choose to Invigorating Radiance. While in sunlight, you are
lose the traits of your current form and gain the traits considered proficient in the Investigation skill, and
of the other. the time it takes to find gossip or research lore is
halved.
gray-WingeD
Bird’s Eye View (White). A white-winged celestial
As a gray-winged celestial, you have the blessing of has impeccable hand-eye coordination in the air.
the moon and are drawn to the power of storms. While you are flying, enemies cannot benefit from
You are more inclined to push your physical limits half or three-quarters cover against your ranged
and stretch your wings to the edge of their abilities. attacks.

109

Galder's Gazeteer: Ancestries

Shamblefolk in these fields. Many shamblefolk find their crafts
from leatherwork to weaving to shipbuilding highly
A beggar steps from the shadows, clothed in a strange sought after due to their excellent construction. This
combination of castoff items, trash, and foodstuffs. can often give the shamblefolk an opportunity to
Upon closer inspection, it’s clear that these aren’t integrate into whatever society they find themselves.
clothes — this creature itself is composed of a
wild variety of mismatched goods. A bent spoon Shamblefolk Names
functioning as a lower jaw moves as they ask for
whatever can be spared. Upon receiving a handful of The shamblefolk have no adhering culture from which
coppers, the strange creature places two coins where to name themselves, and they often find themselves
one would think the eyes should be. “Thank you, named by others, whether acquaintances, colleagues,
friend, it is good to see again.” or customers. Names like Junkpile, Hammerhand, or
Ramshackle are often more descriptive names that
Shamblefolk, perhaps the creation of some mad shamblefolk are named.
archmage, or perhaps crafted from the dream of
some forgotten deity, are crafted of a seemingly Shamblefolk Traits
random collection of items that animate together to
create a strange but living being. Your Shamblefolk character has the following traits:
Ability Score Increase. Your Constitution score
Living Scraps
increases by 2 and your Wisdom score increases by 1.
Shamblefolk are living humanoids, despite being Age. The Shamblefolk age strangely. Each passing
composed of random materials. Resting, healing
magic, and the Medicine skill all supply the same year, they find it more and more difficult to maintain
benefits to shamblefolk that they do to others. their form. Shamblefolk mature quickly, usually
within a year, and can maintain their forms for 50
A Scattered People years or in some cases longer.

Shamblefolk are rare, but they can be found Alignment. The shamblefolk lean towards lawful
anywhere, usually in solitude. Most shamblefolk and good alignments.
know no others of their own kind, and cannot recall
when or how they were created. They are often Size. The height and weight of shamblefolk can
greeted with suspicion or even fear by the societies vary widely. Even a specific shamblefolk may find
in which they dwell, yet shamblefolk tend to live lives their height and weight changing based on the items
that honor the culture in which they reside, and they comprising them. Most average around 5 feet in
have a compulsion to feel pride in their condition, height and 200 pounds in weight. Your size can be
and a kinship to any others of their kind they discover. Medium or Small (your choice).

An Ever-Changing Form Speed. Your base walking speed is 30 feet
(Medium) or 25 feet (Small).
Shamblefolk may be composed of any number of
items: rocks from the ground, pieces of driftwood, Innate Crafter. You have proficiency in two tool
discarded and rusted weapons, or even bits of food. sets of your choice. You are always considered to
The shamblefolk occasionally shed these items and have these tool sets on hand and can freely meld
must replace them with fresh ones to continue their the components you need in and out of your form.
odd existence. Regardless of the items composing Alternatively, over the course of 10 minutes, you can
a shamblefolk, their form tends to be roughly create the perfect tool for the job out of your form,
humanoid in shape, with two arms, two legs, and a granting you advantage on any ability check made
head, though anomalies do exist. using these tool sets.

This provides a shamblefolk a strange ability to Mutable Size. You can tinker with your component
rebuild themselves when they are wounded, each parts to change your size. If you have access to
item held as part of the whole by some unknown sufficient material, as part of a short or long rest, you
force. When a shamblefolk dies, the pieces that were can change your size from Medium to Small or vice
once fitted together fall apart in a pile of random bits. versa.

Masters of Craft Replaceable Parts. Your ability to replace damaged
parts allows you to heal yourself when wounded. As
Perhaps it is their composition that gives shamblefolk an action, you may use materials around you to regain
an affinity for creating new things, but shamblefolk a number of hit points equal to twice your level. Once
tend towards crafting in their pursuits, and excel you use this ability, you may not use it again until you
complete a short or long rest.

Severed limbs, digits, and parts (fingers, legs, ears,
etc.) can be replaced after completing a short or long
rest. You merely hold the replacement part to the
severed body part, and it adheres itself to your frame,
functioning as the missing part.

Storage Container. Shamblefolk often store Unfortunately, like many reflections, thrum
useful items within their own frame. You can society is not a perfect copy of fey society.
absorb any item smaller than you into your A subtle melancholy permeates thrum
own frame as an action. As a bonus action on a culture. Even after these many generations,
subsequent turn, you can recall this item to have thrums still long for their innate magic and
it held or worn as appropriate. A stored item is
perfectly concealed. connection to the fey. When not occupied
with other matters, the thoughts of most
Languages. You can speak, read, and write thrums often turn to what-ifs, if-onlies, and
Common and one other language. The additional what-might-have-beens.
language is usually appropriate to the society in
which you dwell. *a u z

Thrum

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

Tiny and Colorful

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

Secluded yet Open-minded

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

111

Galder's Gazeteer: Ancestries

Cautious but Curious free-spirited creators. Evilness is rare among thrums,
usually the result of some terrible curse.
Thrums are suspicious of strangers but fascinated by
them at the same time. Their curiosity overcoming Size. Thrums stand between 15 and 21 inches tall
their cautious reclusiveness, a rare few thrums desire and weigh between 4 and 8 pounds. Your size is Tiny.
to see what lies beyond the immediate surroundings You can only wield light weapons.
of their thorp. Some search for a way to return the fey
connection to their race. Others quest to protect the Speed. You are fast for your size but still slower
innocent and good from evil. And others simply wish than larger humanoids. Your base walking speed is 20
to discover new experiences. feet.

Possessing both the seriousness of sprites and the Fey Ancestry. You have advantage on saving
mischievousness of pixies, thrums have an emotional throws against being charmed, and magic can’t put
range more like humans, halflings, and gnomes. you to sleep.
Thrums get along well with these groups, especially
with gnomes and halflings, who understand all too Stealthy Slightness. Your diminutive size makes
well the trials of being diminutive. Elves tend to find it easier for you to perform stealthy actions such as
thrum sternness off-putting, while Dwarves find hiding and moving silently. You have advantage on
thrum frivolity annoying. Dexterity (Stealth) ability checks.

Beliefs and Causes Weakened Wings. Unlike your distant ancestors,
you cannot fly freely with your weakened wings, but
Similar to most mundane humanoids, thrums are you can still flutter in any direction. You have a fly
much more religious than their fey cousins. Most speed of 20 feet, but must end your turn on a solid
thrums worship deities of nature, but many also surface, or fall. Alternatively, you can hover 5 feet off
worship deities of community, mischief, or dreams. the ground for up to a minute, but cannot move until
Deities of magic appeal to those thrum who study you touch ground again.
arcana in an effort to regain a sense of the magic lost
centuries ago. A growing number of thrums revere Lightweight. Like many small animals, you can fall
causes or ideals such as goodness, life, or freedom short distances without taking any damage. Your
instead of deities. Prayers to restore the lost fey light weight and wings reduce all falling distances by
connection go unfulfilled, for it is not within the 20 feet when calculating falling damage. You take no
power of the deities. They did not sever the link, so falling damage from heights of 20 feet or less.
they cannot repair it.
Languages. You can speak, read, and write
Thrum Names Common and Sylvan.

The names Thrum have are as varied as their colors. Communities. Thrums have distinct ways of living
Some take the names of elves or other well known fey within their societal clusters that has changes little
creatures. Others name their children in the fashion over the centuries. You can choose to be a country
of the societies that surround them, whether that be thrum or a city thrum.
dwarf or orc. Still other Thrum change their names
frequently, in keeping with their mischievous nature. Country thrum

Thrum Traits A country thrum’s rural lifestyle gives rise to a strong
connection to the natural world.
Your thrum character has numerous abilities and
traits, many of which stem from those of your pixie Ability Score Increase. Your Wisdom score
and sprite ancestors. increases by 1.

Ability Score Increase. Your Strength score Rural Affinity. You gain proficiency in either the
decreases by 3, your Dexterity score increases by 2, Nature or Animal Handling skill.
and your Charisma score increases by 1.
Vigilant. Viewed as prey by many predators your
Age. Due to a high metabolism and the loss of their size or larger, you keep careful watch for possible
feyness, thrums have a short lifespan. They mature danger. You have advantage on Wisdom (Perception)
faster than most races, reaching adulthood at 10 checks made to spot hidden enemies.
years and living about 50 years.
City thrum
Alignment. Most thrums are neutral good, taking
after the pixies and sprites from which they have As a city thrum, your urban lifestyle gives you access
descended. Those lawful thurms are often guardians, to many different magics and people.
while those who lean toward chaos are frequently
Ability Score Increase. Your Intelligence score
increases by 1.

Urban Affinity. You gain proficiency in either the
Arcana or Investigation skill.

Wariness. Your natural suspicion of strangers has
been honed by your time among other folks. You have
advantage on Wisdom (Insight) checks made to see if
someone is lying.

Vampires level of exhaustion. Drinking a pint of blood removes
any levels of exhaustion gained from this feature.
From Peter Riser and W. Gage Berry
Dwelling in endless darkness, few creatures embody Superior Darkvision. Accustomed to nocturnal life,
terror as well as the vampire. Existing in a state of you have superior vision in dark and dim conditions.
constant hunger — for power, for respect, for life You can see in dim light within 120 feet of you as if
itself — some vampires sate this desire by creating it were bright light, and in darkness as if it were dim
more of their kind. Some attack hapless victims, but light. You can’t discern color in darkness, only shades
fail to control them as their spawn, loosing a ferine of gray.
vampire into the world. Others engage in wicked
magic to birth a foul facsimile of a child. These cursed
beings, having never known true life, grow into
twisted creatures of the night.

Vampire Traits

All created vampires share some similar features, with
their individual ancestries determining more.

Ability Score Increase. Your Charisma score
increases by 1.

Fangs. Your fangs are a natural weapon, which
you can use to make unarmed strikes. If you hit, you
deal piercing damage equal to 1d4 + your Strength
modifier.

Cursed Origins. Your creation as a vampire
greatly impacts your being. You are either a vampire
pureblood, a half-vampire, or a feral vampire.

vampire pureBlooD

Vampire Purebloods are part of an ancient vampiric
lineage, with high ranking “family” members forging
alliances by creating new purebloods together. Some
rule as lords in dominions of utter terror. Others
build themselves into figures of great power in society,
keeping their true nature secret from the masses.

Ability Score Increase. Your Intelligence or
Wisdom score increases by 2 (your choice).

Age. Vampire purebloods mature faster than
humans, reaching adulthood around age 13.
From that point on, they age incredibly slowly,
retaining a youthful appearance for hundreds
of years. There are no recorded instances of a
vampire pureblood dying of old age, sparking
rumors that they are immortal.

Alignment. Vampire purebloods tend
toward neutral evil. Their diet primarily
consists of blood of humanoid creatures,
which is generally frowned upon in most societies.

Size. Vampire purebloods are often a little taller than
humans, usually a bit over 6 feet. Your size is Medium.

Speed. Your base walking speed is 30 feet.
Undead Nature. Your type is undead. You also don’t
require air.
Blood Drinker. You require sustenance in the form
of blood to satiate your undead appetite. If you go
longer than seven days without drinking at least one
pint of blood from another creature, you gain one

113

Galder's Gazeteer: Ancestries

Sunlight Hypersensitivity. You have disadvantage Hybrid Nature. You have two creature types:
on attack rolls and on Wisdom (Perception) checks humanoid and undead. You can be affected by a game
that rely on sight when you, the target of your attack, effect if it works on either of your creature types. You
or whatever you are trying to perceive is in direct also don’t require air.
sunlight. Additionally, for each hour spent in direct
sunlight, your hit point maximum is reduced by 1. Supernatural Charm. You are proficient in the
This condition can only be removed by spending a Persuasion skill. Additionally, you have advantage on
short or long rest in darkness, or by consuming blood all Charisma checks directed at undead.
with your Drain Blood feature.
Grim Heritage. You are proficient in either the
Vampiric Magic. You know the chill touch cantrip. Arcana or Religion skill, or your choice of tool set. You
When you reach 3rd level, you can cast the charm also know the chill touch cantrip, and Charisma is
person spell once with this trait and regain the your spellcasting ability for it.
ability to do so when you finish a long rest. When
you reach 5th level, you can cast either the gaseous Languages. You can speak, read, and write
form or vampiric touch spell once with this trait and Common and one additional language of your choice.
regain the ability to do so when you finish a long rest.
Charisma is your spellcasting ability for these spells. I a t r be Ev t h
When you cast them with this trait, they don’t require Ia em a e K n r,
material components. l h ev i r, u s
fc o n . The t eo l
Drain Blood. As a bonus action, you can make a e l m o , u t d me
special attack with your Fangs. If the attack hits, you u i wt s, t g
deal necrotic damage instead of the normal damage n. A a y, i e o
type from your fangs, and you regain hit points equal u i , ea n a
to 2 times the damage dealt. If the creature does not s.
have blood, you do not regain any hit points. Once
you use this trait, you can’t do so again until you Na r l n rh u h
finish a short or long rest. j h f m s’ , ea c n
n h p t, u
Languages. You can speak, read, and write Common an e , o v ,nt
and two additional languages of your choice. The er o l s v e,
extended lifespan of vampire purebloods means that e o s r en o e
they often have time to learn unique or rare languages. ue t i n m i u es.

half-vampire Th o e t v e G g ,
ew a se h
Half-vampires are born of a foul ritual mixing the a v tao t o
blood of one vampire parent and one human parent. c il i a .W e
Though inheriting only some minor powers from their c oe t hg
vampiric side, half-vampires easily pass for human, oh r ent
and lack the sunlight sensitivity of purer vampires. ae a .

Ability Score Increase. Your Constitution score I t n ir h hh t a
increases by 2, and your Intelligence or Charisma i e a e w f. W tr c h
score increases by 1 (your choice). ae t ia ea o
e n f o h, mn
Age. Half-vampires mature by age 13, and then v e s t n or e ;
begin to age much slower, living up to 500 years. w nt h a, u
cs t p G e r’ f d.
Speed. Your base walking speed is 30 feet.
Alignment. Half-vampires often tend toward evil T a z e , h en u o h
inherently, but many overcome this nature. They alu t ao r l
are not often raised in regular society, however, and h ie a, r
therefore are usually chaotic. f g t n i et e ; e
Size. Your size is Medium. -l e i w s v e t i s re
Speed. Your base walking speed is 30 feet. t nw a w.
Darkvision. The vampiric blood flowing through
your veins allows you to see in dark and dim Gr o , e, n rea i
conditions. You can see in dim light within 60 feet oi,h ie a se h
of you as if it were bright light, and in darkness as if rv l s. et o s
it were dim light. You can’t discern color in darkness, qr o a n’ a e
only shades of gray. u e, a o l e, o
a i o c eh
n.

feral vampire Zhula

Feral vampires are created when a humanoid is From Javier Lopez
bitten by a vampire. To use this race template, first Zhula are part humanoid, part ooze, and have
choose an ancestry (and subgroup, if applicable). features reflecting both. Their body is heavily
The following traits replace your chosen ancestry’s malleable, as they lack proper flesh, blood, and bones,
Ability Score Increase, Darkvision, Superior instead having a goopy liquid that makes up most
Darkvision, and Sunlight Sensitivity traits, if it has of their form. Unlike regular oozes, they have some
those traits. organs reminiscent of humanoids, like a brain, eyes,
and lungs as pliable as the rest of their body, with a
Ability Score Increase. Two ability scores of your nervous system that can easily shift positions within.
choice increase by 1, or increase another ability score, Most would not know this, however, as a Zhula’s ooze
but not Charisma, by 2. Typically this is reflective of keeps these organs away from the surface of the body
your humanoid origin. to avoid potential harm, making it look like their form
is made completely of slime.
Age. Feral Vampires retain the appearance of the
age at which they were turned. Turned vampires do A Spontaneous Beginning
not appear to age at all.
The first zhula emerged only recently, and they
Blood Drinker. You require sustenance in the have multiplied and spread dramatically since then.
form of blood to satiate your undead appetite. If you According to them, a small splinter group of another
go longer than seven days without drinking at least worldly species brought them into existence. They
one pint of blood from another creature, you gain became overwhelmingly fond of the local oozes and
one point of exhaustion. Drinking a pint of blood wanted to “improve” them with their own captured
removes any levels of exhaustion gained from this human, elf, and dwarf miners. Years of dark, twisted
feature. magical and psionic experimentation followed, until
finally the first zhula came into existence.
Savage Hunger. If a creature is below its hit
point maximum when you hit it with your fangs, the The Great Escape
damage die increases to a d8.
Ooze after ooze was taken for these twisted
Superior Darkvision. You can see in dim light experiments, every zhula finding themselves in an
within 120 feet of you as if it were bright light, and inevitable cycle of sudden life and then swift death.
in darkness as if it were dim light. You can’t discern It is unclear how many zhula were sacrificed in the
color in darkness, only shades of gray. name of furthering the “perfection” of their species,
but eventually the abominations progressed the zhula
Sunlight Hypersensitivity. You have disadvantage to their current state.
on attack rolls and on Wisdom (Perception) checks
that rely on sight when you, the target of your attack, Eventually, the handful of zhula specimens were
or whatever you are trying to perceive is in direct both autonomous and displeased with their current
sunlight. Additionally, for each hour spent in direct situation and sought freedom. One fateful night, they
sunlight, your hit point maximum is reduced by 1. banded together, swiftly incapacitated their captors,
This condition can only be removed by spending a scoured their minds for exit routes, and escaped into
short or long rest in darkness, or by consuming blood the moonlight.
with your Drain Blood feature.

Unholy Form. You have vulnerability to radiant
damage.

115

Galder's Gazeteer: Ancestries

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

Zhula Names

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

Zhula Traits

Your zhula character has the following traits:
Ability Score Increase. Your Constitution score

increases by 2 and your Intelligence score increases
by 1.

Age. The Zhula age rapidly, reaching maturity at
around 5 years old. It is unclear how long they can
live for, as the oldest known Zhula are only several
decades old.

Alignment. The Zhula’s emphasis on individualism
leads many to lean towards chaotic or neutral
alignments, and the lack of a true society makes
lawful Zhula rare.

Size. The height and weight of Zhula vary wildly
thanks to their amorphous form, but their sizeable
mass makes them between 5 and 7 feet tall. They are
light for their size, staying around 40 pounds and
rarely exceeding 60 pounds. Your size is Medium.

Speed. Your base walking speed is 25 feet.
Acidic Body. You have resistance to acid damage.
Amorphous Form. Your physical nature provides
a natural protection against attacks, but makes you
ill-suited to wear armor. Your base AC equals 11 + your
Dexterity modifier + your proficiency bonus. You gain
no benefit from wearing armor, but if you are using
shield, you can apply the shield’s bonus as normal.
Liquid Movement. You can move through spaces
as narrow as 1 foot without squeezing, but your
equipment is left behind unless it can also fit within
the space. Also, non-magical restraints do not work
on you as they slide off with ease.
Memory Siphon. As a bonus action, you can
choose a creature within 10 feet to intrude on their
mind. That creature must make an Intelligence
saving throw, the DC of which is equal to 8 + your
Constitution modifier + your proficiency bonus,
or become dulled until the end of its next turn.
Additionally, you gain one small memory the creature
had within the last 24 hours, such as the name of
a creature, place, or thing they learned within that
period.

Folk Groups bond, they take on their bond’s characteristics. A
dawnblade bonded with an elf may grow slightly
This section presents additional groups of the pointed ears, develop talents that mirror their elf
common folk of the multiverse. partner’s magical abilities, or even enjoy their bond’s
famed agility. A dawnblade partnered with a dwarf
Dawnblade could grow the same style of beard or share their
hardiness. Sometimes the physical changes have
From Brian Chang and Lauren Baranger often led dawnblades to be mistaken for having
mixed parentage, but they understand it as a symbol
of their unyielding devotion to their bond.

Completely in Love

The deities of love occasionally bless a pair of souls
with the deepest, strongest connection. These pairs
are known as dawnblades, and they are fated to fall
in love and form a lifelong bond that links their souls.
Given signs by angels when they begin maturing into
adulthood, some recall vivid dreams with a name,
face, and location, whereas others feel guided by the
stars or their own intuition. Whatever the case, the
pair inevitably find each other, their paths fated to
cross in the multiverse.

Once they meet, the two are nearly inseparable.
Their connection grows into the deepest of love,
which culminates with the appearance of an intricate
mark on their chest. This divine mark sanctifies their
union, and glows when the fated lovers are near each
other.

Dawnblade Devotion

The bonded’s personalities are largely shaped by
their partners. Some grow to embrace their partner’s
interests and others strive to compliment them. A
dawnblade’s devotion to their partner is not only
present in their words and actions, but manifests in
their physique as well.

A birth, a dawnblade’s form is indistinguishable
from their kin. But as they spend time with their

117

Galder's Gazeteer: Ancestries

Emissaries of Love shareD soul

While dawnblades are most content right beside their Your bound souls lets you share intuition and
bond, they have a strong desire to travel. Most feel understanding with your bond. Once when you
compelled to seek out their bond as a youth, and the would gain proficiency with a tool set, a simple
wanderlust never leaves. They still find it romantic to weapon, or a language from your ancestry, you can
journey from town and town, find new experiences instead gain a proficiency of any of those types
to share with their partner, and help others discover that your bond has. For example, instead of gaining
love - whether it be igniting a passion, rekindling a proficiency with shortswords from being an elf, you
long lost love, or lending a supportive hand to those might gain proficiency with mason’s tools from your
who are lost. Sometimes dawnblades will adventure dwarf bond. Alternatively, you can exchange one
together, or sometimes one will go and the other proficiency with a skill granted by your ancestry for
remains behind. Longing for their bond when they proficiency in a skill that your bond is proficient with.
are apart and reuniting after an absence strengthens
the pair’s love. legaCy of love

Dawnblade Traits Instead of gaining a trait from your ancestry, you can
choose to gain one of the traits detailed below. You
A dawnblade’s connection to another soul has an cannot swap the following traits you gain from your
effect on how they lived and grew into an adventurer. ancestry: Age, Size, Ability Score Increase, Alignment,
Dawnblade have the following traits in addition to, or Languages, or Speed, or any trait that imposes a
replacing, some traits from their primary ancestry. penalty on your character such as Sunlight Sensitivity.

refleCtive similarity Peerless Fidelity. You and your Bond are
permanently charmed by each other and you have
Instead of using your Ability Score Increase trait you advantage on saving throws against being charmed by
gain with your primary ancestry as normal, yours others. Should you become charmed by an effect not
reflects your connection to your bond. When you from your bond, commands that direct you to attack
would raise an ability score from this trait, instead or target your bond with harmful abilities or magical
you apply the increases you gain to an ability score effects have no effect.
that a player character of your bond’s ancestry would
increase from that trait. For example, if you are a Open Hearted. Starting at 3rd level, you can cast
dwarf bonded to a high elf, instead of increasing the detect emotion spell once with this trait and
your Constitution by 2, you can increase either your regain the ability to do so when you finish a short or
Dexterity or Intelligence by 2. long rest.

Till Death Do Us Part Unbounded Connection. Along with your
emotional link to your bond, your minds become
Naturally the grief felt from losing a lifetime permanently open to each other. If you are within 30
partner is overwhelming. However, it is feet of your bond you can telepathically communicate
ultimately up to the players, GM to discuss how with them. While doing so, you are both immune to
their characters’ story should proceed in the magic that would reveal your thoughts and emotions.
event the bond of a PC dies.

This should be a discussion between the
player and the GM about if or when the
remaining partner should lose the features
associated with being a dawnblade. Things to
consider might be the possibility of restoring
the bond to life, how much magic was shared
in the connection, and whether or not the living
partner will love another.

Alternatively, if one of the pair dies, the other
can drop to 0 hp and begin to die of a broken
heart. They have disadvantage on death saving
throws as their soul is longing to escape and
join its departed mate. Returning from this
state and living on is truly traumatic for these
dawnblades.

From Tim Hettler Mushroom Gnome
Especially interested in rare fruits and animal
delicacies only found on particular islands, these From Woonitu and Tynen Wood
diminutive humanoids were the among first to Mushroom gnomes are so named because they
explore across great oceans others found impossible come from a land of large mushroom forests, even
to navigate. Seafaring across far-flung islands carving their homes into the giant mushrooms. They
in wooden dug-out longboats large enough to live in secluded villages full of other mushroom
carry dozens, they now engage in trade with their gnomes, rarely leaving the village to go on quests and
neighbors, offering fish, feathered clothing, and adventures, always intending to return one day to
exquisite wooden crafts. Known for their curious share the tales of their journeys with the rest of the
nature and proclivity for wanderlust, it should be no village.
surprise that some island halflings have chosen to
settle in other coastal settlements, integrating with They often take names based on a prominent aspect
society and adding to the rich, diverse tapestry of of their personality or skill, such as Grumpy, Painter,
cultures. or Loyal. The village leader is often the eldest in the
village, and is regarded as a parental figure, often
As an island halfing, you’re broader and heavier than called “Papa” or “Mama” by the others in the village.
the average halfling. This, combined with a natural
low center-of-gravity, helps island halflings maintain Mushroom gnomes are easily identified by the
their balance on the open seas. bluish tone of their skin and a peculiar version of the
Common dialect that might be difficult to understand
Ability Score Increase. Your Constitution score at first, often using strange-sounding made-up words
increases by 1. in place of normal ones.

Secrets of the Sea. Whenever you make an Mushroom Gnome Traits
Intelligence (Nature) check related to bodies of water,
shores, islands, or the flora and fauna within those Ability Score Increase. Your Charisma score
environments, you are considered proficient in the increases by 1.
Nature skill and add double your proficiency bonus to
the check, instead of your normal proficiency bonus. Intense Personality. You add double your
proficiency bonus to ability checks for one skill or
Sea Legs. You have advantage on saving throws tool of your choice that you are proficient with.
against any spell, action, or ability that would knock
you prone or would move you involuntarily. Apt Companion. People naturally trust your
judgement. You have proficiency with Persuasion.

In t z

mr
e . Do ' n
- so
er
!

119

Galder's Gazeteer: Ancestries

Shade Elves Shade Elf Traits

Shade elves are both more otherworldly and forlorn Shade elves have eyes that are more narrow than
than others of their kin. Their home forest was wholly other elves. It is also common for them to develop
transplanted from the Feywild and fused into the traits or marking common to other creatures who
Material Plane. Their bodies still take on the features dwell in the fairylands.
of other creatures from the fairylands: some are born
with cloven hooves, some with the ears or nose of Elf Weapon Training. You have proficiency with
woodland animals, others still have nonfunctioning the longsword, shortsword, shortbow, and longbow.
gossamers wings that serve only to remind the shade
elves of their lost place in the Feywild. Indeed, one Fairy Magic. You know the dancing lights cantrip.
part of their being seems to always still be connected When you reach 3rd level, you can cast the faerie fire
to nature. When a shade elf trance or lets their spell once per day. When you reach 5th level, you can
thoughts wander, they hear music from the Feywild. also cast invisibility once per day. Wisdom is your
Part of their mind is still always just beyond... spellcasting ability for these spells.

Ageless Acedia Fey Form. Your body has been shaped by a fey
influence. Choose one of the following forms.:
Shade elves age like trees - unless a violent accident
takes them, they could live forever. But few do, and Satyr. Your Charisma increases by 1. In addition,
thus they go through their lives knowing the only you have a set of ram horns you can use to make
way out is an unpleasant end. This, combined with an unarmed strike. If you hit with them, you deal
their deprivation from the emotional vibrancy of the bludgeoning damage equal to 1d4 + your Strength
Feywild, breeds a degree of apathy in shade elf society. modifier.
Contrariwise, their thirst for novelty also gives elves a
sense of curiosity and joy at art and discovery. Critter. Your Wisdom increases by 1. You also have
furry rotatable ears and a wet nose that improves your
Environmentalism senses. You have advantage on Wisdom (Perception)
checks that rely on smell or hearing.
Having been transplanted from the Feywild, shade
elves don’t just respect nature, they come from Pixie. Your Intelligence increases by 1. You have a
it and are bonded to it. Strong personality traits set of vestigial wings. While they do not allow flight,
that a shade elf shares with an aspect of nature are as an action you can flap them to release a cloud of
manifested in their bodies: bark textured skin for the spores. Once per long rest you can cast the sleep spell
stalwart or fox ears for the sly. They live and in trees centered on yourself, and it can only affect creatures
that have been shaped and pruned for a hundred within 5 feet. Wisdom is your spellcasting ability.
years to turn them into dwellings and sanctuaries.
Beyond a spiritual practice, living in harmony Forlorn. You have disadvantage on saving throws
with nature is essential because their longer lives made to resist being frightened or despondent.
force shade elves to always consider the long-term
consequences of their actions. Thus they act in ways Valorian
that cause the least disruption to the environment.
From Spencer Turkington

Reclusive Traditionalists

Shade elf society is a semi-feudal bureaucracy where
thousands of years worth of tradition and precedent
dictate every facet of life to some degree. There is
no need for individual decision making when writs
passed down for eons tell exactly how to act in a
specific situation, for every situation. This system
results in very hidebound people who resist reacting
quickly to new ideas (or threats).

That cultural conservatism and need to protect their
environment leads shade elf society to be famously
reclusive. Trespassers into the shade elves’ woodland
home are quickly hunted down, and few outsiders
have been invited into the inner sanctum of their
plane-shifted homeland.

Divine Bloodlines

As part of their pact with the goddess Valarial,
the Valorian people inherited her divine powers.
However, these powers manifested differently in
each Valorian. At birth, the path that one will take in
life is determined by what gifts they are marked by,
some destined to become leaders, warriors, poets, or
adventurers. While strict societal pressures keeps
most, but not all, in line, there is also the belief that
their goddess’s will can be enforced in other ways.
Spirits that take the form of female warriors, known
as the Valkyrie, act as guides, wardens, and foes as
necessary to see a Valorian’s destiny fulfilled.

Believing their blood is divine, a Valorian’s bond
is held in the highest regard and are always honored,
even if one party believes they were tricked.

Children of Valarial

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

Valorian Traits

Valorians have the following traits, instead of the
normal traits of humans.

Ability Score Increase. Increase two different
ability scores of your choice by 1.

Age. Due to their deified bloodline Valorians enjoy
longer lifespans than most other humans. Their
average lifespan being about 200 years despite
coming of age at the same point of other humans.

Warrior Spirit. When you roll initiative, you gain a
valkyrie die, a d4. The next time you hit with an attack
you can expend the die by rolling it, then adding the
result to the damage. Alternatively, the next time you
are hit with an attack you can use the die and add the
roll to your AC, potentially turning a hit into a miss.
You can only have one such die at a time, and you lose
it if it is not expended within 1 minute.

Divine Lineage. You learn any cantrip from the
cleric spell list. At 3rd level, choose any 1st level spell
from the cleric spell list, and can cast it once using
this trait. At 5th level, you can also choose a 2nd
level spell to cast once. Wisdom is your spellcasting
ability for these spells and you regain your expended
castings when you finish a long rest.

121

Galder's Gazeteer: Ancestries

Feats Cheater of Death

Aerial Warrior You can go knocking on death’s door and have it go
unanswered.
Prerequisite: A flying speed of at least 25 feet
You can now take to the skies in medium and heavy If you are reduced to 0 hit points, and you succeed
armor. If wearing medium armor would normally on your first death saving throw, it counts as two
restrict your ability to use your flying speed, you can successes. If you make a third successful death
now fly up to 30 feet if your speed would otherwise saving throw, you regain 1 hit point and stand up if
allow it. Likewise, in heavy armor you can now use up you are prone.
to 25 feet of your flying speed.
Counterstriker
Through your training, your instincts in the air are
unmatched. You can reroll a failed Dexterity save You have mastered the art of parry-and-riposte. When
made while you are airborne and use result of the you are targeted with an attack using a melee weapon,
new roll. Once you use this feature to do so, you and you are holding a melee weapon, you can use
must finish a short or long rest before you can do so your reaction to impose disadvantage on the attack
again. roll. If the triggering attack misses, you may make one
melee attack against the creature that attacked you as
Antique Appraiser part of the same reaction.

You have specialized knowledge in dealing with rare You can use this feature twice and can’t do so again
items and antiques. After studying an object for until you finish a short or long rest.
at least 1 minute you can accurately appraise its
monetary value. You also add double your proficiency Herbalist
bonus to any Intelligence checks made to relating to • Increase your Constitution or Wisdom by 1, to a
that object’s history or origin. maximum of 20.
• Choose one skill or tool from Medicine, Nature,
In addition, you have a magical antique of your alchemy kit, or herbalism kit. Your proficiency
own. You may have inherited a family heirloom, been bonus is doubled when added to ability checks
gifted something by a benefactor, or you may have made using that skill or tool.
slyly acquired an item others mistook as mundane • The time it takes you to craft an antitoxin or a
junk. Whatever the case, while the antique is on potion of healing is halved, and you do not need
your person, you gain a +1 bonus to ability checks to spend gp to craft these items provided you have
and saving throws of one ability of your choice. time to scavenge in a place where herbs, flowers,
Alternatively, the antique provides you with one of the grasses, or fungi grow.
following benefits (chosen at the time you take this
feat): Long Jumper

• Notable Signet. This trinket bears the mark of Through your extraordinary training and athleticism,
a noted house, magically lending you credibility you gain the following benefits:

in interpersonal affairs. You gain advantage on • Increase your Strength score by 1, to a maximum of
Charisma (Persuasion) checks.
• Guardian Angel. This trinket protects from fatal • 20.
blows. You can cast the shield spell once with the When you are wearing light armor, your jump
distance is tripled. While wearing medium armor,
trinket, and regain the ability to do so again daily at your jump distance is doubled.
dawn. • You can exceed your maximum movement speed
• Orientor. This trinket allows you to always find to
complete a jump. This does not permit you to jump
your way, as it guided those before you. You gain after you have expended all your movement.
advantage on Wisdom (Survival) checks. • You take half falling damage.

Boundless Might Magic Marksman

Prerequisite: A strength score of at least 20 Prerequisite: The ability to cast at least one spell
You add double your proficiency bonus to any ability As an action, you can store the potential of a spell
check made using the Athletics skill. In addition, you with a range of touch and a casting time of one action
can now grapple a creature up to four sizes larger into an arrow or other ammunition. To cast the stored
than you, and you move at full speed when you drag a spell, choose a creature or point within the weapon’s
grappled creature. range and loose the missile from a weapon that uses

that ammunition. While casting the spell this way,
the weapon counts as a spell focus and the act of
firing counts as the somatic component if the spell
requires them. If the chosen spell requires a spell
attack roll to hit its target, make a ranged weapon
attack roll using the weapon instead. Otherwise, the
spell comes into effect as though you had touched
the targeted point or creature.

If the stored spell is not used before the end of your
next turn, it dissipates.

Standard Bearer

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

• One ally who can see you can use their reaction

to move up to 5 feet and make an attack against a
creature you can see.

• One ally who can see you can use their reaction to

move up half its speed toward you.

• All allies that can see you may make a saving

throw to end one effect that is causing them to be
frightened, charmed or despondent.

Virtuoso

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

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

War Reaper

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

You also gain the following benefits:

• When you wield a sickle you use 1d6 for the damage

die.

• The first time on your turn when you reduce a

creature to 0 hit points with an attack using a
sickle or scythe, you may immediately make another
melee attack against an enemy within reach using
the same weapon as part of the same attack.

123

Galder's Gazeteer: Feats

Spells Th h o zae
em t ea v
•2nFdorLgeevdealwn’s armor of e d. I e r te n
Bard e ra e a f r o !T e
warmth ls e o v re
•CaPnetrrreipn’s imperfect •• Gloom em t ,n r e
Tremorsense o, a de , i r te
portrait

•1stGLaledveerl’s fabulous •4tZhoLneevoeflaegis i t .T e oe l e
ae eae , h
fizzbangers wi e t t e!
••5tRWheaLfllelevocetf lerolesmesents
•••2nFDGdoleolLtloyeecmavtneeldmwoittion ••3rLCdulLucemiuvssei’lnsedsasgger vault • Perren’s imperfect
•4tShteLwevaerdl ’s similar
portrait
structure
Paladin •1stGLaledveerl’s fabulous
•••3rLCCduolLucnemiduvesseim’lnsedsasgger vault •• ••5tRPhesLyflceehvcietclebleommebnts
1st Level •7tFhieLreyvbeal rrage • fizzbangers
Normelius’ flaming Normelius’ flaming
hammer (evocation)

•4tGhaLldeevre’ls chariot of •2nFdorLgeevdealwn’s armor of •• hammer
Spiritual dice
warmth Touch blast

• discreet travel •3rCdlLuemvseilness •••••••2nTFDLSCGdroichleeforaeLtmrcloeoeddecomnvirthnreaoseogilsenmohbnkiorsfatetniodn
Steward’s similar
structure
(transmutation)
•5tPhsLycehviecl bomb • Condem WarloCk
(necromancy)
•CaMnatgriipc mine
•7thGaLledveer’ls friendly •4tVheLnegveeful l strike
(evocation) •1stNLoermveellius’ flaming
summons • Zone of aegis ••3rVCdelLulaeszivonerelas’ss ghostly

CleriC ranger •• hammer blade
Spiritual dice
•CaCnetlerisptial shank •1stCLalelvoeflthe wild Touch Blast

•1stNLoermveellius’ flaming •2nFdorLgeevdealwn’s armor of ••3rCCdolLunemdveseimlness •••4tDAGhraicsLlapdenlevareec’lsaerdcbhrioatrroaimotitoonf

hammer •••••2nTLPSGdricllefaoaeLmgloedduomvirenreasogilenfbntrsoaeandds

•••2nFDFdooelrLtlgyeeecavdtneaeldwmwno’itstioanrmor of •• warmth ••• discreet travel
Scalding brand Ghostly warden
Tremorsense Medverth’s evacuation
Steward’s similar
warmth •4tZhoLneevoeflaegis structure
••• Gloom • Skrix’x miracle paste
Plague of toads ••5tRWheaLfllelevocetf lerolesmesents ••4tMGhheLodesvvteelryltwh’asredveancuation
Scalding brand ••5tPRhesLyflceehvcietclebleommebnts

••3rVCdeoLlnaezdvoeermla’s ghostly SorCerer •5tPhsLycehviecl bomb ••••6t7FGGhtiaaehLllrddLeyeeevbrrve’’aesslrlrcfaraigneenddlely

blade •1stGLaledveerl’s fabulous •7thSeLceovnedl mind
fizzbangers
•4tVheLnegveeful l strike •• Spiritual dice •8tChhLaeinvselof hellfire
Touch Blast
•7thMLisehvvealr’s meaningful summons
••••2nFPLGdoillfaoleLlgoyedumavreneaoildnfwtoitads Wizard • Mishvar’s meaningful
words words
••CaFMnroatgrgiipcinmyoinuer throat • Second mind
druid
•8tChhLaeinvselof hellfire
•1stCLalelvoeflthe wild

Spell Descriptions The dog is of normal intelligence for its kind, but is
magically able to speak and understand a language
The spells are presented in alphabetical order. you know. Alternatively, you can choose to have the
dog you summon have an Intelligence score of 10 and
arCane arBitration understand a language you speak.

From Andrew Moon ClumSineSS
4th-level abjuration
From Martin Simmons
Casting Time: 1 action 3rd-level transmutation
Range: Self
Components: V, S Casting Time: 1 minute
Duration: Concentration, up to 1 hour Range: 60 feet
Classes: Wizard Components: V, S, M (a banana peel)
You create an arcane pool of countermagic that Duration: Concentration, up to 1 minute
you may use to prevent spellcasting. While you Classes: Bard, Sorcerer, Warlock, Wizard
concentrate on this spell, when a creature you can You alter the coordination of up to four creatures of
see within 30 feet of you begins to cast a spell, you your choice that you can see within range. A targeted
can use your reaction to attempt to interrupt the creature must make a Wisdom saving throw or be
spellcasting. Make an ability check using your affected by this spell for the duration.
spellcasting ability. The DC equals 10 + the spell’s
level. On a success, the triggering spell fails and has An affected creature has disadvantage on Dexterity
no effect. Regardless of the outcome, this spell ends. ability checks, saving throws, and attack rolls that use
Dexterity. Due to the creature’s lack of coordination,
Call of the Wild the first time it attempts to move on its turn, it must
make a Dexterity (Acrobatics) check against your
From Paul Logasa Bogen II spell save your spell DC. On a failure, it trips and falls
1st-level conjuration prone.

Casting Time: 1 minute In addition, a creature under the effect of this spell
Range: 60 feet must succeed on a Dexterity ability check against the
Components: V, S same DC whenever it attempts to draw a weapon or
Duration: 1 hour use an item it’s holding, or it fumbles the object and
Classes: Druid, ranger drops it on the ground at its feet.
Choose a point you can see within range. At that
point you summon a dog (use the mastiff game A creature affected by this spell makes another
statistics, although it can be any breed you choose). Wisdom saving throw at the end of each of its turns.
The dog’s type is fey instead of beast. It disappears if On a successful save, the effect ends for it.
reduced to 0 hit points or when the spell ends.
At Higher Levels. When you cast this spell using
a spell slot of 4th level or higher, you can target one
additional creature for each slot level above 4th.

CeleStial Shank

From Zac Erickson
Transmutation cantrip

Casting Time: 1 action
Range: Touch
Components: V, S,
Duration: Instantaneous
Classes: Cleric
You channel divine energy into a focused point
around your fist, causing it to engulf in a flare of
radiant energy that protrudes to a point. Make a
melee spell attack against one creature within 5 feet
of you. On a hit, the energy surges with divine power
and the target takes 1d10 radiant damage. After you
make the attack, the spell fades.

The spell’s damage increases by 1d10 when you
reach 5th level (2d10), 11th level (3d10), and 17th level
(4d10).

125

Galder's Gazeteer: Spells

ChainS of hellfire or starts its turn there, the creature takes 4d6 fire
damage.
From Frank DePaolo
When a creature is shackled for the first time or
8th-level conjuration ends its turn restrained, it takes 10d6 fire damage. If
the restrained creature tries to use magic to teleport
Casting Time: 1 action out of the manacles it must first make a Charisma
Range: 60 feet saving throw against your spell save DC. On a failure,
Components: V, S, M (a pair of manacles forged in the spell fails, and the creature loses the spell slot.

the nine hells and quenched in demon blood) A creature restrained by the manacles can use its
Duration: 1 minute action to make a Strength or Dexterity check (its
Classes: Warlock, wizard choice) against your spell save DC to break free from
all manacles binding it. Chains and shackles that are
Choose a point on the ground you can see within not binding a creature turn to harmless smoldering
range. A spike emerges at the chosen point, along ash before dissipating.
with eight red-hot pairs of manacles, each bound by
equally hot chains. Choose a number of creatures ChronoShift
within 60 feet of the chosen point to be bound by
the manacles. A creature of Large size or smaller From Panth3onTheBaker
requires one pair of manacles, a creature of Huge 2nd-level enchantment
size requires two, and a creature of Gargantuan size
requires four. You can choose to double the number Casting Time: 1 action
of required manacles on a creature to impose Range: 30 feet
disadvantage on all skill checks made to break free of Components: V, S
the chains, to bypass a creature’s immunity to being Duration: Instantaneous
restrained, or to bypass its resistance or immunity to Classes: Wizard
fire damage. The chosen creatures are immediately You temporarily alter time around a creature of your
restrained. The manacles extend to the Ethereal choice within range. An unwilling creature must
Plane. succeed on a Wisdom saving throw to resist this
spell. When you cast this spell, choose whether to
The chains extend in a straight line from the spike quicken or hinder the creature until the end of its
to the creatures they bind and create difficult terrain next turn:
in any space they pass through. The first time a
creature enters a space the chains pass through

Quicken. On its turn, an affected creature can take Questions verbally directed at the target creature
an action as a bonus action. If that action is made to naturally shape the course of its thoughts and can
attack, it may make one weapon attack only. change the color of its aura.

Slow. On its turn, an affected creature can either diSPlaCed room
move, take an action, or take a bonus action.
From Bentley Usher
At Higher Levels. When cast using a spell slot
higher than 1st level, you can target an additional 4th-level conjuration
creature for each level above 1st.
Casting Time: 10 minutes
Condemn Range: 10 feet
Components: V, S, M (a platinum key worth at least
3rd-level necromancy
100 gp)
Casting Time: 1 action Duration: 4 hours
Range: 30 feet Classes: Wizard
Components: V
Duration: Up to 1 day A door no larger than 2 feet taller or wider than you
Classes: Bard, cleric, paladin, warlock appears on a surface that you choose within range.
The door is initially locked by magic and can only
You utter a pronouncement that calls a target to the be unlocked by using the key used as the material
grave. Choose a creature you can see within range component for this spell.
and that can hear you. It must make a Wisdom saving
throw or be doomed until the next sunset. The door leads to an extra dimensional space in the
form of a plain stone room that is a 20-foot cube. If
At Higher Levels. When you cast this spell using you or anyone else casts this spell again using the
a spell slot of 3rd level or higher, you can target one same key, the door leads to the same room. However,
additional creature for each slot level above 1st. The if a different key is used as the material component,
creatures must be within 30 feet of each other when the doorway leads to a new room when the door is
you target them. unlocked. You can carry several keys that can each be
used to open a door to a different room.
deteCt emotion
The room lasts for the duration and the spell ends
From Brian Chang and Lauren Baranger early if you lock the door from the outside. The room
2nd-level divination can be used to store objects indefinitely, but any
creatures left inside when the spell ends are expelled
Casting Time: 1 action to unoccupied spaces nearest to where the door
Range: Self appeared.
Components: V, S, M (a spool of multi-colored string)
Duration: 10 Minutes If you lock the door from the inside, anyone can
Classes: Bard, wizard attempt to open the door as normal, using your spell
save DC as the DC for any ability check the GM calls
For the duration, you sense the emotional state of for in the attempt.
creatures within 30 feet of you that you can see. If you
sense emotion in this way, the emotion appears as a fiery Barrage
faint aura around the creature, and you can determine
the type of emotion based on the following: From Frank DePaolo

• Red Aura. The creature has an intense active 7th-level evocation
passion, whether it be desire or hatred for another
creature, object, or idea. Desire is a brighter, Casting Time: 1acction
warmer red; hatred is a darker, sinister red. Range: 120 feet
•• Blue Aura. The creature is experiencing grief or loss. Components: V, S, M (a piece of metal forged in the
Green Aura. The creature is simply content. This is
the state of most creatures unperturbed. Plane of Fire)
• Yellow Aura. The creature is anxious for or about Duration: Instantaneous
something. Classes: Sorcerer, wizard
• Orange Aura. The creature is excited for or about
something. You create a temporary portal to the Elemental Plane
• Gray Aura. The creature is experiencing apathy or a of Fire in front of you and draw power from it. A
lack of passion. barrage of giant arrows of pure fire project from the
• Pink Aura. This creature is in love or experiencing portal in a line that is 20 feet wide and 120 feet long
in the direction of your choosing. Each creature in
bliss. the area of effect must make a Dexterity saving throw.
On a failed save, the creature takes 12d6 fire damage
and is knocked prone and restrained as the arrows
pin it down. On a successful save, the creature takes
half as much damage and is not knocked prone or

127

Galder's Gazeteer: Spells

restrained. A creature restrained in this way can forCe hook
make a Strength check against your spell save DC at
the end of their turn, ending the effect on itself on From Joe Rundin
a success. Any creature of size Huge or larger has 2nd-level evocation
advantage on the Strength saving throw to end being
restrained. Casting Time: 10 minutes
Range: 120 feet
At Higher Levels. When you cast this spell using a Components: V, S, M (a small silver hook and chain,
spell slot of 8th level or higher, the damage increases
by 2d6 for each slot level above 7th. and a ruby worth at least 20 gp)
Duration: 4 hours
folly and Wit Classes: Wizard

From Joey McRae Choose a point on a solid surface you can see within
2nd-level divination range. A magical, invisible cord extends from your
outstretched hand and affixes itself to the point and
Casting Time: 1 action pulls you in a straight line toward it. This spell can be
Range: Self used to pull you past creatures and light obstacles,
Components: V, S and a creature or object that you come into contact
Duration: Concentration, up to one minute with as you are being pulled must succeed on a
Classes: Bard, cleric, sorcerer Dexterity saving throw or take 1d10 force damage.
You foresee the unusual failures and triumphs of Alternatively, you can target an unrestrained Small
those around you. While concentrating on this spell, object within range and use this spell to pull it
you can use your reaction when an enemy you can see towards you.
within 30 feet makes an attack roll, ability check, or
saving throw to impose a penalty to that roll. Roll a forgedaWn'S armor of Warmth
d6 and subtract the result from the enemy’s roll. This
takes place after the initial roll is made, but before the From Michael Margolin
result of that roll is determined. 2nd-level evocation

Alternatively, you can use your reaction when an Casting Time: 1 reaction, which you take when you
ally you can see within 30 feet makes an attack roll, or a creature you can see within 60 feet of you is
ability check, or saving throw to grant a bonus to targeted with an attack.
that roll by rolling a d6 and adding it to the total. This
takes place after the initial roll is made, but before the Range: 60 feet
result of that roll is determined. Components: V, S, M (leather strip or metal stud)
Duration: Instantaneous
The spell ends early once you use your reaction Classes: Cleric, druid, paladin, ranger
three times to affect the outcome of an attack roll,
ability check, or saving throw in any combination. When your or a creature you can see within range is
attacked, you point your finger and envelop them in
At Higher Levels. When you cast this spell using a cloak of comforting warmth. After the attack roll is
a spell slot of 3rd or higher, you can affect two made, but before damage is dealt, roll 1d8 and add the
additional rolls for each slot level above 2nd. number rolled to the creature’s AC until the end of
the turn.

If the attack still hits, the creature gains a spark
of enduring resolve, and gains temporary hit points
equal to the result of the roll before the damage is
dealt.

frog in your throat

From Nakedhaze
1st-level Enchantment

Casting Time: 1 action
Range: 30 feet
Components: V
Duration: Instantaneous
Classes: Wizard

Choose a creature you can see within range. Until
the start of your next turn, that creature has
disadvantage on spell attack rolls if the spell cast has
a verbal component.

galder'S Candle The user can extinguish the candle at will, or it can
be put out by a magically created wind such as from
From J Paul Keller the gust of wind spell. It cannot be extinguished by
non-magical means, and it will even burn under water.
7th-level Enchantment If the candle is extinguished before it is completely
burnt out, you can relight the candle as an action, at
Casting Time: 10 minutes which point the chosen spell’s effect begins again.
Range: Touch
Components: V,M (a candle with crushed gemstones You can only enchant one candle at a time. If
you cast this spell again before the first candle
worth 250 gp mixed with the wax which the spell has completely burned out, it melts into a heap of
consumes) worthless wax.
Duration: Varies
Classes: Wizard galder'S Chariot of diSCreet travel

This spell allows the caster to enchant a candle with From Greg Rycerz
any abjuration, divination, enchantment, or illusion 4th-level conjuration
spell they know, infusing the candle with the spell.
Choose a spell that you are able to cast from one of Casting Time: 10 minutes
those schools of magic. The chosen spell must have a Range: 30 feet
duration of at least 1 minute and have a spell level no Components: V, S, M (a piece of wood, a small
greater than 5th.
bundle of straw, a pinch of goat or dog hair)
When you cast this spell you also cast the chosen Duration: 24 hours
spell, expending spell slots and material components Classes: Bard, wizard
for both. When you do so the candle used as the You conjure a wooden, four-wheeled wagon pulled
material component for the casting is filled with by a giant goat and driven by a fully grown mastiff
the magic of the chosen spell. Whoever lights the (the GM has the statistics of the creatures). The
candle can then cast the stored spell, and as long wagon is equipped with animal harnesses, reins, and
as the candle is burning the chosen spell’s effect is yoke for the goat as well as a seat for a driver. The
manifested. The spell’s range and any possible targets mastiff responds to any name you give it and will
are limited to a radius of 10 feet from the candle. If obey any order you give so long as it is a command
the spell requires the caster to use a spellcasting or instruction regarding the driving the wagon or
ability or spell save DC, it uses yours. traveling to a destination. The mastiff and giant
goat will defend themselves if attacked. The mastiff
The candle can burn for an amount of time equal to shares your knowledge of how to get to a location you
the chosen spell’s duration before it burns out. For specify.
example, a candle infused with charm person will
burn for up to 1 hour, while a detect magic candle
would burn for up to 10 minutes. If the spell requires
concentration, it lasts while the candle is burning.

129

Galder's Gazeteer: Spells

The back of the wagon is filled with a 6-foot tall pile galder'S faBulouS fizzBangerS
of hay. The hay can be parted to reveal an opening
that one Medium sized creature can climb through. 1st-level illusion
The space is a pocket dimension that can hold up
to eight Medium or smaller creatures. The pocket Casting Time: 1 action
dimension includes a long table and chairs, two large Range: 30 feet
bunk beds with steps leading up to the top bunks and Components: V
chests of drawers for storage. Duration: Instantaneous
Classes: Bard, wizard, sorcerer
Not one for notoriety, Galder tried to avoid his With whizzing lights and bangs, a magnificent but
celebrity status. After saving the world for the tenth harmless fireworks display erupts at an unoccupied
or so time, Galder decided to create a spell that point you choose within range. Each humanoid
allowed him to travel incognito and in comfort. within a 5-foot radius of the point must make a
Wisdom saving throw or be amazed by the display. A
galder'S friendly Summoning humanoid that is blinded or deafened has advantage
on this save. A creature amazed by the fireworks is
From Kevin Watson incapacitated until the end of its next turn or until it
7th-level conjuration takes any damage. The effects can be seen and heard
up to 500 feet away.
Casting Time: 1 minute
Range: 30 feet gloom
Components: V, S, M (a bracelet of braided silver
2nd-level enchantment
cord worth 250 gp that you and each potential ally
must have) Casting Time: 1 action
Duration: Instantaneous Range: 30 feet
Classes: Bard, wizard Components: V S
This spell attempts to summon up to eight willing Duration: 1 hour
creatures of your choice to an unoccupied spaces Classes: Bard, cleric, druid, sorcerer, warlock, wizard
within range. You and each creature you attempt to You attempt to put a humanoid you can see into a
summon must know each other, and each potential state of lethargy and hopelessness. Choose a target
summoned creature must have a bracelet that is used within range, it must make a Wisdom saving throw or
as this spell’s material component. become despondent for the duration. A target that is
When you begin casting this spell, the creatures charmed has advantage on this saving throw.
being summoned are aware the spell is being cast,
and can choose to have the spell not affect them. You can only affect one humanoid at a time. If you
The summoned creatures must all be on the same cast this spell again, your first casting ends early.
plane of existence as one another when you cast this
spell. ghoStly Warden
Deities, planar rulers, a magical blockage (such as
an anti-magic field, or being in the Astral Plane), or From Tim Hettler
other factors the GM deems appropriate, may cause 4th-level necromancy
the summoning to fail.
Casting Time: 1 minute (ritual)
Range: 90 feet
Components: V, S, M
Duration: Special
Classes: Warlock, wizard
You call forth a long-passed spirit to guard a location
or object. Choose a location or object within range.
A specter appears in an unoccupied space of your
choice next to it and begins its vigil. For example, a
specter may guard a door, a chest, the entrance to
a tomb, or the highest level of a wizard’s tower. The
specter disappears when it drops to 0 hit points or
when the spell ends.

The specter obeys your verbal commands regarding
the place or treasure to be protected. You can order
it to disregard certain individuals, issue warnings,
attack any intruder immediately, hover in place, or
even fly in a patrol pattern within 60 feet of the

guarded area as you command. If you don’t issue any a Dexterity saving throw. On a failure, each dagger
commands to the specter, it attacks any creature it deals 1d6 force damage to the creature. On a success,
can see that isn’t you that comes within 60 feet of the creature takes half that much damage.
the guarded area, but otherwise takes no actions.
Once you issue your commands to the specter, they At Higher Levels. When you cast this spell using
cannot be changed. a spell slot of 4th level or higher, add one additional
spectral dagger for each slot level above 3rd.
The specter serves as a guard for up to 101 years,
until you dismiss it as an action, or until it is destroyed. magiC mine

life drain From Oren Leifer

From Nikolai Smith Evocation cantrip
2nd-level necromancy
Casting Time: 1 action
Casting Time: 1 action Range: 30 feet
Range: 60 feet Components: V, M (a pebble with multiple layers of
Components: S
Duration: Concentration, up to 1 minute strata)
Classes: Sorcerer, warlock, wizard Duration: Concentration, up to 1 minute
You gesture with an open hand at one creature you Classes: Wizard, warlock
can see within range and waves of necrotic energy
engulf them. The creature must make a Constitution You create a magical trap that detonates when a
saving throw. On a failed save, the creature takes creature steps near it. Choose an unoccupied space
2d6 points of necrotic damage and is doomed for you can see within range to place the mine. The mine
the duration of the spell. While doomed, it also has requires a successful Wisdom (Perception) check
disadvantage on attack rolls. against your spell save DC to detect. The mine triggers
when a Small, Medium, or Large creature enters the
At the end of each of its subsequent turns, an space where the mine was placed. That creature must
affected creature must make a Constitution saving succeed on a Dexterity saving throw or take 1d4 force
throw, taking 4d6 points of necrotic damage on a damage and be knocked prone. Either way, the trap
failure. On a success, the spell ends. dissipates once triggered.

At Higher Levels. If the spell is cast at higher using If you lose concentration, you may choose to either
a spell slot of 3rd level or higher, the initial damage immediately detonate any existing mines or let them
increases by 2d6 for each additional level above 1st. dissipate harmlessly.

luCiuS'S dagger vault The spell creates additional mines when you reach
higher levels: one additional mine at 5th level, two
From Michael “Kilgrim” Becker additional mines at 11th level, and three additional
3rd-level transmutation mines at 17th level. You can place the mines in the
same space or in different spaces within range. If a
Casting Time: 1 reaction, which you take when you creature triggers multiple mines, they make a single
are hit by an attack saving throw against all of them.

Range: Self medverth'S evaCuation
Components: S
Duration: Instantaneous From Badspler
Classes: Bard, sorcerer 4th-level conjuration
When a creature you can see targets you with a melee
attack, you may use your reaction to magically propel Casting Time: 1 minute
yourself over your enemy while hurling blades of Range: Touch
arcane force at them. Components: V, S, M (a bit of string and a pinch of

You can immediately move to an unoccupied space grave dirt)
within 10 feet of the creature that you can see as Duration: 1 hour
you vault past their attack. This movement does not Classes: Warlock, wizard
provoke opportunity attacks. If your new position You spend one minute touching a point, creature
is out of the triggering creature’s reach, the attack or object and set a magical anchor that triggers
automatically misses, otherwise the attack roll is whenever you approach death. The next time you
made with disadvantage. are reduced to 0 hit points, you are immediately
teleported towards your anchor, appearing in an
Additionally, when you cast this spell, you may unoccupied space as close to the anchor as possible.
hurl a number of spectral daggers equal to your
spellcasting ability modifier at the creature that If there is no unoccupied space within 5 feet of the
targeted you with the attack. The creature must make anchor, or the anchor is more than 300 feet away
when you are reduced to 0 hit points, the spell fails
and ends. 131

Galder's Gazeteer: Spells

miShWar'S meaningful WordS normeliuS' flaming hammer

From Michael “Kilgrim” Becker From Michael Margolin
1st-level evocation
7th-level enchantment
Casting Time: 1 bonus action
Casting Time: 1 action Range: Self
Range: 30 feet Components: V, S, M (a handful of sulfur, a light
Components: V, S
Duration: Concentration, up to 1 minute hammer or warhammer with which you are
Classes: Cleric proficient)
Duration: Concentration, up to 1 minute
When you cast this spell, your voice takes a visible Classes: Cleric, paladin, warlock, wizard
form of swirling colors and can be understood by all
creatures in a 30-foot radius centered on you. Your A nonmagical light hammer or warhammer you are
voice swirls about in spectral mystic runes with a wielding becomes magical and grows in size as it
red hue around your enemies, blue around neutral engulfs in flames. For the duration, your weapon
parties, and green around your allies. gains the two-handed property. The weapon damage
becomes a d10 and deals an additional d4 of fire
Choose a number of hostile creatures up to your damage when it hits. The spell ends if you cast it
spellcasting ability modifier that you can see within again or drop the weapon.
range. They must succeed on a Wisdom saving throw
or take 3d8 radiant damage and be paralyzed for Perren'S imPerfeCt Portrait
the duration. At the end of each of their turns, an
affected creature can make a Wisdom saving throw, From Gabriel Wood
ending the effect on itself on a success. The effect Transmutation cantrip
also ends if a creature takes damage.
Casting Time: 1 action
In addition, you may choose a number of friendly Range: Special
or neutral creatures up to your spellcasting ability Components: V, S, M (a piece of blank parchment,
modifier that you can see within range. They
immediately regain 3d8 hit points and until the spell which the spell consumes)
ends they may add a d8 to any attack roll, ability Duration: Instantaneous
check, or saving throw they make. Classes: Bard, wizard

You instantly create a visual representation of
everything you see. Everything you can see at the
moment you cast this spell is instantly painted onto
a piece of parchment, creating an almost life-like
facsimile for later examination. The approximate
contents are up to the GM’s discretion. Unnoticed
aspects of the painting are not recreated in an exact
way if you did not have a full line of sight, your view
was blocked by an object, or you failed to notice that
element of the environment.

Plague of toadS

From G.G. Sigmar
2nd-level conjuration

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a pinch of toad slime)
Duration: Concentration, up to 1 minute
Classes: Cleric, sorcerer, warlock

You create a mass of tiny, slimy toads in a 10-foot
square on an area of ground you can see. This area is
considered difficult terrain. A creatures that starts
its turn within this area must make a Dexterity saving
throw against your spell save DC or be hampered by
the slime, reducing its speed to 0 until the end of
their turn.

On each of your turns after casting this spell, you SCalding Brand
may use a bonus action to direct the toads to move
up to 20 feet in the direction of your choice along 2nd-level conjuration
the ground. Until the spell ends, any space that the
toads have passed through or occupied is considered Casting Time: 1 action
difficult terrain. Alternatively, you may use a bonus Range: Touch
action to direct the toads to attack creatures within Components: S M (a bit of twisted wire)
the area. When you do this, each creature in the Duration: Concentration, up to 1 minute
area must make a Dexterity saving throw, taking 3d6 Classes: Cleric, ranger, warlock, wizard
poison damage on a failure or half as much damage
on a success. You try to magically mark a creature with a flaming
brand. Make a melee spell attack against a creature.
PSyChiC BomB On a hit, the creature takes 2d6 fire damage and then
is burned until the spell ends or until it succeeds on a
From James Hicks Constitution saving throw made at the end of each of
5th-level Evocation its turns against your spell save DC.

Casting Time: 1 action SeCond mind
Range: 60 feet
Components: V From Thomas DiLavore
Duration: Instantaneous 7th-level abjuration
Classes: Bard, sorcerer, warlock, wizard
Each creature in a 10-foot-radius sphere, centered Casting Time: 1 hour
on a point you choose within range, must make Range: 10 feet
an Intelligence saving throw. An affected creature Components: S, M (a small, thin slab of stone inlaid
takes 4d10 psychic damage on a failed save and is
incapacitated until the end of its next turn, or half with copper, worth at least 1000 gp)
as much damage on a successful one and is not Duration: Until dispelled
incapacitated. If a creature fails its saving throw by 10 Classes: Warlock, wizard
or more, instead of being incapacitated, it is stunned.
A willing humanoid of your choice within range has
At Higher Levels. When you cast this spell using a its memories magically transcribed onto the slab
spell slot of 6th level or higher, the damage increases used as the material component for this spell. The
by 1d10 for each spell slot level above 5th. slab is covered in miniscule, indecipherable arcane
runes that detail the creature’s entire memory. These
refleCt elementS memories remain magically encoded on this slab until
the magic is dispelled, or the memories are retrieved.
From popopopo13 A slab may only hold one creature’s memory at a time.
5th-level abjuration
To retrieve the memories on the slab, you must
Casting Time: 1 reaction, which you take when you bring it in contact with the back of a willing
take acid, cold, fire, lightning, or thunder damage humanoid’s head (the same or a different humanoid
as when the spell was cast). That humanoid’s
Range: Self memories are immediately replaced with those that
Components: V, M are contained within the slab, at which point the
Duration: Instantaneous slab becomes inert. A humanoid whose memories
Classes: Druid, ranger, sorcerer, wizard are replaced with someone else’s can have their
You redirect tremendous amounts of incoming energy, original memories restored by means of the greater
rendering it harmless to you and unleashing it on restoration spell or similarly powerful magic. Doing
your foe. You have immunity to the triggering damage so erases the memories gained from the slab and all
type until the start of your next turn. other memories since the time the slab was used.

Also, the first time you hit with a melee attack on At Higher Levels. If you cast this spell using a
your next turn, you can choose to deal extra damage 9th level spell slot, you can also choose any willing
of the triggering type. The target takes additional creatures instead of only humanoids.
damage equal to 3d10 or the amount of damage dealt
by the triggering attack, whichever is lesser.

At Higher Levels. When you cast this spell using
a spell slot of 6th level or higher, the extra damage
increases by 3d10 for each slot level above 6th.

133

Galder's Gazeteer: Spells

SeWard'S Similar StruCture takes 5d8 fire damage on a failed save, or half as
much damage on a successful one. If the paste is
From Moosh stuck to a creature, the creature makes the Dexterity
4th-level illusion saving throw with disadvantage.

Casting Time: 10 minutes Fortify. If the paste was applied to a creature’s
Range: 300 feet skin, the paste hardens into a flexible but durable
Components: V, S, M (a paint vial and a chunk of compound, providing a protective layer. The creature
gains 4d4 + 4 temporary hit points.
gypsum)
Duration: 24 hours Harden. If the paste was applied to armor, the
Classes: Bard, sorcerer, wizard paste hardens into a light but resilient coating. The
coating lasts for the next 10 minutes, and during this
You make structures inside a 150-foot cube within time, any critical hit against the creature wearing the
range look, sound, and smell like some other armor becomes a normal hit.
structure of similar size. For example, an abandoned
house can be made to look like a well-kept tavern SPiritual diCe
filled with a haze of tobacco smoke and the din of
chattering patrons and clinking glasses, a noble’s From Anton Amblewood
residence filled with fine-smelling perfumes and the 1st-level abjuration
sound of people talking with an air of self-importance,
or a store filled with curiosities that smells oddly of Casting Time: 1 action
sulfur with the sounds of whirring gears and moving Range: Self
clockwork. Any creatures and natural terrain within Components: V, M (a set of dice)
the area are unchanged in appearance. The tactile Duration: 10 minutes
characteristics of the terrain are unchanged, so Classes: Sorcerer, warlock, wizard
creatures entering the area are likely to see through When cast, a translucent die representing the whims
the illusion upon investigation. If the difference isn’t of fate appears in the air next to the caster. When you
obvious by touch, a creature carefully examining the are hit with an attack, roll 1d6 and reduce the damage
illusion can attempt an Intelligence (Investigation) of the attack by the number rolled on the die. If you
check against your spell save DC to disbelieve it. A roll a 1 on the d6, the spell ends early.
creature who discerns the illusion for what it is sees it
as a vague image superimposed on the terrain. At Higher Levels. When you cast this spell using
a spell slot of 2nd level or higher, the die size rolled
If you cast this spell again, any currently active increases with the spells level: a d8 with a 2nd level
illusions created with this spell are instantly dispelled. slot, a d10 with a 3rd level spell slot, and a d12 with a
4th level spell slot.
Skrix'S miraCle PaSte
touCh BlaSt
From Phillip “Kigamor” Brant-Simmons
4th-level conjuration From AJ Smith
1st-level evocation
Casting Time: 1 action
Range: Self Casting Time: 1 action
Components: V, S Range: Touch
Duration: Concentration, up to 10 minutes Components: V, S
Classes: Wizard Duration: Concentration, up to 1 hour
Classes: Sorcerer, warlock, wizard
A sticky gray paste appears in your hands and lasts You touch a surface or an object and lay a magical
until the spell ends. The paste can be consumed, trap which appears as a glowing rune the size of your
applied to skin or armor, or applied to a surface as hand which lasts for the duration. You choose both
an action. If you attempt to apply the paste to an the trigger and the effect at the time of casting.
unwilling creature, you must succeed on a melee spell
attack against that creature. A creature may use their Trigger. You may either have the rune triggered
action on their turn to remove the paste, leaving it in by a creature moving within 5 feet of the it, or by
the space in which it was removed. telepathically triggering it.

At any time while the spell lasts, you can use your Effect. The rune explodes and any creature within 5
action to activate the paste, creating an effect that feet of the rune must make a Dexterity saving throw
depends on the command word spoken. Once the taking 3d6 fire damage on a failed save, or half as
paste is activated, the spell ends. much on a success. Alternatively, the rune explodes
in a flash of light, and any creature within 5 feet must
Explode. The paste violently explodes. Each make a Constitution saving throw or be blinded until
creature within a 10-foot-sphere centered on the the end of your next turn. After either effect takes
paste must make a Dexterity saving throw. A target place, the spell ends.

tremorSenSe Wall of roSeS

From Brenton Heath From Joe Field
2nd-level transmutation 5th-level evocation

Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: 120 feet
Components: V, S, M (dried antennae of an ankheg) Components: V, S, M (a rose petal)
Duration: 8 hours Duration: Concentration, up to 1 minute
Classes: Sorcerer, warlock, wizard Classes: Druid, ranger
You touch a willing creature to grant it the ability
to sense nearby vibrations on the ground. For the A wall of thorny roses springs up and blooms from a
duration, that creature has tremorsense out to a solid surface within range. You choose to make the
range of 60 feet. wall up to 60 feet long, 20 feet high, and 1 foot thick,
or a ringed wall up to 20 feet in diameter, 20 feet high,
velazora'S ghoStly Blade and 1 foot thick. The wall blocks line of sight.

From Katherine Price When the wall appears, each creature within its
3rd-level transmutation area must make a Dexterity saving throw. On a failed
save, a creature takes 3d8 piercing damage and is
Casting Time: 1 bonus action restrained, or half as much damage on a successful
Range: Touch save and is not restrained. A restrained creature can
Components: V, S, M (a piece of sharp metal forged make a Strength saving throw at the beginning of its
turn against the spell DC. On a success, it frees itself.
on the ethereal plane worth at least 10 gp)
Duration: Concentration, up to 1 hour The first time a creature enters the wall on a turn
Classes: Cleric, wizard or ends its turn there, the creature must make a
This spell turns one melee weapon you touch ethereal Dexterity saving throw. It takes 3d8 slashing damage
and intangible for the duration. The magic of the spell on a failed save, or half as much on a successful one.
allows a creature to still grab and wield the weapon as
normal, though it feels weightless and insubstantial. The wall has AC 12 and 20 hit points per 10-foot
section, and is vulnerable to fire damage.
When a creature makes an attack with this weapon,
the target’s AC does not benefit from wearing armor At Higher Levels. When you cast this spell using a
or shields. The weapon also counts as magical for the spell slot of 6th level or higher, the damage increases
purpose of overcoming resistance and immunity to by 1d8 for each slot level above 5th.
nonmagical damage.
zone of aegiS
This spell also allows the wielder to attack a creature
on the Ethereal Plane from the Material Plane with the 4th-level abjuration
weapon, provided the wielder can see the target. Casting Time: 1 action
Range: 30 feet
If the creature drops the weapon, the spell Components: V, S
immediately ends. Duration: Concentration, 1 hour
Classes: Druid, paladin, ranger
vengeful Strike
You create an area of protection that shields your
From Thomas DiLavore allies from harm. The area is a 20 foot radius sphere
4th-level evocation centered on a point you choose within range, and it
glows with soft golden light that produces dim light
Casting Time: 1 bonus action within. The area has a pool of 30 hit points that any
Range: Touch creature you designate when you cast this spell can
Components: V, S, M (a weapon worth at least 1 gp) draw on to restore their health. A chosen creature
Duration: Concentration, up to 1 minute inside the area can use its reaction to regain hit
Classes: Wizard, paladin points from this pool immediately after being dealt
You touch the weapon used as the component for damage. A creature can use this reaction even if it
this spell and it glows with a vengeful blue light. The would normally be knocked unconscious or killed.
next time you hit a creature with this weapon, the Constructs and undead creatures can’t restore hit
greatest wrong it committed against you is brought points from this spell.
to the forefront of its mind, and the attack deals an
extra 5d8 psychic damage. You can read this thought.

At Higher Levels. When you cast this spell using a
spell slot of 5th level or higher, the damage increases
by 2d8 for each slot level above 4th.

135

Galder's Gazeteer: Spells



Chapter 3
GM Toolkit

Hu o a o na a n: lh
s r, a , e u l a s, i , ua bl n
tn i o r. i l
i l , u s d, u r i !
l h h ye le z io
l k, l o !I h c o i
e u, de , a e ye
v ec s v s, lv t r
l e! l sb c d l e
o at r a s, vs
ei i o.

Environment Templates Layer Feature

These templates can be applied to easily modify the Minimum
terrain of a combat encounter. This is useful for GMs d100 Layer Terrain Feature
who want a simple way to add environmental effects.
These templates should be applied in addition to 0-25 1-99 2d4 vents spewing tainted
other terrain features, such as those that provide blood or poison gas dot the
cover. The GM determines the outcome of the effects landscape. A creature that
of each template, and may use a feature listed in a ends its turn within 5 feet
template more than once in each effected area. For of one takes 1d10 poison
example, an area with a desert template applied damage.
might have more than one dune.
26- 100-212 A swarm of flying insects
The Abyss 35 spreads out in six 5-foot

Environment by Phillip “Kigamor” Brant-Simmons squares each connected
This endless, wretched wasteland is the embodiment on at least one swide. The
of decay and despair. The deeper into the realm, the swarm creates a heavily
more appalling the layer and the more the landscape obscured area, and any
itself seems to urge for destruction. creature that ends its turn
in the swarm takes 1d10
Demon spawning. On initiative count 0, losing necrotic damage. The
all ties, roll a d6. On a 6, one or more demons are swarm moves 10 feet on
summoned, each within 30 feet of another creature. initiative count 20. A wind
The demons summoned are based on the last great of at least 10 miles per hour
sin someone present committed, as shown on the disperses the swarm and
Demon Spawning table. ends the effect.

Sin Demon Spawning 36- 213-377 Immediately after initiative
Spite Demon Spawned 45 is rolled, a 10-foot radius
Greed 2d4 dretches
Arrogance 2d4 quasits bottomless pit opens
Blood lust 1 glabrezu randomly on the battlefield.
Treachery 1 nalfesheen
1d4 vrocks 46- 378-429 At the start of each of
55 their turns, a creature not
Layers. The deeper in the abyssal landscape the
encounter takes place, the more likely a dismal native to the abyss must
feature is present on the battlefield. Roll on the Layer make a DC 13 Wisdom
Features table below. If the encounter takes place saving throw, or become
on a layer at or below the one in the Minimum Layer frightened until the
column, add that feature onto the terrain. end of their turn of an
hallucination only they can
see.

56- 430-578 Each time a character
66 hits with a melee weapon

attack, the weapon
magically rusts and incurs
a permanent -1 penalty to
attack and damage rolls.

67-75 579-664 Whenever a creature takes
the Dash action, roll a d6.
On a 6, the ground shifts
under the creature’s feet,
creating difficult terrain in
a 20 foot radius around it.

76- 665+ Demons Spawning happens
100 each round, instead of only

on a roll of 6.

Carnivorous Swamp Dreamscape

Environment by Moosh A dreamscape manifests within the mind of a
A combat encounter in the murky depths of a swamp creature while asleep or unconscious, and though
can be made more intense with these few additions. illusory, feels no less real to the dreamer. The area
within a dreamscape appears twisted or unclear.
Blood Lilies. If a creature below its maximum
HP ends its turn in a submerged part of the swamp If a creature within a dreamscape takes damage in
within 20 feet of a blood lily, it takes 2d4 (6) necrotic the real world, or someone in the real world uses an
damage, also lowering the creature’s hit point action to shake or slap them, they wake and are freed
maximum by this amount. If this brings the creature from the dreamscape.
below 0 hit points, the creature is killed.
Sleep Debilitation. Dreamers feel powerless to
Hungry Vines. Any tree or similarly tall structure in exert themselves physically. While in the dreamscape,
this environment might have a hungry vine on it. On a creature’s movement speed is reduced by half, and
initiative count 20, losing all ties, one creature next all checks, saving throws, and attack rolls that use
to a vine must make a DC 14 Dexterity saving throw. Strength have disadvantage.
On a failure, the ends of a pair of vines open up and
snap down on the creature, striking with teeth-like Nightmares Made Real. When a creature enters a
thorns. That creature takes 2d10 piercing damage dreamscape, and for each minute it spends there, it
and is grappled (escape DC 14). The vines strike that must make a Charisma saving throw, the DC of which
creature again at the end of each of its turns as long equals 12 plus the number of consecutive minutes the
as it is grappled. creature has spent in the dreamscape. On a success,
nothing happens. On a failure, a deep-rooted fear
Wandering Alligator. Whenever a creature moves unique to the creature manifests before them, and
at least 30 feet through an area of swamp that has that creature experiences the sights, sounds, and
not been traversed in the last hour, roll a d20. On sensations as if they were real and is frightened. In
a roll of 16 or higher, that creature attracts the addition, the creature is despondent for 1 hour after it
attention of an alligator wandering nearby. The GM wakes as the nightmare remains with them.
determines the alligator’s actions and mood from
then on. The alligator is unusually immune to the Falling to Wake. When a creature within a
effects of any Blood Lilies that may be present. dreamscape reaches 0 hit points, the ground
crumbles beneath them, and they fall into a yawning,

139

Galder's Gazeteer: GM Toolkit

black abyss. Before they hit the bottom, they wake
with a jolt in the real world.

If woken from a shared dreamscape with allies,
the GM determines what happens next. Either
the creature is removed from initiative as combat
continues in the dream, or remains in initiate order
in the real world, and can attempt to wake their
companions if nearby.

Dry Desert

A combat encounter in the open desert can be made
more interesting with these additions.

Dunes. Ten 5-foot squares each connected on one
or more sides make up a dune. If a creature ends
its turn on any part of the dune, it is moved to an
adjacent 5-foot square as the sands shift under its
feet. The GM determines the direction of movement.

Scorpion Nest. Whenever a creature moves at least
20 feet through an area of the ground that has not
been traversed in the last hour, roll a d20. On a roll
of 18 or higher, that creature has disturbed a nest of
scorpions that swarm out in anger. The creature must
make a DC 10 Constitution saving throw or take 2d4
poison damage and be poisoned until the end of its
next turn.

Haunted

There are many reasons an area may end up haunted:
perhaps too many people were buried without
funeral rites performed, it was the site of a mass
tragedy, or it is the scar left over from some contact
with the shadow realm. The hallow spell or banishing
the ghostly spirits (see below) ends the area being
haunted.

Chilling Cold. The air in a haunted area is
supernaturally frigid. A creature that is not immune
to cold damage must make a DC 10 Constitution
saving throw each hour or suffer a level of exhaustion.

Damage Resistance. Undead, fiends and Evil fey
have resistance to necrotic damage and bludgeoning,
piercing, and slashing damage from nonmagical
weapons in a haunted area.

Ghostly presence. Disturbed spirits swirl and
wail within a 20-foot radius sphere. These spirits are
invisible and on the Ethereal Plane in the Boarder
Ethereal, but their ghostly howls can still be heard
on the Material Plane. When a creature enters an
area that overlaps the sphere they inhabit, they can
then be seen on the Material Plane as translucent
specters. Any creature that starts its turn there or
enters the area for the first time must make a DC
12 Wisdom saving throw or become frightened. An
affected creature can repeat the saving throw at
the start of each of its turns, ending the effect on a
success.

Expending a use of Channel Divinity or similar
magic permanently banishes the spirits.

Icy

This template can be applied to a frozen lake, a cavern
of a cold mountain, or a tundra on the Plane of Ice.

Slick. If a creature moves a distance greater
than half its speed on its turn or attempts to turn
directions during its movement, it must make a DC 13
Dexterity saving throw. On a failure, it falls prone.

Slide. A creature can attempt to extend its
movement by sliding on the ice in a straight line. As
part of its movement on its turn, if a creature used
at least half its movement to travel in a straight line,
it can attempt a DC 13 Dexterity (Acrobatics) check.
On a success, the creature moves forward a distance
equal to half its walking speed.

Thin Ice. An 10 foot radius area of this icy expanse
in usually thin. If more than 500 lbs. total is on the
surface of this area, it collapses into deadly cold
water. A creature in the area falls into the water and
must make a DC 17 Constitution saving throw or be
paralyzed as shock overcomes them. The condition
ends when the creature dries off.

If any fire makes contact with this area, the weight
needed to collapse it is reduced to 250 lbs.

Lavascape

A lavascape template can be applied to an area in the
crater of a volcano, a wasteland in Hell, or a region
that is in close contact with the Plane of Fire.

Noxious Gas. A blast of sulfurous gas spews forth
from a newly opened vent. A randomly determined
5 foot square area is now impassible terrain, and a
cloud of poison surrounds it. Any creature within
5 feet of the affected area must make a DC 13
Constitution saving throw or be poisoned. A creature
that fails can repeat the save at the end of each of its
subsequent turns, ending the effect on a success.

Shifting Flows. A stream of lava in the environment
changes course. Ten 5-foot squares each connected
on one or more sides make up the lava flow. On
initiative count 20, losing all ties, 5 of the squares
solidify into rock, and 5 more 5-foot squares of lava
are added to the flow.

Wave of Magma. A gush of lava crashes down. On
initiative count 0, losing all ties, roll 1d6. On a 5-6,
each creature in a 15 foot cone originating from a
point next to a lava flow or another point next to lava
must make a DC 15 Dexterity saving throw or take
6d10 fire damage, or half as much on a success.

Spine of Torr

Environment by Jordan Selmek
In the world of Torr, the towering mountains in that
bisect planet are said to rise from the skeleton of a
titan dragon. Powerful, unpredictable magic occurs
in the region, and it grows wilder deeper into the
mountains.

141

Galder's Gazeteer: GM Toolkit

Arcane Arch. On initiative count 20, roll a d6. On Evil Lurks Here. Creatures of evil alignment have
a roll of 6, lightning springs forth from thin air, as resistance to bludgeoning, piercing, and slashing
raw magic coalesces. All creatures within a 15 foot damage from nonmagical weapons within a tainted
radius from a point in this environment must make a environment. In addition, they gain a number of
DC 15 Dexterity saving throw. Creatures that fail this temporary hit points equal to half their maximum hit
save take 4d6 lightning damage, or half as much on a points, rounded down.
success.
Darkness Manifest. Each time a good- or neutral-
Unexplained Surge. On initiative count 20, roll a aligned creature casts a spell by expending a spell slot
d6. On a roll of 5, until the start of the next round or fails a saving throw, roll a d6. On the result of 1–3,
all spells count as being cast 1 spell level higher than nothing happens. On the result of 4–6, 1d4 shadows
it was originally cast, potentially causing enhanced appear in unoccupied spaces within 40 feet of the
effects such as more damage. affected creature and immediately move to attack.

Weird Enhancement. Whenever a creature casts Whimsical
a spell by expending a spell slot or uses a magical
feature that has a limited number of uses, that A whimsical environment is one twisted and full
creature gains a charge point. Once a creature of tricks, evoking a dark fairy tale theme. Trickster
accumulates 3 charge points, it must roll on the table spirits and fey rule these areas, whether it be a
below. The effect lasts for 24 hours, then the creature forest, a beach, or even a town, and set traps to
loses all charge points. prank unsuspecting creatures who wander through.
Clearing an area of the tricksters – through battle or
d% Effect barter – removes the traps and makes the area safe
again to traverse; otherwise, traveling through any
You lose the ability to cast spells or use whimsical area comes with the following risks.
any magical features. Your Strength and
1-5 Dexterity and Constitution scores are all Shadowy Secrets. Secrets in a whimsical
environment resist being understood. Whenever a
increased to 22. creature makes an Intelligence ability check, it must
first make a DC 15 Intelligence saving throw. On
6-30 You cannot be charmed or dulled. a failure, the creature is dulled until it leaves the
environment, or until it finishes a short or long rest.
31-55 You learn to speak Draconic and
Celestial. You can no longer speak, read, Trickster’s Traps. The spirits ruling a whimsical
or write Common. environment often set traps to delay and confound
trespassers. Often not lethal in nature, the traps are
56-75 You can cast mage hand and misty step placed for the enjoyment of these trickster creatures.
at will. Whenever a creature moves at least 30 feet through
an area of the ground that has not been traversed in
76-90 Your skin turns bright violet. Any the last day, roll a d20 and consult the Whimsical Trap
spell attack rolls you make are made table. The effect is centered on whatever space the
with advantage and creatures have triggering creature ends its movement. The trap effect
disadvantage on saving throws to resist lasts until the end of the triggering creature’s next turn.
spells you cast.

You regain all expended spell slots or d20 Trap
91-100 uses of the feature that caused you to

gain your 3rd charge point.

Tainted 1-16 No trap

A tainted environment is one overrun with negative 17 The triggering creature is effected by the
energy, necromatic magic, or latent evil. A circle of maze spell.
protection against evil spell or similar magic wards a
creature against the effects of a tainted environment. 18 Giant insect is cast. The enlarged
creatures act according to their nature.
Phantoms of Despair. On initiative count 20,
all good- or neutral-aligned creature in a tainted The creature is paralyzed until the effect
environment must make a Charisma saving throw, 19 ends. While paralyzed, flowers grow out
the DC of which equals 10 plus the number of
consecutive turns the creature has spent in the of the top of its head.
tainted environment. On a success, nothing happens.
On a failure, the creature becomes overwhelmed with Reverse gravity is cast. If any creatures
hopelessness and is despondent for 1 minute. are in midair when the effect ends,
20 feather fall is cast on them just before

they hit the ground.

Monster Templates aberrant mutationS

These changes described in each of these templates d6 Mutation
can be applied to easily modify monsters. GMs might
do this to add variety to a group of like enemies, Tentacles. The creature gains a multi-
present novel challenges or incorporate new effects. attack action, which it can use to make
a single tentacle attack in addition to
Unless otherwise noted, a creature retains all of its 1 its existing attacks. The tentacle deals
other statistics when a template is applied. As with bludgeoning damage equal to 1d10 plus the
all monster templates, after applying, the CR of the creature’s Strength modifier to one target
creature should be recalculated. within 10 feet.

Aberrant Mutant Extra Eyes. The creature becomes proficient
2 with the Perception skill and has advantage
Creatures exposed to the eldritch energies of the
Far Realms and the malignant entities therein often on ability checks that rely on vision.
develop monstrous mutations. No two aberrant
mutants are alike – some sport extra limbs, others Armored Hide. The creature increases its
sprout a second head, and a rare few unlock potential AC by 2 and has resistance to bludgeoning,
magical abilities. 3 piercing, and slashing damage from non-

Maddening Appearance. When a creature first magical weapons that aren’t adamantine.
perceives an aberrant mutant, it must succeed on a
DC 12 Charisma saving throw or become despondent Bulbous Brain. The creature increases
until the end of their next turn. its Intelligence by 2, learns one additional
language, and can cast the command and
Limited Telepathy. The aberrant mutant can 4 hold person spells once per day without the
magically transmit simple messages and images to
any creature within 120 feet of it that can understand need for material components. Intelligence
a language. This form of telepathy doesn’t allow the is its spellcasting modifier for these spells.
receiving creature to telepathically respond.
Extra Head. The creature has advantage on
Unique Mutation. Choose or roll on the Aberrant Wisdom (Perception) checks and on saving
Mutations table to determine the aberrant mutant’s 5 throws against being blinded, charmed,
unique ability. deafened, frightened, stunned, and
knocked unconscious.

Caustic Blood. If the creature is bloodied,
whenever it takes piercing or slashing
6 damage, each creature within 10 feet must
succeed on a DC 14 Dexterity saving throw
or take 11 (2d6) acid damage.

Ashen Beast

From Jack Gray
No one is sure how these beasts with eyes of fire and
hides of ash come into being. Rumor has it that devils
wished to create a monster with the ferocity of Hell’s
fire. Others talk of them being created by demon, to
be the ultimate prey to hunt, or the ultimate predator
to hunt alongside in the abyss. Whatever the case,
once a beast is transformed into an ashen form, if
unchecked it will cause entire mountain ranges to
suffer, with animals migrating away or some even
being brought to extinction in the area from its
obsessive hunting and feeding.

Damage Immunities. The beast is immune to
fire damage, and from bludgeoning, piercing, and
slashing damage from nonmagical weapons that
aren’t silvered.

Ash Cloud. Whenever the ashen beast becomes
bloodied, hot ash and smoke erupt from its form. As

143

Galder's Gazeteer: GM Toolkit

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

Ability Score Increase. The brutal creature’s
Strength score increases by +4.

Adrenaline. As long as the brutal creature is
bloodied, it makes melee attack rolls with advantage.
Additionally, it cannot be charmed or frightened.

New Action: Bell Ringer. The brutal strikes at an
enemy’s head or other vulnerable area. It makes a
melee attack roll against a target within range. On a
hit, the target is dulled until the end of its next turn.

New Action: Break Foes (Recharge 5-6). The
creature focuses all its might on a single devastating
blow. The brutal creature makes a melee weapon
attack against a target, on a hit, in addition to the
attack’s normal effects, the creature is also wounded
unless it succeeds on a Constitution saving throw
(DC equals 8 + the brutal creature’s proficiency
bonus + the brutal creature’s Strength modifier).
Resorting all the wounded creature’s hit points ends
the condition.

Dread

When a creature suffers a particularly traumatic
death, if it later rises as an undead it can be a
particularity horrifying version of its kind. Dread
creatures spread hopelessness wherever they roam. A
dread creature’s chilling breath fills those who hear it
with existential dread and become resigned to apathy
as their death draws near.

Undead creatures up to CR 10 can exist as dread
versions, and most commonly among undead that
were humanoid in life.

Damage Immunities. The dread undead is immune
to necrotic damage, and to bludgeoning, piercing,
and slashing damage from nonmagical weapons that
aren’t silvered.

Fell Calling. The wounds caused by dread creatures Damage Immunities. The frostbite creature is
draw its victims to the grave. The first time the dread immune to cold damage.
creature bloodies another creature, that creature
is doomed until it is no longer bloodied. Once a Attack Variant: Frost. If the frostbitten creature
creature is affected by this feature, another creature has an attack that can deal at least 11 bludgeoning,
can’t be affected by it until after midnight. piercing or slashing damage from a natural weapon,
add 1d10 cold damage to the total, and the hit
New Action: Death Rattle. As an action, the dread creature must make a Constitution saving throw or
creature can direct a baleful, chilling whisper towards become burned for 1 minute. The DC equals 8 + the
a target. One creature within 30ft that can hear must frostbite creature’s proficiency bonus + the frostbite
succeed on a Wisdom saving throw with DC equals creature’s Constitution modifier.
8 + the dread creature’s proficiency bonus + the
dread creature’s Charisma modifier. On a failure, the Guardian
target is despondent for the next minute. An affected
creature can repeat the saving throw at the end of Entrusted with the care of another, guardians are
each of its subsequent turns, ending the effect early fierce and loyal protectors. Creatures with this
on a success. template might be as varied as humanoids trained as
body guards, celestials assigned a specific asset to
Fear Eater guard, or a wild beast trying to protect its young.

From Phillip “Kigamor” Brant-Simmons Improved Defenses. The guardian gains a +2
An otherworldly aberration that has traveled to the bonus to its AC and all its saving throws.
Shadowfell may have its mind overwhelmed by a
terrible, crushing need to be awash with fear. Such Suspicious. Guardians have a strong sense for
aberrations can supernaturally create terror in the when something is out of the ordinary. A creature
minds of others. with this template has advantage on Intelligence
(Investigation) and Wisdom (Insight) ability checks.
Psychic Hunger. As long as the fear eater is not
incapacitated, it secretes waves of psychic energy. At New Action: Stalwartness. The guardian creature
the start of each of its turns, creatures within 60 feet can take the Guard action as a bonus action.
that are frightened of the fear eater take 1d10 psychic
damage. The fear eater regains hit points equal to the
total damage dealt in this way.

New Action: Crippling Fear. The fear eater probes
the minds of those near it, attempting to make an
illusion of one of their fears manifest. One creature of
its choice within 15 feet must make a DC 15 Wisdom
saving throw, or be frightened of the illusion. While
frightened, the affected creature is also dulled. The
illusion is visible only to the affected creature, and
always appears to be in a space adjacent to the
creature.

A frightened creature can repeat the saving throw
at the end of each of its subsequent turns, ending the
effect on a success.

A e , Fe - t , oe a s
l .A e i it n a
er h eu h
ot gf f E s a.

Frostbitten

Creatures who live in areas where the boundary
between the Material Plane and the Plane of
Ice is permeable can become transformed into
frostbite variants. Elementals rarely undergo this
transformation, but it is not uncommon to see beasts
and monsters in these icy regions grow thick furs and
hides, and turn white as snow.

145

Galder's Gazeteer: GM Toolkit

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

From Jude Brant
A giant crab exposed to extraplanar magic can
transform into a monstrous crab. Differing exposures
can warp the crab’s shell into a myriad of fantastical
appearances, each of which indicate different
properties the crab now possess.

Bigness. The crab’s size changes to Huge, it’s AC
and Strength inceases by 4, and it’s hit points and hit
dice are multiplied by 10.

Crustacean Coloration. Choose a color of the
monstrous crab’s carapace from the list below.

• Blue. The blue carapace has natural healing

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

Wh ’
go a
n b? W
e ie
n h’
ns t
i , u e!

Shaman Magic Weapons. The mechanical menace’s weapon
attacks are magical.
Often acting both as healers and prophets, shamans
serve a vital role in the societies in which they live. New Action: Deconstruct. The mechanical menace
As mediators between the mortals and spirits of the can take the Sunder action as a bonus action.
world, shamans have powerful magics, for good or for
ill, at their disposal. Primordial

Group Healer. As soon as the shaman becomes Primordials are creatures which predate known
bloodied, it and every allied creature within a 30 foot history. Originating from a distant, primeval age, the
radius can spend up to 3 Hit Dice, rolling them to primordial template can be applied to any beast with
restore hit points as if they just completed a short a bite attack or a dragon to create a more savage and
rest. saurian creature.

Spellcasting. The shaman can cast thaumaturgy, Ancient Cunning. The primordial creature has
sacred flame, speak with dead, and witch bolt at-will. advantage on all Wisdom and Charisma saving
The Shaman can cast dispel magic or remove curse up throws.
to 3 times per day in any combination.
Amphibious. The primordial has a swim speed
New Action: Premonition (3/day). As a reaction the equal to its movement speed and can hold its breath
shaman takes when a creature makes an attack roll for 1 hour.
or saving throw, it can use its supernatural visions of
this moment to effect the outcome. Roll 2 d20s. The Crushing Bite. The primordial gains the following
shaman replaces the number rolled for the attack or additional effect to its Bite attack: In addition, the
saving throw with one of the ones rolled on the d20s. target is grappled (escape DC equal to 8 + the
primordial’s proficiency bonus + the primordial’s
New Action: Doomspeaker. The shaman lets out Strength modifier). Until this grapple ends, the target
a cry that is powered by spirits of the departed. One is restrained, and the primordial can’t bite another
creature of the shaman’s choice within 30 feet that target. If this attack causes the target to become
can hear it must succeed on a Charisma saving throw bloodied, it is also wounded until all its hit points are
(DC equal 8 + the shaman’s proficiency bonus + the restored.
shaman’s Wisdom modifier) or become doomed.
The condition ends after 3 days or until the shaman Toughened Hide. The primordial gains resistance
chooses to dismiss it. to slashing and acid damage. In addition, it adds +2
to its armor class.
Mechanical Menace

Mechanical menaces are creatures which share the
shape and likeness of another creature, but are in
fact mechanical imitations. They appear constructed
of various metallic plates, gears, pulleys, and other
mechanisms. They occasionally emit sparks or arcs of
electricity.

Condition Immunities. The mechanical menace
is immune to being charmed, despondent, dulled,
fatigued, frightened, paralyzed, petrified, poisoned or
suffering exhaustion.

Damage Immunities. The mechanical menace
is immune to poison and psychic damage, and to
bludgeoning, piercing, and slashing from nonmagical
attacks that aren’t adamantine.

Type. The Mechanical Menace is a construct
instead of its normal type.

Immutable Form. The mechanical menace is
immune to any spell or effect that would alter its form.

Lightning Absorption. Whenever the mechanical
menace is subjected to lightning damage, it takes no
damage and instead regains a number of hit points
equal to the lightning damage dealt.

Magic Resistance. The mechanical menace has
advantage on saving throws against spells and other
magical effects.

147

Galder's Gazeteer: GM Toolkit

Sidhe

From Xavier “Dango” Budd
An elf or other creature who chooses to guard a
special place in nature, such as a boundary into the
Feywild or a sacred glade, can sometimes become
overwhelmed by their passion. Their fierce devotion
causes them to magically transform into a sidhe.

Type. The sidhe’s type changes to Fey.
Ability Score Increase. The sidhe’s Charisma score
increases by +2.
Nature’s Guardian. When the sidhe becomes
bloodied, vines erupt from the ground around it.
Each hostile creature within a 30 foot radius must
make a Dexterity saving throw (DC equals 8 + the
sidhe’s Charisma modifier + the sidhe’s proficiency
bonus) or become restrained by the vines. The first
time a creature is restrained by the vines or starts
its turn restrained by them, it takes 3d10 piercing
damage. A creature can use its action to escape the
vines by making a Strength (Athletics) or Dexterity
(Acrobatics) check against the same DC, or by dealing
20 damage to the vines around it (AC 12; immune to
psychic damage). This feature’s effect only occurs
once every 24 hours.
New Action: Fascinate. The sidhe can capture the
unwavering attention of those around it. Creatures of
its choice within 30 feet that the sidhe can see must
make a Charisma saving throw (DC equals 8 + the
sidhe’s Charisma modifier + the sidhe’s proficiency
bonus) or become charmed for one minute or until
it takes damage, at which point the condition ends.
While charmed, the creature is also dulled.

Th e x a tn od
a t F y, h en a e
t ss r ar r
h au i d l.

Stone Beast

Stone beasts slumber as statues, but are enchanted
to spring to life when necessary. Often utilized as
guardians, these simple but effective constructs
boast the natural abilities of their flesh- and-blood
forms, with the added resilience of stone.

Condition Immunities. The beast is immune to being
charmed, despondent, dulled, fatigued, frightened,
paralyzed, petrified, poisoned or exhaustion.

Damage Immunities. A stone beast is immune
to poison and psychic damage, and to damage from
nonmagical weapons that aren’t adamantine.
Immutable Form. The stone beast is immune to
any spell or effect that would alter its form.
Magic Resistance. The stone beast has advantage
on saving throws against spells and magical effects.
Magic Weapons. The stone beast’s weapon attacks
are magical.

Variant Rules If damage reduces a creature to 0 hit points and
fails to kill it outright, it suffers from the wounded
Deadly Knockouts condition until it recovers all of its hit points.

From Gabe LaBelle Additionally, when a creature is knocked
Dropping to 0 hit points is more dangerous. Death unconscious as a result of taking damage, it must
comes more quickly, and the felling blow could leave immediately make a death saving throw. If that first
a creature with a grievous wound. death saving throw is a failure, use that result as roll
on the Deadly Injury table. The creature suffers from
DeaDLy injury an injury of that kind. For example, if the roll on the
d20 was a 3 for a creature’s first saving throw, that
Save Injury creature has an eye injury.

Foot or Leg. Your walking speed is Effects suffered as a result of rolling on the table
halved, and you must use a cane or can be reversed or mitigated by magical healing by
crutch to walk unless you have a spells of least 5th level such as greater restoration
1 prosthesis. You fall prone after using the or regenerate, or if the affected creature spends 10
days doing nothing but resting. Alternately, someone
Dash action. You also have disadvantage else can attempt to heal the injury by making a DC 15
on Dexterity checks made to balance. Wisdom (Medicine) check and expending a use of a
healer’s kit. Such an attempt can only be made once
Arm or a Hand. You can only hold one per day on the victim, and after 3 successful checks
2 object at a time, and you can’t hold in succession (i.e. without a failure in between), the
injury is resolved.
anything with two hands.
An injury that isn’t healed becomes permanent
Eye. You have disadvantage on ranged after 10 days, as the eye rots out, the limb requires
attack rolls and Wisdom (Perception) amputation, or the creature is otherwise beyond repair.
checks that rely on sight. If you have
3 no eyes left after sustaining this injury, Encumbrance Slots

you’re blinded until this injury is From Gabe LaBelle
reversed. A character has a number of carrying slots equal
to 2 times their Strength score. They carry their
Internal Injury. Recovering all your adventuring equipment in these slots using the
hit points does not end the wounded guidelines in the following table.
4 condition inflicted when you gained this

injury.

5 Broken Rib. On your turn, you can either Slot Example
move or take an action, but not both.
Something that fits in your pocket or
Festering Wound. Your hit point 1/2 slot is less than 1 lb. such as a dagger, a
6 maximum is reduced by 2 every 24 hours
potion, a day’s ration, or a gemstone.
the wound persists.
Something that is normally held in
Spine. If you roll a 1 when rolling to 1 slot one hand or is less than 5 lbs. such
determine your place in the initiative as a weapon, a lantern, 10 pitons, or
order, you are paralyzed. You can end the 50 coins.
7 paralysis by making a DC 15 Constitution

saving throw at the end of each of your Something that is carried in both
turns. hands or is more than 10lbs. such
2 slots as armor, a shield, a spellbook, or a
heavy weapon.
Limp. Your speed on foot is reduced by
5 feet. You must make a DC 10 Dexterity
8 saving throw after using the Dash action

or fall prone. If a character carries more items than they have
slots, they are encumbered, and their speed drops
Gruesome Scar. You are disfigured in by 10 feet. If a character carries items in excess of
a way that can’t be easily concealed, 2 x their Strength modifier slots, they are heavily
9 such as losing a nose or massive burns. encumbered, which means their speed drops to zero
You have advantage on Charisma and they have disadvantage on ability checks, attack
(Intimidation) checks. rolls, and saving throws that use Strength, Dexterity,
or Constitution.

149

Galder's Gazeteer: GM Toolkit

Falling Damage Characters can spend 10 gp to gain 25 XP from a
heroic trainer. A character can’t earn more than half
From Peter Haldenby of the XP needed to advance to the next level in this
Instead of the standard rules for taking damage way. For example in order to advance from 8th to 9th
from falling, use the Variant Falling Damage table to level, a character needs to acquire 14,000 XP. Thus
determine the damage a creature suffers from falling a player character can gain up to 7,000 XP from
from different heights. For distances greater than 50’ training with heroes at a cost of 2,800 gp.
there is an additional 1d20 damage for each 10’ fallen,
up to a maximum of 10d20. Mid-Vantage

Variant FaLLing Damage From Zach Hooven
When a roll has both advantage and disadvantage,
Distance Fallen Damage instead of rolling one die, roll three. If the result of all
the d20s are different, use the result of the die that
10’ 1d6 has the middle value. If you roll the same number on
two of the dice, use that value as the result of the roll.
20’ 2d8
Opposed Initiative
30’ 3d10
From Hayden Robertson
40’ 4d12 Opposed initiative creates a more dynamic push and
pull at the table, pitting the players against hordes of
50’ 5d20 monsters.

Fighting Underwater The player character with the highest Dexterity
score rolls initiative at the beginning of each round.
Fighting while underwater is especially strenuous, The GM makes a contested roll, using any hostile
and will cause a creature to run out of breath more creature currently in combat to make the Dexterity
quickly. check. If the PC wins, that character takes their turn,
then chooses a second player character or ally to act
A creature holding their breath while participating next in the round. If the GM wins, any two hostile
in underwater combat has a number of breath points NPC or groups of identical creatures take their turns.
equal to 1 + its Constitution modifier (minimum After the winning side has taken their turns, the
1). At the end of each of its turns while the creature opposing side gets to take two turns, choosing which
is still underwater, its number of breath points is participants act in which order. This continues until
reduced by 1. Additionally, the first time each turn an all players and monster groups have taken their turns,
underwater combatant takes damage, it must make then the round ends, and the opposed initiative is
a Constitution saving throw with a DC equal to 10 or rolled once more.
half the damage taken, whichever is higher, reducing
its breath points by 1 on a failure. Over Exertion

If a creature ends its turn with 0 breath points From Clayton J
while underwater, it begins to suffocate. A creature When a spellcaster finds themselves low on spell
regains all its breath points as soon as it can breathe slots they can desperately use their own life force as
again. fuel for their spells. A spellcaster may choose to cast a
spell that they know or have prepared at any level up
Heroic Training to 5th level, without expending a spell slot.

From Mike Margolin Immediately after the effects of the spell are
Adventurers can seek out legendary heroes to train determined, the spellcaster makes a saving throw
them in their ways. If characters can find a suitable using their spellcasting ability with a DC equal to 13
(and willing) mentor, they can pay for specialized plus the level of the spell cast. The caster takes 3d10
training. Doing so allows a character to spend gp to necrotic damage per each level of the spell, and half
gain XP. There is no set time needed for the training as much on a success. This damage ignores resistance
to occur; sometimes a single insight from a master and cannot be reduced in any way. Additionally on a
can awaken enormous potential. failure, the spellcaster also suffers fatigue a number
of times equal to half the spell’s level.
Heroic training is available to characters of 5th
through 15th level. Lower level characters are hardly After a spellcaster attempts to over exert, that
worth the time of true geniuses of their craft. When caster cannot do so again until after finishing a long
player characters advance to high levels, their own rest.
talents are likely the apex of their kind!


Click to View FlipBook Version