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Published by ericmueller2003, 2019-02-23 10:47:09

Humblewood-Playtest0.3-PNP

Humblewood-Playtest0.3-PNP

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Ashsnake 3CR Aspect of Fire 8CR

HUGE MONSTROSITY, UNALIGNED GARGANTUAN ELEMENTAL, UNALIGNED

ART: LEESHA HANNIGAN THE DECK OF MANY © HIT POINT PRESS INC. 2019 ART: THE DECK OF MANY © HIT POINT PRESS INC. 2019

Aspect of Fire (continued) Bandit General 2CR

ART: MEDIUM HUMANOID (VULPIN) NEUTRAL EVIL

THE DECK OF MANY © HIT POINT PRESS INC. 2018 ART: THE DECK OF MANY © HIT POINT PRESS INC. 2019

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA

21 (+5) 9 (-1) 18 (+4) 7 (-2) 8 (-1) 7 (-2) 16 (+3) 12 (+1) 16 (+3) 1 (-5) 8 (-1) 4 (-3)

Aspect of Fire 3,900XP Ashsnake 700XP

DSEaNrkSvEisSion 60 feet, BDlAudMgAeoGnEinRgE, SPIieSrTcAinNg,CaEnSd SENSES CDAolMd AGE VULNERABILITIES
Passive Perception 9 Slashing from nonmagical Blindsight 30ft. DAMAGE RESISTANCES
CONDITION IMMUNITIES weapons (blind beyond this radius), Fire
Exhaustion, Grappled, DAMAGE IMMUNITIES Tremorsense 60 ft.,
Paralyzed, Petrified, Poisoned, Fire, Poison Passive Perception 10
Restrained, Unconcious LANGUAGES
DAMAGE VULNERABILITIES Ignan SPECIAL TRAITS
Cold Ash Cover. The snake has advantage on Dexterity (Stealth) checks
made when it is burrowing in ash.
SPECIAL TRAITS
Legendary Resistance (3/day). If the aspect of fire fails a saving ACTIONS
throw, it can choose to succeed instead. Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one target.
Hit: 8 (1d10 + 3) piercing damage.
Molten Skin. Any creature who touches, makes a melee attack Constrict. Melee Weapon Attack: +5 to hit, reach 10 ft., one
within 5 feet of, or ends their turn within 5 feet of the aspect takes target. Hit: 11 (2d8 + 3) bludgeoning damage and the target
11 (2d10) fire damage. Flammable objects within 5 feet of the is grappled with an escape DC of 14. Until the grapple ends
aspect burst into flames. the target is restrained and the snake cannot constrict or crush
another target. The snake can release the target as a free action.
Natural Light. The aspect gives off bright light in a 60-foot radius Crush. The snake crushes its grappled target, dealing
and dim light for an additional 60 feet. 11 (2d8 + 3) bludgeoning damage.
Ashen Breath. The snake breathes out a cloud of superheated ash
Magma Throw (Recharge 5-6). The aspect hurls a ball of in a 15-foot cone. Each creature in the area must make a DC 13
molten rock. Choose a location within 60 feet of the aspect. All Dexterity saving throw, taking 11 (2d10) fire damage on a failed
creatures within 15 feet of the target location must make a DC 15 save, or half as much on a successful one.
Dexterity saving throw. On a failure, a creature takes 21 (3d10 + 5)
fire damage. On a success, they take half as much damage.

Cooling. For every 15 cold damage the aspect takes it loses
5 feet of movement speed. If it’s speed is reduced to 0 in this way,
the aspect is completely hardened and becomes petrified. This
effect wears off after an hour.

ARMOR CLASS HIT POINTS SPEED ARMOR CLASS HIT POINTS SPEED
15 Natural armor 203 (14d20 + 56) 40 ft. 14 natural armor 57 (6d12 + 18)
30 ft., burrow 20 ft.

STR DEX CON INT WIS CHA SPECIAL TRAITS

14 (+2) 17 (+3) 14 (+2) 13 (+2) 11 (+0) 14 (+2) Fuel to the Fire. The aspect of fire doesn’t treat plant life
as difficult terrain. Whenever the aspect begins its turn in
Bandit General 450XP a space of plant life that would provide cover, it burns the
life away; healing 1d4 hit points for each 5 ft. square of
SAVING THROWS PSaEsNsiSvEeSPerception 10 such plant life it has consumed. If it heals for 15 or more
CLAoNmGmUAonG,ES damage in this way, it flares up, immediately regaining 5
Dex +5, Cha +2 Understands Birdfolk ft. of movement speed lost by cooling or magma barrage
DSKeIcLeLpStion +4, and recharging its magma throw action.
Persuasion +4
ACTIONS
ACTIONS
Multiattack. The aspect makes two molten fist attacks.
Multiattack. The general makes three melee attacks, Molten Fist. Melee Weapon Attack: +7 to hit, reach 15 ft.,
two with their scimitar and one with their dagger. one target. Hit: 27 (4d10 + 5) fire damage.
Alternatively, the general can make two ranged attack Stomp. Melee Weapon Attack: +7 to hit, reach 10 ft.,
with their daggers. one target. Hit: 32 (5d10 + 5) fire damage and the target
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., is knocked prone.
one target. Hit: 6 (1d6 + 3) slashing damage.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, LEGENDARY ACTIONS
reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3)
piercing damage. The aspect of fire can take 3 legendary actions, choosing
from the options below. Only one legendary action
REACTIONS option can be used at a time and only at the end of
another creature’s turn. The aspect regains spent legendary
Parry. The general adds 2 to their AC against one melee actions at the start of its turn.
attack that would hit them. The general must see the Detect. The aspect makes a Wisdom (Perception) check.
attacker and be weilding a melee weapon. Stomp Attack. The aspect makes a stomp attack.
Magma Barrage (Costs 2 Actions). The aspect of fire uses
its magma throw action. It may use this ability if it has
not yet been recharged by dealing 15 points of damage to
itself, and reducing its movement speed by 5 ft.

ARMOR CLASS HIT POINTS SPEED
15 studded leather 65 (10d8 + 20) 30 ft.

Birdfolk Farmer 0CR Birdfolk Guard CR1/8

MEDIUM HUMANOID (BIRDFOLK), LAWFUL GOOD MEDIUM HUMANOID (BIRDFOLK), LAWFUL GOOD

ART: CHRISTINA KRAUS THE DECK OF MANY © HIT POINT PRESS INC. 2019 ART: CHRISTINA KRAUS THE DECK OF MANY © HIT POINT PRESS INC. 2019

Birdfolk Militia CR1/8 Birdfolk Spearman CR 1/8

MEDIUM HUMANOID (BIRDFOLK), LAWFUL GOOD MEDIUM HUMANOID (BIRDFOLK), LAWFUL GOOD

ART: APRIL PRIME THE DECK OF MANY © HIT POINT PRESS INC. 2019 ART: THE DECK OF MANY © HIT POINT PRESS INC. 2019

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA

13 (+1) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Birdfolk Guard 25XP Birdfolk Farmer 10XP

PSaEsNsiSvEeSPerception 12 PSeKrIcLeLpStion +2 PSaEsNsiSvEeSPerception 10
CLAoNmGmUAonG,EBSirdfolk, and Auran
CLAoNmGmUAonG,EUS nderstands Birdfolk
SPECIAL TRAITS
SPECIAL TRAITS
Glide. When falling at least 10 feet, the farmer can spend
Glide. When falling at least 10 feet, the guard can spend a reaction to fly up to their speed in one direction as they
a reaction to fly up to their speed in one direction as descend. They land in an unoccupied space at the end of
they descend. They land in an unoccupied space at the their movement, and take no falling damage. They cannot
end of their movement, and take no falling damage. glide while carrying heavy objects, heavy weapons, or
They cannot glide while carrying heavy objects, heavy shields (though they can drop any held items as part of
weapons (though they can drop any held items as part their reaction).
of their reaction).
ACTIONS
ACTIONS
Staff. Melee Weapon Attack: +2 to hit, reach 5 ft.,
Spear. Melee or Ranged Weapon Attack: +3 to hit, one target. Hit: 2 (1d4) bludgeoning damage.
reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1)
piercing damage.

ARMOR CLASS HIT POINTS SPEED ARMOR CLASS HIT POINTS SPEED
16 chain shirt 11 (2d8 + 2) 30 ft. 10 4 (1d8) 30 ft.

and shield

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA

14 (+2) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0) 12 (+1) 10 (+0) 12 (+1) 10 (+0) 10 (+0) 10 (+0)

Birdfolk Spearman 25XP Birdfolk Militia 25XP

PSaEsNsiSvEeSPerception 10 CLAoNmGmUAonG,EBSirdfolk, PSaEsNsiSvEeSPerception 10
ASKthILleLtSics +3 and Auran CLAoNmGmUAonG,EBSirdfolk, and Auran

SPECIAL TRAITS SPECIAL TRAITS

Glide. When falling at least 10 feet, the spearman can Glide. When falling at least 10 feet, the birdfolk militia
spend a reaction to fly up to their speed in one direction can spend a reaction to fly up to their speed in one
as they descend. They land in an unoccupied space at the direction as they descend. They land in an unoccupied
end of their movement, and take no falling damage. They space at the end of their movement, and take no falling
cannot glide while carrying heavy objects, heavy weapons, damage. They cannot glide while carrying heavy objects,
or shields (though they can drop any held items as part heavy weapons, or shields (though they can drop any held
of their reaction). items as part of their reaction).

ACTIONS ACTIONS

Spear. Melee or Ranged Weapon Attack: +3 to hit, Staff. Melee Weapon Attack: +2 to hit, reach 5 ft.,
reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d8 + 2) one target. Hit: 3 (1d4 + 1) bludgeoning damage.
piercing damage.

ARMOR CLASS HIT POINTS SPEED ARMOR CLASS HIT POINTS SPEED
14 Chain Shirt 11 (2d8 + 2) 30 ft. 12 leather armor 9 (2d8) 30 ft.

Birdfolk Skeleton CR1/4 Caustic Slime CR1/4

MEDIUM UNDEAD (BIRDFOLK), LAWFUL EVIL LARGE OOZE, UNALIGNED

ART: THE DECK OF MANY © HIT POINT PRESS INC. 2019 ART: LEESHA HANNIGAN THE DECK OF MANY © HIT POINT PRESS INC. 2019

Corvum Necromancer 1CR Forest Prowler 2CR

MEDIUM HUMANOID (CORVUM), CHAOTIC EVIL LARGE BEAST, UNALIGNED

ART: LEESHA HANNIGAN THE DECK OF MANY © HIT POINT PRESS INC. 2019 ART: THE DECK OF MANY © HIT POINT PRESS INC. 2019

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA

15 (+2) 5 (-3) 17 (+4) 1 (-5) 6 (-2) 1 (-5) 11 (+0) 15 (+2) 14 (+2) 7 (-2) 8 (-1) 4 (-3)

Caustic Slime 50XP Birdfolk Skeleton 50XP

BClOinNdDedIT, ICOhNarImMeMdU, DNeITafIEenSed, SENSES DSEaNrkSvEiSsion 60 ft., ECOxhNaDuIsTtIiOonN,IPMoMisUoNnIeTdIES
Exhaustion, Frightened, Prone Blindsight 60 ft. Passive Perception 9 PDoAiMsoAnGE IMMUNITIES
BDlAudMgAeoGnEinRgE, SPIieSrTcAinNg,CSElSashing (blind beyond this radius), ULAnNdGerUsAtaGnEdSs Common, BDlAuMdgAeGoEnVinUgLNERABILITIES
Passive Perception 8 Birdfolk, and Auran, but
can’t speak
SPECIAL TRAITS
Amorphous. The slime can move through a space as narrow as ACTIONS
1 inch wide without squeezing.
Spider Climb. The slime can climb difficult surfaces, including Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft.,
vertically and upsidedown, without making an ability check. one target. Hit: 5 (1d6 + 2) piercing damage.
Caustic. Any creature that touches the slime or hits it with a Talons. Melee Weapon Attack: +4 to hit, reach 5 ft.,
melee attack must succeed a DC 12 Dexterity saving throw or one target. Hit: 4 (1d4 + 2) piercing damage.
take 1d4 points of acid damage.

ACTIONS
Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) acid damage.

REACTIONS
Split. When a slime that is Medium or larger and has 10 or more
hit points is hit with slashing or lightning damage, it splits into
two new slimes. Each new slime has hit points equal to half the
original slime’s, rounded down. New slimes are one size smaller
than the pervious size.

ARMOR CLASS HIT POINTS SPEED ARMOR CLASS HIT POINTS SPEED
7 19 (2d10 + 8) 12 natural armor 13 (2d8 + 4) 30 ft.
20 ft., climb 20 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA

17 (+3) 14 (+2) 14 (+2) 6 (-2) 10 (+0) 9 (-1) 8 (-1) 10 (+0) 10 (+0) 14 (+2) 15 (+2) 16 (+3)

Forest Prowler 450XP Corvum Necromancer 200XP

DSEaNrkSvEiSsion 60 ft., SKILLS SENSES LANGUAGES
Passive Perception 10 Passive Perception 12 Common, Birdfolk,
Stealth +4 SKILLS Understands Auran
Arcana +4, Medicine +4

SPECIAL TRAITS SPECIAL TRAITS
Spellcasting. The necromancer is a 2nd-level spellcaster. Their spellcasting
Natural Camouflage. The prowler has advantage on ability is Charisma (spell save DC 13, +5 to hit will spell attacks). The
Dexterity (Stealth) checks made in the forest. Creatures who necromancer has the following warlock spells prepared:
attack a target that cannot see them have advantage on their
attack roll. Cantrips (at will): chill touch, prestidigitation
Pounce. If the prowler moves at least 10 feet toward a 1st level (2 slots): armor of agathys, witch bolt, unseen servant
creature and then hits it with a claw attack on the same turn,
that target must succeed on a DC 14 Strength saving throw Awakened Mind. The necromancer can communicate telepathically
or be knocked prone. The prowler can use its bonus action to with any creature they can see within 30 feet. They don’t need to share
make another claw attack against this target. a language with the creature for it to understand them, but the creature
Agile. The prowler can use the dash or hide action as a must understand at least one language.
bonus action. Glide. When falling at least 10 feet, the necromancer can spend a reaction
to fly up to their speed in one direction as they descend. They land in
ACTIONS an unoccupied space at the end of their movement, and take no falling
damage. They cannot glide while carrying heavy objects, heavy weapons,
Multiattack. The prowler makes two claw attacks. or shields (though they can drop any held items as part of their reaction).
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) slashing damage. ACTIONS
Roar. The prowler lets loose a terrifying sound. All creatures Staff. Melee Weapon Attack: +1 to hit, reach 5 ft., one target.
who can hear the prowler within 60 feet must succeed a DC Hit: 2 (1d6 - 1) bludgeoning damage.
12 Wisdom saving throw or become frightened for 1 minute. Talons. Melee Weapon Attack: -1 to hit, reach 5 ft., one target.
Hit: 1 (1d4 - 1) piercing damage.
Mask of Many Faces. The necromancer can cast alter self at will, without
expending a spell slot.
Misty Visions. The necromancer can cast silent image at will, without
expending a spell slot.

ARMOR CLASS HIT POINTS SPEED ARMOR CLASS HIT POINTS SPEED
12 45 (6d10 + 12) 50 ft. climbing 40 ft. 10 22 (5d8) 30 ft.

Gallus Druid 4CR Gallus Druid (continued)

MEDIUM HUMANOID (GALLUS), CHAOTIC NEUTRAL ART: LEESHA HANNIGAN

ART: LEESHA HANNIGAN THE DECK OF MANY © HIT POINT PRESS INC. 2019 THE DECK OF MANY © HIT POINT PRESS INC. 2018

Hedge Witch 1CR Jerbeen Thief CR1/2

MEDIUM HUMANOID (HEDGE), CHAOTIC GOOD SMALL HUMANOID (JERBEEN), NEUTRAL EVIL

ART: TIFFANY TURRILLAV THE DECK OF MANY © HIT POINT PRESS INC. 2019 ART: LEESHA HANNIGAN THE DECK OF MANY © HIT POINT PRESS INC. 2019

ACTIONS STR DEX CON INT WIS CHA

Staff. Melee Weapon Attack: +3 to hit, reach 5 ft., 12 (+1) 13 (+1) 14 (+2) 10 (+0) 18 (+4) 10 (+0)
one target. Hit: 4 (1d6 + 1) bludgeoning damage.
Wild Shape. (2/day) The druid transforms into a Gallus Druid 1,100XP
powerful beast. The druid can assume any beast form of
CR 1/2 or less and the creature cannot have flying speed. PSaEsNsiSveESPerception 16 CLAoNmGmUoAnG, EBSirdfolk,
Spirit Totem. (1/day) As a bonus action, the druid calls Druidic, Sylvan, Beast,
forth a nature spirit. The spirit appears at a point the SKILLS understands Auran
druid can see within 60 feet. The spirit creates a 30-foot
radius aura. The spirit is neither an object or a creature, Insight +6, Nature +2,
but is a spectral beast. As a bonus action, the druid can Medicine +6, Perception +6
move the spirit to another location within 60 feet. The
spirit lasts for 1 minute. SPECIAL TRAITS

Bear Spirit. The druid and allies within the aura gain Spellcasting. The druid is a 6th-level spellcaster. Their
9 temporary hit points and have advantage on Strength spellcasting ability is Wisdom (spell save DC 14, +6 to hit
checks and saving throws. will spell attacks).
Hawk Spirit. The druid can use its reaction to grant The druid has the following spells prepared:
advantage to an ally’s attack roll against a target in
the aura. The druid and allies within the aura have Cantrips (at will): druidcraft, produce flame, shillelagh
advantage on Wisdom (Perception) checks. 1st level (4 slots): animal friendship, cure wounds, entangle, fog cloud
Unicorn Spirit. If a spell that requires a spell slot heals 2nd level (3 slots): barkskin, gust of wind, moonbeam
the druid or allies in the aura, each creature of the 3rd level (3 slots): conjure animals, dispel magic, wind wall
druid’s choice also gain 4 hit points.
Mighty Summoner. Beasts summoned by the druid’s
spells have +2 hit points per Hit Die and their attacks
are considered magical for the purpose over overcoming
immunity and resistance to nonmagical attacks and damage.
Glide. When falling at least 10 feet, the druid can spend
a reaction to fly up to their speed in one direction as they
descend. They land in an unoccupied space at the end of
their movement, and take no falling damage. They cannot
glide while carrying heavy objects, heavy weapons, or
shields (though they can drop any held items as part of
their reaction).

ARMOR CLASS HIT POINTS SPEED
12 17 with barkskin 65 (10d8 + 20) 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA

12 (+1) 14 (+2) 10 (+0) 8 (-1) 14 (+2) 14 (+2) 8 (-1) 10 (+0) 10 (+0) 14 (+2) 15 (+2) 16 (+3)

Jerbeen Thief 100XP Hedge Witch 200XP

PSaEsNsiSvEeSPerception 12 SKILLS SKILLS PSaEsNsiSvEeSPerception 12
CLAoNmGmUAonGES
Acrobatics +4, Arcana +4, Survival +4
Sleight of Hand +4
CLAoNmGmUAonG,EuSnderstand Birdfolk

SPECIAL TRAITS SPECIAL TRAITS

Standing Leap. The thief ’s long jump is up to 30 feet Spellcasting. The witch is a 2nd-level spellcaster. Their
and their high jump is up to 15 feet, with or without a spellcasting ability is Charisma (spell save DC 13, +5 to
running start. hit will spell attacks). The witch has the following warlock
spells prepared:
ACTIONS Cantrips (at will): eldritch blast, minor illusion
1st level (2 slots): arms of hadar, command, unseen servant
Multiattack. The thief makes two dagger attacks.
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., Dark One’s Blessing. When the witch reduces a hostile
one target. Hit: 4 (1d4 + 2) piercing damage. creature to 0 hit points, they gain 5 temporary hit points.
Repelling Blast. When the witch hits a creature with
REACTIONS eldritch blast, they can push the creature up to 10 feet
away in a straight line.
Opportunist. When a creature fails a melee attack roll
against the thief, the thief can make a Dexterity (Sleight ACTIONS
of Hand) check against a DC equal to 10 + the target
creature’s Dexterity modifier. On a success, the thief steals Staff. Melee Weapon Attack: +1 to hit, reach 5 ft.,
one item of the DMs choosing from the target that is not one target. Hit: 2 (1d6 - 1) bludgeoning damage.
being actively held or worn. Fiendish Vigor. The witch can cast false life at will as a
1st-level spell.

ARMOR CLASS HIT POINTS SPEED ARMOR CLASS HIT POINTS SPEED
13 Leather armor 14 (4d6) 40 ft. 10 22 (5d8) 30 ft.

Knight Owl 3CR Lesser Demon 1CR

MEDIUM HUMANOID (STRIG), LAWFUL GOOD SMALL FIEND (DEMON), CHAOTIC EVIL

ART: LEESHA HANNIGAN THE DECK OF MANY © HIT POINT PRESS INC. 2019 ART: EMILY HARE THE DECK OF MANY © HIT POINT PRESS INC. 2019

Luma Wizard 6CR Luma Wizard (continued)

SMALL HUMANOID (LUMA), LAWFUL NEUTRAL ART: LEESHA HANNIGAN

ART: LEESHA HANNIGAN THE DECK OF MANY © HIT POINT PRESS INC. 2019 THE DECK OF MANY © HIT POINT PRESS INC. 2018

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA

11 (+0) 15 (+2) 14 (+2) 5 (-3) 8 (-1) 3 (-4) 16 (+3) 10 (+0) 16 (+3) 8 (-1) 13 (+2) 12 (+1)

Lesser Demon 200XP Knight Owl 700XP

PCoOiNsoDnITedION IMMUNITIES DSEaNrkSvEiSsion 60 ft., SENSES CLAomNGmUoAn,GBEiSrdfolk,
PDoAiMsoAnGE IMMUNITIES Passive Perception 9 Darkvision 60 ft., Understands Auran
CDAolMdA, FGiEreR,ELSigIShTtAnNinCgES ALAbyNsGsaUlAGES Passive Perception 14

SPECIAL TRAITS

ACTIONS Protector. If an ally within 5 feet of the knight is attacked, the knight can
use its reaction to impose disadvantage on that attack.
Multiattack. The demon makes two attacks, one with its Maneuver (2/day). When the knight hits with an attack, they can choose
bite and one with its claws. to maneuver the enemy out of position, granting an ally within 5 feet
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., of the target the opportunity to use their reaction to move away from
one target. Hit: 5 (1d6+2) piercing damage. this enemy at half their movement speed without provoking an attack
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., of opportunity.
one target. Hit: 7 (2d4+2) slashing damage. Feather Helm (3/day). The knight can automatically succeed a Dexterity
Foul Odor (1/day). The demon emits a cloud of (Stealth) check to hide in the forest.
poisonous gas that fills a 20-foot sphere and persists for Glide. When falling at least 10 feet, the knight owl can spend a reaction
1 minute until it disperses into the surrounding air. The to fly up to their speed in one direction as they descend. They land in
cloud spreads around corners, and its area is heavily an unoccupied space at the end of their movement, and take no falling
obscured. Any creature that is completely within the cloud damage. They cannot glide while carrying heavy objects, or heavy
at the start of its turn must make a DC 11 Constitution weapons (though they can drop any held items as part of their reaction).
saving throw against the poison. On a failed save, the
creature spends its action on that turn retching and reeling. ACTIONS
Creatures immune to poison are immune to this effect. A
moderate wind (at least 10 miles per hour) disperses the Multiattack. The knight makes two short sword attacks.
cloud after 4 rounds. A strong wind (at least 20 miles per Short Sword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
hour) will disperse it after 1 round. Hit: 6 (1d6 + 3) piercing damage.
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 5 (1d4 + 3) piercing damage.
Rally (2/day). The knight uses their bonus action to inspire one of their
allies, granting them temporary hit points equal to 1d6 + 1.
Wing Crest Shield (3/day). The knight casts the gust of wind spell
outward from the shield’s face. This spell lasts until the start of the
knight’s next turn or about 10 seconds.

ARMOR CLASS HIT POINTS SPEED ARMOR CLASS HIT POINTS SPEED
13 natural armor 22 (4d6 + 8) 20 ft. 18 half plate, shield 37 (5d8 + 15) 30 ft.

ACTIONS STR DEX CON INT WIS CHA

Staff. Melee Weapon Attack: +2 to hit, reach 5 ft., 8 (-1) 15 (+2) 12 (+1) 18 (+4) 12 (+1) 15 (+3)
one target. Hit: 2 (1d6 - 1) bludgeoning damage.
Gaze. The wizard stares into a target it can see within Luma Wizard 2,300XP
5 feet. That creature must succeed a DC 15 Wisdom
saving throw or become charmed until the end of the SKILLS PSaEsNsivSeEPSerception 11
wizard’s next turn. While charmed, the creature’s speed Arcana +6, History +6
is reduced to 0, it is incapacitated, and visibly dazed.
The wizard can continue to use its action to extend the LANGUAGES
duration. The effect ends early if the wizard is more than Common, Birdfolk, Understands Auran
5 feet away from the creature, the creature cannot see the
wizard, or the creature takes damage. SPECIAL TRAITS
Spellcasting. The wizard is a 10th-level spellcaster. Their
REACTIONS spellcasting ability is Intelligence (spell save DC 15, +7 to hit will
spell attacks). The wizard has the following spells prepared:
Charming (3/day). When a creature makes an attack Cantrips (at will): chill touch, fire bolt, minor illusion, prestidigitation,
against the wizard, they must succeed a DC 15 Wisdom
saving throw or target the next closest creture within ray of frost
range. If multiple creatures are closest, the attacker 1st level (4 slots): charm person, detect magic, mage armor, shield, sleep,
chooses. This feature does not work if there are no other
creatures within range. thunderwave
2nd level (3 slots): darkness, hold person, ray of enfeeblement

3rd level (3 slots): counterspell, fireball

4th level (3 slots): banishment, stellar bodies

5th level (2 slots): conjure elemental, mislead

Hard to Read. Wisdom (Insight) checks and the detect alignment
spell made against the wizard automatically fail.
Hearty. The wizard has advantage on saving throws against being
poisoned and has resistance to poison damage.
Glide. When falling at least 10 feet, the wizard can spend a
reaction to fly up to their speed in one direction as they descend.
They land in an unoccupied space at the end of their movement,
and take no falling damage. They cannot glide while carrying
heavy objects, heavy weapons, or shields (though they can drop
any held items as part of their reaction).

ARMOR CLASS HIT POINTS SPEED
12 15 with mage armor 58 (13d6 + 13) 30 ft.

Mapach Bandit CR1/4 Mountain Lion CR1/4

MEDIUM HUMANOID (MAPACH), NEUTRAL EVIL MEDIUM BEAST, UNALIGNED

ART: PAUL SCOTT CANAVAN THE DECK OF MANY © HIT POINT PRESS INC. 2019 ART: THE DECK OF MANY © HIT POINT PRESS INC. 2019

Red-Feather Ranger 4CR Seabird Dockmaster 3CR

SMALL HUMANOID (RAPTOR), LAWFUL NEUTRAL MEDIUM HUMANOID (SEABIRD), LAWFUL GOOD

ART: LEESHA HANNIGAN THE DECK OF MANY © HIT POINT PRESS INC. 2019 ART: LEESHA HANNIGAN THE DECK OF MANY © HIT POINT PRESS INC. 2019

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA

15 (+2) 16 (+3) 12 (+1) 3 (-4) 14 (+2) 6 (-2) 12 (+1) 13 (+1) 10 (+0) 8 (-1) 12 (+1) 12 (+1)

Mountain Lion 50XP Mapach Bandit 50XP

PSaEsNsiSvEeSPerception 14 PSeKrIcLeLpStion +4, Stealth +5 SENSES LANGUAGES

Darkvision 60ft., Common
Passive Perception 12
SPECIAL TRAITS
ACTIONS
Keen Smell. The lion has advantage on Wisdom
(Perception) checks that rely on smell. Short sword. Melee Weapon Attack: +3 to hit, reach 5 ft.,
Pounce. If the lion moves at least 20 feet towards a one target. Hit: 4 (1d6 + 1) slashing damage.
creature and then hits it with its claw attack on the same Short bow. Ranged Weapon Attack: +3 to hit, reach
turn, the target must succeed a DC 12 Strength saving 80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage
throw or be knocked prone. The lion can make a bite
attack against a prone target as a bonus action.

ACTIONS

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) piercing damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 4 (1d4 + 2) slashing damage.

ARMOR CLASS HIT POINTS SPEED ARMOR CLASS HIT POINTS SPEED
12 16 (3d8 + 3) 12 leather armor 9 (2d8) 30 ft.
40 ft., climb 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA

10 (+0) 16 (+3) 13 (+1) 8 (-1) 13 (+1) 15 (+2) 12 (+1) 16 (+3) 14 (+2) 10 (-1) 16 (+3) 8 (-1)

Seabird Dockmaster 700XP Red-Feather Ranger 1,100XP

SENSES DAMAGE VULNERABILITIES SENSES LANGUAGES
Passive Perception 14 Common, Birdfolk, Passive Perception 14 Common, Birdfolk,
Understands Auran Understands Auran

SPECIAL TRAITS SPECIAL TRAITS
Footwork. When the dockmaster makes an attack against a creature, Spellcasting. The ranger is a 3rd-level spellcaster. Their spellcasting ability is
that creature cannot make opportunity attacks against the dockmaster Wisdom (spell save DC 14, +6 to hit with spell attacks). The ranger has the
during the rest of the dockmaster’s turn. following spells prepared:
Confidence. The dockmaster adds its Charisma modifier to their 1st level (3 slots) cure wounds, ensnaring strike, hunter’s mark,
initiative rolls.
Sneak Attack. Once per turn, the dockmaster deals an extra 3 (1d6) protection from good and evil
damage when it hits a target with a weapon attack and has advantage Glide. When falling at least 10 feet, the ranger can spend a reaction to fly up
on the attack roll, or when the target is within 5 ft. of an ally of the to their speed in one direction as they descend. They land in an unoccupied
dockmaster that isn’t incapacitated and the dockmaster doesn’t have space at the end of their movement, and take no falling damage. They cannot
disadvantage on the attack roll. glide while carrying heavy objects, heavy weapons, or shields (though they
Cunning. The dockmaster can use a bonus action to either Dash, can drop any held items as part of their reaction).
Disengage, or Hide.
Glide. When falling at least 10 feet, the dockmaster can spend a ACTIONS
reaction to fly up to their speed in one direction as they descend. They Multiattack. The ranger makes two red-feather bow attacks.
land in an unoccupied space at the end of their movement, and take no Red-Feather Bow. Ranged Weapon Attack: +8 to hit, 80/320 feet, one target.
falling damage. They cannot glide while carrying heavy objects, heavy Hit: 6 (1d6 + 3) piercing damage.
weapons, or shields (though they can drop any held items as part of Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., range 20/60, one target.
their reaction). Hit: 5 (1d4 + 3) piercing damage.
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
ACTIONS Hit: 5 (1d4 + 3) piercing damage.
Multiattack. The dockmaster makes two saber attacks and one Arrow Sight (3/day). When the ranger attacks with their red-feather bow,
dagger attack. they can use their bonus action to see from the point the arrow struck as if
Saber. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. they were there. If the arrow strikes a creature, the ranger can see from their
Hit: 6 (1d6 + 3) slashing damage. perspective. This effect lasts until the beginning of the ranger’s next turn.
Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., range 20/60, Hunter (3/day). The ranger can magically discern the resistances, immunities,
one target. Hit: 5 (1d4 + 3) piercing damage. and vulnerabilities of a creature they can see withing 60 feet.
Target (1/day). The ranger chooses a target it can see within 60 feet.
The first time each turn the ranger deals damage to their target, they add
1d6 to the damage.

ARMOR CLASS HIT POINTS SPEED ARMOR CLASS HIT POINTS SPEED
14 Leather 55 (10d8 + 10) 30 ft. 15 studded leather 65 (10d10 + 10) 30 ft.

Seabird Sailor CR 1/8 Sea Monster 4CR

MEDIUM HUMANOID (SEABIRD), LAWFUL GOOD HUGE BEAST, UNALIGNED

ART: KIMBERLI JOHNSON THE DECK OF MANY © HIT POINT PRESS INC. 2019 ART: THE DECK OF MANY © HIT POINT PRESS INC. 2019

Shifting Slime CR1/2 Sticky Slime CR1/8

LARGE OOZE, UNALIGNED THE DECK OF MANY © HIT POINT PRESS INC. 2019 MEDIUM OOZE, UNALIGNED THE DECK OF MANY © HIT POINT PRESS INC. 2019

ART: ART: LEESHA HANNIGAN

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA

18 (+4) 14 (+2) 17 (+3) 3 (-4) 12 (+1) 3 (-4) 12 (+1) 13 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)

Sea Monster 1,100XP Seabird Sailor 25XP

PSaEsNsivSeEPSerception 11 SStKeaILltLhS+4 PSaEsNsiSvEeSPerception 10 CLAoNmGmUAonG,EBSirdfolk, Auran

SPECIAL TRAITS SPECIAL TRAITS
Hold Breath. The sea monster can hold its breath for
1 hour. Glide. When falling at least 10 feet, the sailor can spend
a reaction to fly up to their speed in one direction as they
ACTIONS descend. They land in an unoccupied space at the end of
Bite. Melee Weapon Attack: +6 to hit, reach 20 ft., one target. their movement, and take no falling damage. They cannot
Hit: 14 (3d6 + 4) piercing damage. The target must succeed on a glide while carrying heavy objects, heavy weapons, or
DC 14 Strength saving throw or be grappled (escape DC 16). The shields (though they can drop any held items as part of
sea monster can only grapple one creature at a time, and cannot their reaction).
make bite attacks while it has a creature grappled.
Tail. Melee Weapon Attack: +6 to hit, reach 25 ft., one target. ACTIONS
Hit: 17 (3d8+4) bludgeoning damage.
Swallow. The sea monster makes a bite attack against a Large Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft.,
or smaller creature it is grappling, if the attack hits, the target is one target. Hit: 5 (1d6 + 2) piercing damage.
swallowed, and the grapple ends. The swallowed target is blinded Light Crossbow. Ranged Weapon Attack: +3 to hit, range
and restrained, it has total cover against attacks and other effects 80/320 ft., one target. Hit: 5 (1d8 + 2) piercing damage.
outside the sea monster, and it takes 10 (3d6) acid damage at the
start of each of the sea monster’s turns. If the sea monster takes
15 or more points of damage from a creature inside of it, the sea
monster must succeed on a DC 15 Constitution saving throw at
the end of that turn or regurgitate all swallowed creatures, which
fall prone in a space within 10 feet of the sea monster. If the sea
monster dies, a swallowed creature is no longer restrained by it,
and it can escape from the corpse using 20 feet of movement.
After death, internal gasses keep the sea monster’s body afloat for
several hours, until it begins to sink gradually into the deep.

ARMOR CLASS HIT POINTS SPEED ARMOR CLASS HIT POINTS SPEED
14 natural armor 93 (11d10 + 33) 12 leather armor 11 (2d8 + 2) 30 ft.
20 ft., swim 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA

12 (+1) 3 (-4) 14 (+2) 1 (-5) 6 (-2) 1 (-5) 14 (+2) 5 (-3) 20 (+5) 1 (-5) 6 (-2) 1 (-5)

Sticky Slime 25XP Shifting Slime 100XP

SENSES BCOlinNdDeIdTI,OCNhIaMrmMUedN,ITIES SENSES CONDITION IMMUNITIES
Deafened, Exhaustion, Blindsight 60 ft. (blind beyond Blinded, Charmed, Deafened,
Blindsight 60 ft. Frightened, Prone this radius), Passive Perception 8 Exhaustion, Frightened, Prone
(blind beyond this radius), DAMAGE IMMUNITIES DAMAGE RESISTANCES
Passive Perception 8 (See Adaptive below) Bludgeoning, Piercing, Slashing

SPECIAL TRAITS SPECIAL TRAITS
Amorphous. The slime can move through a space as narrow as 1 inch wide
Amorphous. The slime can move through a space as without squeezing.
narrow as 1 inch wide without squeezing. Spider Climb. The slime can climb difficult surfaces, including vertically and
Slime Trail. The slime leaves a trail of ooze behind it that upsidedown, without making an ability check.
remains sticky for up to 15 minutes. A creature that steps
in the slime must succeed a DC 10 Strength saving throw ACTIONS
or become stuck. Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5
Mucus. When hit by a melee attack, the attacker must (1d6 + 2) acid damage. The target is grappled (escape DC 13). Until this
succeed a DC 10 Strength saving throw or their weapon grapple ends, the target is restrained and the shifting slime can’t make a
becomes stuck in the slime. pseudopod attack against another target.
Swallow. The shifting slime makes one pseudopod attack against a target it
ACTIONS is grappling that is at least one size smaller than itself. If the attack hits, the
target is swallowed, and the grapple ends. The swallowed target is restrained,
Pseudopod. Melee Weapon Attack: +3 to hit, reach 5 ft., it has total cover against attacks and other effects outside the shifting slime
one target. Hit: 3 (1d4 + 1) bludgeoning damage. and it must make a Constitution saving throw at the start of each of its turns
taking 3 (1d6) acid damage on a failure. The shifting slime can have only one
target swallowed at a time.
If the shifting slime dies, a swallowed creature is no longer restrained by it,
and may move freely as the body of the slime quivers and neutralizes into an
inert puddle of goo.

REACTIONS
Split. When a slime that is Medium or larger and has 10 or more hit points
is hit with slashing or lightning damage, it splits into two new slimes. Each
new slime has hit points equal to half the original slime’s, rounded down.
New slimes are one size smaller than the previous size.
Adaptive. When the slime is targeted by a spell that deals damage, it may
become immune to that damage type for 1 hour. The slime can only be
immune to one damage type at a time.

ARMOR CLASS HIT POINTS SPEED ARMOR CLASS HIT POINTS SPEED
6 13 (2d8 + 4) 7 28 (3d10 + 12)
15 ft., climb 15 ft. 20 ft., climb 20 ft.

Skeletal Golem 2CR Swarm of Emberbats CR1/2

LARGE UNDEAD (BIRDFOLK), LAWFUL EVIL MEDIUM SWARM OF TINY BEASTS (BAT), UNALIGNED

ART: EMILY HARE THE DECK OF MANY © HIT POINT PRESS INC. 2019 ART: BRYNN METHENEY THE DECK OF MANY © HIT POINT PRESS INC. 2019

Vulpin Captain 1CR Blade of the Wood

MEDIUM HUMANOID (VULPIN), NEUTRAL EVIL WEAPON (SHORT SWORD), UNCOMMON REQUIRES ATTUNEMENT)

ART: LEESHA HANNIGAN THE DECK OF MANY © HIT POINT PRESS INC. 2019 ART: THE DECK OF MANY © HIT POINT PRESS INC. 2019

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA

5 (-3) 14 (+2) 10 (+0) 3 (-4) 10 (+0) 5 (-3) 18 (+4) 10 (+0) 14 (+2) 7 (-2) 8 (-1) 4 (-3)

Swarm of Emberbats 50XP Skeletal Golem 450XP

DAMAGE RESISTANCES CONDITION IMMUNITIES DSEaNrkSvEiSsion 60 ft., BDlAuMdgAeGoEnVinUgLNERABILITIES
Passive Perception 9 ECOxhNaDuIsTtIiOonN,IPMoMisUoNnIeTdIES
Bludgeoning, Charmed, Frightened, ULAnNdGerUsAtaGnEdSs Abyssal PDoAiMsoAnGE IMMUNITIES
Piercing, Slashing Paralyzed, Petrified, Prone, but can’t speak
DSEaNrkSvEiSsion 60ft., Restrained, Stunned
Passive Perception 10

SPECIAL TRAITS ACTIONS

Flame Essence. The bat is a smoldering ember with Multiattack. The golem makes two claw attacks.
wings. Any creature that starts their turn within 5 feet Claw. Melee Weapon Attack: +6 to hit, reach 5 ft.,
of the swarm must make a DC 10 Constitution saving one target. Hit: 8 (1d8 + 4) slashing damage.
throw, taking 2 (1d4) points of fire damage on a failure. Grab. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Swarm. The swarm can occupy another creature’s space target. Hit: 8 (1d8 + 4) piercing damage and the target is
and vice versa, and the swarm can move through any grappled (escape DC 14). The golem can grapple up to 2
opening large enough for a Tiny bat. The swarm can’t targets at once. Once at the start of its turn for each target
regain hit points or gain temporary hit points. is has grappled, the golem can squeeze its victim. The
target must roll a Strength DC 14 saving throw, taking
ACTIONS (1d8+4) points of damage on a failed save. This damage is
both piercing and bludgeoning.
Bites. Melee Weapon Attack: +4 to hit, reach 0 ft.,
one creature in the swarm’s space. Hit: 5 (2d4) piercing
damage, or 2 (1d4) piercing damage if the swarm has
half of its hit points or fewer.

ARMOR CLASS HIT POINTS SPEED ARMOR CLASS HIT POINTS SPEED
14 22 (5d8) 0 ft., fly 30 ft. 12 natural armor 67 (9d10 + 18) 30 ft.

Blade of the Wood STR DEX CON INT WIS CHA

WEAPON (SHORT SWORD), UNCOMMON (REQUIRES ATTUNEMENT) 14 (+2) 15 (+2) 12 (+1) 12 (+1) 14 (+2) 12 (+1)

A finely crafted sword with delicate etchings Vulpin Captain 200XP
and a hum of life to it.
You gain a +1 bonus to attack and damage SKILLS DSEaNrkSvEiSsion 60ft.,
rolls made with this magic weapon. Passive Perception 15
The sword has 3 charges. The wielder can Acrobatics +4
expend a charge to speak the command word CLAoNmGmUAonGES
and cast Spike Growth centered on themselves.
The wielder can pass through this terrain SPECIAL TRAITS
unaffected. The effect lasts for 1 minute.
The sword regains all charges each day at dawn. Evasion. If the captain makes a Dexterity saving throw to
avoid an effect, they suffer no damage on a success and
only half damage on a failure.

ACTIONS

Multiattack. The captain makes two short sword attacks.
Short sword. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) slashing damage.
Short bow. Ranged Weapon Attack: +4 to hit, reach
80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

REACTIONS

Parry. The captain adds 2 to their AC against one melee
attack that would hit them per round. The captain must
see the attacker and be wielding a melee weapon.

ARMOR CLASS HIT POINTS SPEED
14 studded 27 (5d8+5) 30 ft.

Leather armor

Feathered Helm Nest Charm

WONDROUS ITEM, UNCOMMON (REQUIRES ATTUNEMENT) WONDROUS ITEM, RARE (REQUIRES ATTUNEMENT)

ART: LEESHA HANNIGAN THE DECK OF MANY © HIT POINT PRESS INC. 2019 ART: LEESHA HANNIGAN THE DECK OF MANY © HIT POINT PRESS INC. 2019

Red-Feather Bow Wing Crest Shield

WEAPON (ANY BOW), UNCOMMON (REQUIRES ATTUNEMENT) ARMOR (SHIELD), UNCOMMON (REQUIRES ATTUNEMENT)

ART: LEESHA HANNIGAN THE DECK OF MANY © HIT POINT PRESS INC. 2019 ART: LEESHA HANNIGAN THE DECK OF MANY © HIT POINT PRESS INC. 2019

Nest Charm Feathered Helm

WONDROUS ITEM, RARE (REQUIRES ATTUNEMENT) WONDROUS ITEM, UNCOMMON (REQUIRES ATTUNEMENT)

This charm is a sphere of intricate metal branches, The helm itself is simple leather, hide, scale, or plate,
interwoven to form a sort of nest. The charm has but the magic imbued into it comes from the giving
1 charge. When it is placed on the ground and of a feather. The birdfolk races of Humblewood consider
its command word is spoken, the charm begins the giving of a feather to be one of the highest honors
to unfold, creating a 30 foot diameter circular one can bestow and represents an eternal bond or
platform of interwoven branches. Once the deep appreciation.
platform has reached its full size, a magical tree Depending on the type of feather given, the helm takes
grows beneath it, lifting the platform 50 feet into on unique properties that the wearer can tap into. The
the air, carrying any passengers and items along helm has 3 charges that can be used to activate abilities.
with it. The helm regains all expended charges daily at dawn.
The perch will last up to 24 hours, at which point Raptor. You can use a charge to automatically succeed a
the tree will retreat into the ground and the Wisdom (Perception) check. You can use this ability after
platform will shrink, eventually curling back your initial roll but before the DM tells you if you have
into the small charm. At any time the command succeeded or failed.
word can be spoken again to dismiss the perch in Strig. You can use a charge to succeed a Dexterity
a similar fashion. (Stealth) check. You can use this ability after your initial
The charm regains its expended charge daily roll but before the DM tells you if you have succeeded
at dawn. or failed.
Corvum. You can use a charge and the DM will tell you
one useful piece of information about a topic of your
choice that you don’t already know.
Luma. You can use a charge to cast a random cantrip
from the sorcerer spell list.
Gallus. You can use a charge to cast the Friends spell.

Wing Crest Shield Red-Feather Bow

WARMOR (SHIELD), UNCOMMON (REQUIRES ATTUNEMENT) WEAPON (ANY BOW), UNCOMMON (REQUIRES ATTUNEMENT)

While wielding this shield, you gain a +1 bonus to The prized hunting weapon of the red-feather
AC in addition to the shields normal bonus to AC raptors, this bow is imbued with magic to help
(+2) for a total of +3 to AC. the wielder see their prey from afar.
The shield has 3 charges. As an action, the wielder You gain a +1 bonus to attack and damage rolls
can speak the command word and the shield casts made with this magic weapon.
the gust of wind spell outward from its face. The bow has 5 charges. When an arrow is fired
This spell lasts for one round or about 10 seconds. from this bow, the wielder can speak the command
The shield regains all expended charges daily word to use a charge as a bonus action. Wherever
at dawn. the arrow lands, the wielder can see from this
spot as if they were there for 1 round or about
10 seconds. Darkvision and similar effects are
preserved, but magical sight does not work
through the arrow.
If the arrow strikes a target, the wielder sees
what they see for the same duration.
The bow regains 1d4 expended charges daily
at dawn.

Elevated Sight LEVEL 1 Feathered Reach LEVEL 3
TRANSMUTATION
DIVINATION

1 ACTION 120 FT. S,V C.1 MIN 1 ACTION SELF S,M 1 MIN

ANIMATION: JASON ENGLE THE DECK OF MANY © HIT POINT PRESS INC. 2019 ANIMATION: JASON ENGLE THE DECK OF MANY © HIT POINT PRESS INC. 2019
THE DECK OF MANY © CARDAMAJIGS.COM 2018 THE DECK OF MANY © CARDAMAJIGS.COM 2018

Globe of Twilight LEVEL 3 Gust Barrier LEVEL 0
CONJURATION
EVOCATION

1 ACTION SELF V,S,M C.10 MIN 1 ACTION SELF S 1 ROUND

ANIMATION: JASON ENGLE THE DECK OF MANY © HIT POINT PRESS INC. 2019 ANIMATION: JASON ENGLE THE DECK OF MANY © HIT POINT PRESS INC. 2019
THE DECK OF MANY © CARDAMAJIGS.COM 2018 THE DECK OF MANY © CARDAMAJIGS.COM 2018

Feathered Reach Elevated Sight

3RD-LEVEL TRANSMUTATION 1ST-LEVEL DIVINATION

CASTING TIME RANGE CASTING TIME RANGE
1 Action Self 1 Action 120 feet

COMPONENTS DURATION COMPONENTS DURATION
S,M 1 Minute S,V Concentration,
up to 1 minute

You transform your arms into powerful wings, your fingers into long, You cast your eyes skyward, granting you sight as if
graceful feathers. The effects of this spell last 1 minute at which point flying. You can see as if you were in a spot you can
the feathers gradually fall out, leaving your normal arms behind. This see up to 120 feet above you. For the duration, you
spell confers a number of benefits upon the caster: can look around from this spot.
You can use a bonus action to move the spot’s
• You gain advantage on all athletics checks made to make a height above you. You are free to move normally,
long or high jump. You do not need to move 10 feet before adjusting the location of the spot, but do so only
you jump to gain distance, and you triple the distance you being able to see from the elevated location.
would jump normally. While concentrating on this spell, you have
disadvantage on all Dexterity saving throws.
• You can use your powerful feathered arms to propel yourself
upward a distance equal to half your movement speed. You can
do this once during your turn and can use it in conjunction with
a regular jump.

• When falling, you can use your reaction to stiffen your arms, and
glide on the wind. You may fly up to your movement speed, in any
direction, choosing where you land. You can fly up to double your
movement speed as a bonus action for the duration of the spell.
You must land once you finish your movement, although you do
not take fall damage while this spell is active, as your feathered
arms bear you gently to the ground.

In order to benefit from this spell, your feathered arms require
that your hands be free of shields and heavy weapons and that you
are not encumbered.

MATERIALS
A Small Feather.

Gust Barrier Globe of Twilight

EVOCATION CANTRIP 3RD-LEVEL CONJURATION

CASTING TIME RANGE CASTING TIME RANGE
1 Action Self 1 Action Self

COMPONENTS DURATION COMPONENTS (15-foot radius, 15 feet high)
S 1 Round V,S,M
DURATION
Concentration,
up to 10 minutes

You spread your arms wide, allowing yourself to You shroud the area surrounding you in a hemisphere of a night sky,
become enveloped by the air around you. Until dotted with miniature stars. The twilight conceals your allies, but
the end of your next turn, any ranged attack made clearly illuminates your enemies.
against you is done with disadvantage. The area of this spell is lightly obscured by magical shadow, within
Melee attackers who successfully hit you must also which small constellations of stars softly twinkle. Aside from these
make a Constitution saving throw against your stars, only light produced by a spell of 3rd level or higher can
spell save DC, being flung away from you up to 10 properly illuminate any area inside the sphere. Non-magical light
feet and knocked prone on a failure. does not function inside the sphere, and all other forms of magical
radiance can only produce dim light in a 5-foot space.
When you cast this spell you may designate any number of creatures
you can see to be concealed by the supernatural shadows while in
the sphere. A concealed creature has advantage on stealth checks
when inside the sphere and may attempt to hide at any time.
Because the area of the spell is lightly obscured, creatures within
the spell’s area have disadvantage on perception checks made to see
those outside of it.
All other creatures in the area are brightly illuminated by the light
of the miniature stars that fill it, causing them to have disadvantage
on all perception checks inside the sphere. When a creature enters
the area for the first time or starts its turn there, it must make a
Wisdom saving throw or be blinded until the end of its turn.

MATERIALS
A dab of pitch and a bag of glittering sand.

Stellar Bodies LEVEL 4 Veil of Dusk LEVEL 1

EVOCATION ABJURATION

1 ACTION VARIABLE V,S INSTANT 1+ ACTION 60 FT. V,S,M C.10 MIN

ANIMATION: JASON ENGLE THE DECK OF MANY © HIT POINT PRESS INC. 2019 ANIMATION: JASON ENGLE THE DECK OF MANY © HIT POINT PRESS INC. 2019
THE DECK OF MANY © CARDAMAJIGS.COM 2018 THE DECK OF MANY © CARDAMAJIGS.COM 2018

Veil of Dusk Stellar Bodies

1ST-LEVEL ABJURATION 4TH-LEVEL EVOCATION

CASTING TIME RANGE CASTING TIME RANGE
1 Bonus Action 60 Feet 1 Action Variable,
(See text below)
COMPONENTS DURATION COMPONENTS
V,S,M Concentration, V,S DURATION
up to 10 minutes
Instantaneous

You incant towards a creature, cloaking them in a You create two small stars which orbit you. They twinkle
shadowy veil of darkness and silence. The target pleasantly, providing dim light in a 5-foot radius centred
gains a +1 bonus to their armor class, and adds on you for each star orbiting you.
their proficiency bonus to stealth checks for the The stars protect you. If a creature within 5 feet of you
duration of the spell. Additionally, the target may hits you with a melee attack they must make a Wisdom
attempt to hide within the veil once during the saving throw or take 1d8 points of radiant damage for
spell’s duration as a bonus action. each star orbiting you.
Once per round, on your turn, you may use your
MATERIALS action to cause a star to streak towards an enemy and
explode in a blinding flash. Make a ranged spell attack
A pinch of soot. against an enemy within 120 feet, dealing 4d8 points of
radiant damage on a hit. The target must then make a
Constitution saving throw or be blinded until the start of
your next turn.
At Higher Levels. When you cast this spell using a spell
slot above 4th level, you may create one additional star
for every two slot levels above 4th.

LICENCE Material of Open Game Content. (h) “You” Not for
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means product and product line names, logos and
identifying marks including trade dress; artifacts; 6.Notice of License Copyright: You must update
creatures characters; stories, storylines, plots, thematic the COPYRIGHT NOTICE portion of this License to
elements, dialogue, incidents, language, artwork, include the exact text of the COPYRIGHT NOTICE of
symbols, designs, depictions, likenesses, formats, any Open Game Content You are copying, modifying
poses, concepts, themes and graphic, photographic or distributing, and You must add the title, the
and other visual or audio representations; names copyright date, and the copyright holder’s name to
and descriptions of characters, spells, enchantments, the COPYRIGHT NOTICE of any original Open Game
personalities, teams, personas, likenesses and special Content you Distribute.
abilities; places, locations, environments, creatures,
equipment, magical or supernatural abilities or 7. Use of Product Identity: You agree not to Use any
effects, logos, symbols, or graphic designs; and any Product Identity, including as an indication as to
other trademark or registered trademark clearly compatibility, except as expressly licensed in another,
identified as Product identity by the owner of the independent Agreement with the owner of each
Product Identity, and which specifically excludes element of that Product Identity. You agree not to
the Open Game Content; (f) “Trademark” means the indicate compatibility or co-adaptability with any
logos, names, mark, sign, motto, designs that are Trademark or Registered Trademark in conjunction
used by a Contributor to identify itself or its products with a work containing Open Game Content except
or the associated products contributed to the Open as expressly licensed in another, independent
Game License by the Contributor (g) “Use”, “Used” or Agreement with the owner of such Trademark or
“Using” means to use, Distribute, copy, edit, format, Registered Trademark. The use of any Product
modify, translate and otherwise create Derivative

Identity in Open Game Content does not constitute a PRODUCT IDENTITY
challenge to the ownership of that Product Identity.
The owner of any Product Identity used in Open The following items are designated Product
Game Content shall retain all rights, title and interest Identity, as defined in Section 1(e) of the Open
in and to that Product Identity. Gaming License Version 1.0a and are subject to
the conditions set forth in Section 7 of the Open
8. Identification: If you distribute Open Game Content Gaming Licence, and are not Open Content:
You must clearly indicate which portions of the work
that you are distributing are Open Game Content. All artwork, including but not limited to, works
created by Leesha Hannigan, Brynn Metheney,
9. Updating the License: Wizards or its designated Tiffany Turrill, Paul Scott Canavan, Tim Paul Piotrowski,
Agents may publish updated versions of this License. Christina Kraus, Emily Hare, April Prime, Kimberli
You may use any authorized version of this License to Johnson
copy, modify and distribute any Open Game Content
originally distributed under any version of this License. Hit Point Press Inc. branding, including but not
limited to, logos, trademarks, graphic design,
10. Copy of this License: You MUST include a copy layouts and identifying marks,
of this License with every copy of the Open Game
Content You Distribute. The Deck of Many branding, including but not
limited to logos, trademarks, graphic design,
11. Use of Contributor Credits: You may not market or layouts and identifying marks,
advertise the Open Game Content using the name of
any Contributor unless You have written permission Humblewood branding, including but not limited
from the Contributor to do so. to, logos, trademarks, graphic design, layouts and
identifying marks,
12. Inability to Comply: If it is impossible for You to
comply with any of the terms of this License with Graphic design elements of the Deck of Many,
respect to some or all of the Open Game Content due including but not limited to, layouts, box design,
to statute, judicial order, or governmental regulation graphics, and iconography,
then You may not Use any Open Game Material so
affected. All text created by Hit Point Press Inc. not found
in the Open Gaming License Version 1.0a, System
13. Termination: This License will terminate Reference Document 5.1 found at the internet link
automatically if You fail to comply with all terms http://media.wizards.com/2016/downloads/DND/SRD-
herein and fail to cure such breach within 30 days of OGL_V5.1.pdf,
becoming aware of the breach. All sublicenses shall
survive the termination of this License. Promotional materials for the Deck of Many,
including but not limited to, video, animation, and
14. Reformation: If any provision of this License is held social media content,
to be unenforceable, such provision shall be reformed
only to the extent necessary to make it enforceable. All merchandise associated with the Deck of
Many, including but not limited to, enamel pins,
15. COPYRIGHT NOTICE Open Game License v 1.0a deck boxes, books, figurines, card names, statistics,
Copyright 2000, Wizards of the Coast, LLC. abilities, spells, and all
information found on all cards.
System Reference Document 5.1 Copyright 2016,
Wizards of the Coast, Inc.; Authors Mike Mearls, OPEN GAMING CONTENT
Jeremy Crawford, Chris Perkins, Rodney Thompson,
Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. All content from the System Reference Document 5.1
Cordell, Chris Sims, and Steve Townshend, based on is Open Game Content as described in Section 1(d) of
original material by E. Gary Gygax and Dave Arneson. the License. No portion of this work other than the
material designated as Open Game Content may be
END OF LICENSE reproduced in any form without permission.


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