Andrew Valkauskas & James Kerr Richard Harris (Order #28855998)
© Andrew Valkauskas 2019 First Edition © Published by Pendelhaven 2019 121 Place Bourbonniere Lachute, Quebec J8H 3W7 Canada www.pendelhaven.com All rights reserved. No part of this publication may be reproduced for resale without the prior written permission of the copyright holder. All characters, names, places, items, art and text herein are copyrighted by Pendelhaven. The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned. Authors Andrew Valkauskas James Kerr Game Design Andrew Valkauskas Artists Yulia Novikova Kevin Nichols Sveta Sergeevna Ignatova Anastasia Ovchinnikova Natasa Ilincic Juraj Kopacka Richard K Ferguson Foreword Ed Greenwood Editing Tony Chen Erik Growen Proofreaders & Test Players Rafael Valkuaskas, Serafina Valkauskas, Antonia Papastafidas, Jonathan Bousquet, Clara Lacombe, Jean-Christophe Lamontagne, Cam Lamoureux, Justin Michaud, Tristan Gratton, Frederic Michaud, Sofia De Moura, Tom Mechler, Laurent Sauve, Cassandre Paquette, Charlotte Preville Layout & Design Andrew Valkauskas Sarah Milner Fate of the Norns, Ragnarok, and their associated logos are trademarks of Pendelhaven Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 5.1, Section 1(e), and are not Open Content: All trademarks, registered trademarks, product and product line names, logos and identifying marks, symbols, graphic designs, proper names (characters, place names, new deities, etc.), dialogue, plots, story elements, locations, character likeness, names, artwork, equipment, spells, powers, graphics, maps, sidebars, and trade dress. (Elements that have previously been designated as Open Game Content are not included in this declaration) Open Game Content: The Open content in this book includes the rules for races, class options, domains, spells, feats, magic items, monsters, conditions, and gear. No other portion of this work may be reproduced in any form without permission. ISBN# 978-1-988051-10-9 Richard Harris (Order #28855998)
Dedicated to Gary Gygax, Dave Arneson, Bill Ward and Ed Greenwood you’re responsible for my D&D addiction! Richard Harris (Order #28855998)
4 Table of Contents Foreword . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Introduction for the Players and DM . . . . . . . . 10 Social conflicts . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Social Conditions - - - - - - - - - - 11 Social Powers - - - - - - - - - - - - 12 Social Equipment - - - - - - - - - - 13 Game Concepts . . . . . . . . . . . . . . . . . . . . . . . . . . 13 Aging - - - - - - - - - - - - - - - - - 13 Weapon Material - - - - - - - - - - 13 Called Shots - - - - - - - - - - - - - 13 Weak Actions - - - - - - - - - - - - 13 Morale - - - - - - - - - - - - - - - - 13 Damage Reduction - - - - - - - - - 13 Power Dice - - - - - - - - - - - - - - 13 Motivation - - - - - - - - - - - - - - 13 Conditions - - - - - - - - - - - - - - 13 Creature Breakdown . . . . . . . . . . . . . . . . . . . . . 14 Attributes - - - - - - - - - - - - - - 14 Tiers - - - - - - - - - - - - - - - - - 14 Challenge Rating - - - - - - - - - - 14 Level & Hit-Dice - - - - - - - - - - 14 Proficiency Bonus - - - - - - - - - - 14 Size - - - - - - - - - - - - - - - - - - 14 Speed - - - - - - - - - - - - - - - - - 14 Ability Scores - - - - - - - - - - - - 14 Saving Throws - - - - - - - - - - - - 14 Initiative - - - - - - - - - - - - - - - 15 Hit Points - - - - - - - - - - - - - - 15 AC - - - - - - - - - - - - - - - - - - 15 Power & Spell DC - - - - - - - - - - 15 Reach & Range - - - - - - - - - - - 15 To-hit and Damage Bonus - - - - - 15 Legendary Actions - - - - - - - - - 15 Social Saving Throws - - - - - - - - 15 Richard Harris (Order #28855998)
5 Creature Attributes - - - - - - - - - 15 Skills - - - - - - - - - - - - - - - - - 15 Equipment & Treasure - - - - - - - 15 Characteristics - - - - - - - - - - - - 16 Social Actions - - - - - - - - - - - - 16 Actions - - - - - - - - - - - - - - - - 16 Power Die Actions - - - - - - - - - - 16 Legendary & Lair Actions - - - - - - 16 XP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Madness . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Vulnerability tables . . . . . . . . . . . . . . . . . . . . . . 18 Curse . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 Spell Randomizer . . . . . . . . . . . . . . . . . . . . . . . 20 Treasures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 Helpful Tables . . . . . . . . . . . . . . . . . . . . . . . . . . 23 Conditions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 Crafting Mundane and Magical Items . . . . . . . . 26 Crafting - - - - - - - - - - - - - - - 26 Prestige Skills . . . . . . . . . . . . . . . . . . . . . . . . . . 29 Realm Ore - - - - - - - - - - - - - - 29 Infusing - - - - - - - - - - - - - - - 31 Rune Glyph - - - - - - - - - - - - - 32 Creature Reliquary - - - - - - - - - 32 Dvergar Engineering - - - - - - - - 33 New Playable Classes . . . . . . . . . . . . . . . . . . . . . 34 Power Dice - - - - - - - - - - - - - - 34 Magic Systems - - - - - - - - - - - - 35 Optional Rules - - - - - - - - - - - - 37 Blacksmith . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38 Class Features - - - - - - - - - - - - 39 Richard Harris (Order #28855998)
6 Creatures from Fairy-Tale and Myth . . . . . . . 42 Alfar, Lios- - - - - - - - - - - - - - - - - - - 44 Alfar, Svart- - - - - - - - - - - - - - - - - - 50 Askafroa- - - - - - - - - - - - - - - - - - - 56 Banshee- - - - - - - - - - - - - - - - - - - - 62 Berserkir- - - - - - - - - - - - - - - - - - - 68 Borghild- - - - - - - - - - - - - - - - - - - - 74 Doppelgangr- - - - - - - - - - - - - - - - - 80 Draugar- - - - - - - - - - - - - - - - - - - - 86 Dvergar- - - - - - - - - - - - - - - - - - - - 93 Effigy- - - - - - - - - - - - - - - - - - - - - 102 Fairy Queen- - - - - - - - - - - - - - - - 109 Fomorian- - - - - - - - - - - - - - - - - - 114 Fossegrimen- - - - - - - - - - - - - - - - 121 Glaistig- - - - - - - - - - - - - - - - - - - 129 Haugbui- - - - - - - - - - - - - - - - - - - 134 Hrokkvir- - - - - - - - - - - - - - - - - - 141 Huldra- - - - - - - - - - - - - - - - - - - - 147 Huldufolk- - - - - - - - - - - - - - - - - - 153 Kelpie- - - - - - - - - - - - - - - - - - - - 158 Kobold- - - - - - - - - - - - - - - - - - - - 164 Kraken- - - - - - - - - - - - - - - - - - - - 170 Krampus- - - - - - - - - - - - - - - - - - 177 Laumes- - - - - - - - - - - - - - - - - - - 182 Lyngormyr- - - - - - - - - - - - - - - - - 188 Nisser- - - - - - - - - - - - - - - - - - - - 195 Pesta- - - - - - - - - - - - - - - - - - - - - 201 Rusalki- - - - - - - - - - - - - - - - - - - - 206 Skraeling- - - - - - - - - - - - - - - - - - 213 Shaman- - - - - - - - - - - - - - - - - - - 213 Skui- - - - - - - - - - - - - - - - - - - - - - 218 Slibinas- - - - - - - - - - - - - - - - - - - 224 Troll- - - - - - - - - - - - - - - - - - - - - 230 Utburden- - - - - - - - - - - - - - - - - - 237 Valkyrie- - - - - - - - - - - - - - - - - - - 242 Vargr- - - - - - - - - - - - - - - - - - - - - 248 Velnias- - - - - - - - - - - - - - - - - - - - 257 Wight- - - - - - - - - - - - - - - - - - - - 265 Sovereign- - - - - - - - - - - - - - - - - - 265 The Village of Ris . . . . . . . . . . . . . . . . . . . . . . . 270 Locales in Ris . . . . . . . . . . . . . . . . . . . . . . . . . . 272 Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 284 Richard Harris (Order #28855998)
7 Richard Harris (Order #28855998)
8 Foreword We all know what monsters are. The evil or mindlessly hungry or brutishly marauding beasts That Must Be Stopped (all too rarely do we think of them as “Who”), usually by meeting bloody ends at the hands and weapons of heroes. In roleplaying games, these heroes are the adventurers, and almost always Player Characters. We sit down to collaboratively tell an unfolding story in which we portray the heroes. But ere we rush into battle, spare a thought: what were the monsters doing before we came along to defeat them? Living their lives, of course. Yes, but doing WHAT? What’s it like to be a monster? How do those oncoming, weapon-swinging hero-adventurers look from the monster’s point of view? The book you hold in your hands gives you answers. As you might expect, it explores all of the game mechanics involved in encountering monsters—not just fighting them, but talking to them, trying to befriend or manipulate them, and the world-views and aims of each individual creature. Beyond mere butchery, creatures are a lot more than mere stat blocks. There’s a lot here to guide roleplaying through character madness and trying to compel strangers to do what you’d prefer. As we’re told, “every creature in this book has a weakness that the PCs need to discover through role-play.” There is also a fast, simple, but versatile and so very useful section on Crafting Mundane and Magical Items that is worth buying this book for even if your character never sees a monster worse than a crotchety old family aunt or uncle. This book can be used in any 5e campaign, but it’s rooted in the Fate of the Norns game—and at its heart, Fate of the Norns is Viking roleplaying; the creatures in these pages are drawn from the fairy tales and myths of the Norse world and other elder Nordic cultures. We may think we know these monsters, at least by name—but the creatures herein tend to be stranger than we think, if we get up close and tarry long enough for a good look. And that’s what this book does. From Berserkirs to Doppelgangrs, Fomorians to Glaistigs, Kelpies to Krakens, and Pestas to Wight Sovereigns, the tome in your hands brings you the lives and purposes of the creatures heroes may meet and not just as battle-foes. You’ll learn deep lore secrets, like the difference between a Banshee and a Leananshee, what creature’s breath can transform a beast into a strange supernatural version of itself, and the effects of a parade of Krampuses singing and dancing at the Winter Solstice on local undead. Much of what is in these pages will be very useful to those who don’t want to fight monsters, but gain whatever immunities are possible against their powers, or to avoid, escape, or triumph over them by other means. Yes, there are those who see the world in terms of friends, neutrals, and foes, and are quick to fight, Richard Harris (Order #28855998)
9 but even they have to engage in social interaction (rather than just battle) if they want to make and keep friends, and prevent neutrals from sliding into enemies. Yet there is evil in the world, and many creatures who do not wish humans well. You’ll meet them here—and at the end of the book, be introduced to the small village of Ris, which demonstrates how monsters both overt and lurking can be linked to the lives of many ‘common folk,’ the everyday neighbours around us. Ris can even be plucked from Midgard and put in the countryside of your own fantasy roleplaying game, and it’s up to every group of gamers how many of its monsters and monstrous connections are mere rumour, or exaggerated, and how many are all too balefully real. As it stands right now, it vividly illustrates just how much monsters can be Up To Things, half-hidden in the shadows, duping and cozening humans, or serving as their hidden allies, sponsors, or even blackmailers, to be prime movers in dozens of intrigues and rising perils in any roleplaying campaign. In Fate of the Norns, everyone’s alarmed by Fimbulwinter, and some are reacting with desperation while others are seizing upon it as a reason for settling scores or eliminating the weak and gathering power and resources to themselves for the greater struggles to come. Everyone, at almost every time and in every culture, will hear some of their fellow citizens complain about how the world is getting worse, how things were better in golden elder days, how wine was sweeter and days were longer and beauty was more beautiful when they were young. Well, in Fate of the Norns, this griping isn’t mere nostalgia. It’s all too true. For it is a time for heroes. It is the Sword Age, and the Fimbulwinter is upon us; Ragnarok, the Twilight of the Gods, has come to the world, and now more than ever, valor and skill at arms are vital treasures. Without them, we are all doomed. The monsters in this book are waiting, but stirring, sensing their chance is at hand—or has arrived, and they must seize it now, no matter how much blood is spilled. Aye, it is a time for heroes. Armed with this book, anyone can conjure up legions of monsters and monster schemes and fell perils both old and new to challenge any hero. If your world is the anvil, and the hot metal from the forge is a hero a-borning, this book is a forge hammer to beat upon, shape, test, and temper that hero. And this world—any world—can never have enough heroes. Hugs, Ed Greenwood Richard Harris (Order #28855998)
10 * Relevant skills add proficiency if you have proficiency in them (Deception, Intimidation, Persuasion, etc) Question The Question action is used when someone is trying to coerce information from the defender. The success rate is high for this type of social action. If a piece of information reveals something personal about the victim of this attack, then the attacker gains a String on the defender (see below). Provoke The Provoke action is used when someone is trying to make someone else feel an emotion by applying a social condition. The success rate is moderate for this type of social action. When applying benevolent social conditions, the defender does not need to make a saving throw roll, but can only benefit from a single benevolent social condition at a time. Compel The Compel action is used when someone is trying to make someone perform an action that wouldn’t contravene their Characteristics. The success rate is low for this type of social action. If the victim succeeds their save, they are immune from further social attacks of that nature for a period of 24 hours (unless the DM rules otherwise). Introduction for the Players and DM Within these pages you will find some of the most iconic yet underrated monsters from both fairy-tales and mythology. A lot of authentic research has gone into each and every denizen within this tome. You may be pleasantly surprised as some of the high fantasy trope creatures now feel much more flavourful and rich (I’m looking at you kobold!) This book is a supplement for the 5th edition of “the world’s second-greatest roleplaying game”. Within these pages you will find a host of creatures, a brand new playable class, new expanded 5e rules, treasure tables, magical ores, and so much more! Social conflicts Physical combat is not resolved using a single skill roll versus a DC, so why should social interactions be so reductive? Trying to talk an NPC into going along with a suggestion may require understanding the NPC’s motivations, shifting their emotional state and then finally requesting that they do something for the player characters. A PC and an NPC can have a conversation that goes back and forth without having to initiate a social conflict. So long as both parties involved freely accept the outcome of the discussion, and the free-flow of information, then the DM and players can role-play the encounter without resorting to resolving a social conflict. When the conversation becomes strained, and a willing participant begins to hesitate, then they become an unwilling participant. This is when the social conflict rules will come into play. The person initiating a combat sets the saving throw DC and the victim must perform a Passion (WIS) or Reason saving (INT) throw. The saving throw depends on the methods used by the individual initiating the attack. If they try to use logical verbal methods for obtaining a desired result, then it will force the defender to save versus a Reason saving throw (Intelligence based). For any other methods that are more emotionally driven, the defender will need to make a Passion saving throw (Wisdom based). • Question base DC 8 • Provoke base DC 6 • Compel base DC 4 DC = base + relevant skill* Saving Throw = d20 + WIS* or CHA* modifier * If combatants have proficiency in WIS or CHA saves, they also add their proficiency modifier. Richard Harris (Order #28855998)
11 • Strings boost Social save DC by +2 per String Strings The Question action is aimed at getting information about someone. Knowledge is power over someone you want to influence. Divination spells and devices such as crystal balls can grant someone Strings. Assisting When you are performing a social attack or defense, you may have a single other individual assist you. This person must be present and aware of the social combat and may be a PC or NPC. If they do choose to assist, they add their CHA or WIS modifier to your DC or save. Anyone who has assisted, may not initiate their own social attack this round. Characteristics Both PC’s and NPC’s should have a list of characteristics that defines their values, morals, ambitions and fears. This adds an emotional and personal facet to the PC/NPC that will help guide their actions and the reasons behind them. Player characters build their characteristics when they choose personalities, backgrounds, ideals, flaws and bonds. Alignment also falls under characteristics. Someone who has failed their saving-throw versus a Compel cannot be made to perform an action that contradicts one or more of their Characteristics. Social Conditions This section introduces new emotional conditions in the game. This allows both PC’s and NPC’s to feel emotions. These conditions have out of combat effects, but some even impact combat. Social conditions are applied via the Provoke social action. Unless specified otherwise, social conditions will go away after a long rest. Some conditions may come about as a result of an event (ex: grief as a result of the death of a dear friend). Social conditions can stack if they make sense. The DM may rule that one Social condition will negate another. In some cases these are explicitly stated in the description. A limit of 2-3 simultaneous conditions should be enforced as to not overwhelm the role-play of the character. The “object” referred to in these conditions may be a sentient being or an inanimate object/place. Adoration Effect: While the presence of the object of your adoration, you are more confident and feel supported. - Social Saves are at -3 versus the object of your adoration. In their presence, your Social DC’s are boosted by +1. - In combat you will put their interests first, protecting them in the process. Move +5’ if moving towards them. If you stand next to them, you confer a +1 AC bonus to the object of your adoration. Removal: The object of your adoration shatters your impressions. Anger Effect: You are filled with irrational rage and fury at an object or at an event/circumstance. - You gain +1 on your Social saves, but also suffer a -2 on your Social DC’s. - Your melee and thrown attacks deal +1 damage, but your AC suffers a -2 penalty. Roll a d20 as you cast a spell. Non-damage spells fail on a roll of 1. Damage spells deal 1 extra damage die on a roll of 19 or 20. Removal: A long rest. Apathy Effect: You feel emotionally crushed and impotent. Your actions are shadows and your zeal is dashed. - Your Social saves are made at a disadvantage Alternative Rules Some groups of players may want to be the ones rolling, leaving the NPC to set the social DC. This is easily achieved by reversing the mechanics. DC set by NPC: Question DC 14 base + WIS/CHA* Provoke DC 16 base + WIS/CHA* Compel DC 18 base + WIS/CHA* PC rolls a d20 + Strings + Skill* * add proficiency if applicable Richard Harris (Order #28855998)
12 - You automatically roll 1 on initiative. Your attack actions are Weak (deal half damage) and your move is Weak as well (movement rate cut in half). Removal: After a personal victory that overcomes the weight of past failures. Awe Effect: You are humbled by a place, thing or person that takes your breath away. - You apply a +1 bonus to your Social DC’s, but suffer a -2 on Provoke and Question saving throws. - Your Move is +5’ if your object of awe is visible. You take a -2 to-hit penalty as you show off, adding your proficiency bonus to damage dealt by melee attacks. Removal: A long rest as long as the object of awe is no longer visible Brave Effect: Someone has used their Persuade skill or Compel action to inspire you to great heroism. If afflicted, remove the Frightened condition. - You suffer a -2 on your Question and Compel Social saving throws, but gain a +1 bonus on your Provoke DC. - You are unlikely to back down from violent confrontation. Facing a creature with a CR higher than your level, you gain +1 to-hit and +1 on damage. You will refuse to retreat even if losing the fight. Removal: A long rest or another Social condition being applied to you Desire / Lust Effect: You will abandon logic and reason in order to obtain the object of your overwhelming desire. - Question and Compel Social saves have disadvantage versus the object of your desire. - In combat you will lay down your life for the preservation of the object of your desire. Removal: A long rest. Disgust Effect: You will prioritize getting the object out of sight and out of mind, even if it means by violent means. - Your Provoke Social saves are at +3 while Question and Compel suffer a -2 penalty. If you attempt to rally others to remove the disgust, you gain a +1 DC bonus. Removal: A long rest as long as the object of disgust is no longer visible. Frightened Effect: You have been traumatized by something or someone. - Your Social saves versus the source of your fear have disadvantage. You lose and cannot gain the Brave and Joy conditions. - You have disadvantage on ability checks and attack rolls while you are within 30’ of the object of your fear. You cannot move closer to the source of your fear. Removal: A long rest as long as the object of horror is no longer visible. Grief Effect: You suffered a terrible loss that hangs over your mood and actions. This condition removes Joy and Brave and makes you immune to them while you grieve. - Your Provoke saves are at +2, but your Question saves are penalized by -2. If you are Provoked to Anger or Apathy, you have disadvantage on your saving throws. - While an ally has 0 HP your attacks are made at disadvantage. Removal: After a long rest, roll a d6, on a result of 1, the condition is removed. Joy Effect: You are filled with a natural high bestowed upon you by an individual, event or place. - You have a -1 penalty vs Question saves, but gain a +1 DC on your Social attacks. - You gain advantage on saves vs spells and any spells that heal you add +1 for each die rolled. Removal: If you suffer from any other Social condition, remove this condition. Trust Effect: You place unwavering trust in someone. - You get a -3 penalty vs Question saves versus the person you trust. You will aid them when they are in social combat. - You automatically succeed stabilizing the person you trust and visa-versa. Removal: The object of your trust breaking the trust. Many emotions are complex with many elements contributing to its onset and eventual removal. The DM should adjust the parameters of the emotional condition based on the specifics of the situation. Should an emotion stress an individual past their breaking point, the DM should consult the madness table for possible side effects (see page 16). Social Powers Anyone can perform a social attack as a bonus action, or a social defense as a free action. Creatures and player characters can also have powers that grant bonuses or Richard Harris (Order #28855998)
13 Item Effect Cost Crown +2 Compel DC 100 gp Royal attire +2 Question DC 55 gp Sultry dress +2 Provoke DC 8 gp Belt of heads +1 Social Attack DC n/a Warband banner +2 Compel save bonus 15 gp Jarl’s decree +2 Question save bonus 100 gp Letters from home +2 Provoke save bonus n/a Arm-ring +1 Social save bonus 10 gp apply negatives to those actions. An example of a social power granting a static bonus would be: Bully: Grant nearby allies +1 Social Attack DC An example of a social powers that performs the action with a bonus or negative would be: Agitator: Perform a Provoke Attack with +2 DC Social Equipment Some equipment grants bonuses to different types of social interactions. Below is a sample that the DM can use to design many more based on their game world. Game Concepts The following section outlines new and expanded game concepts that will apply to the creatures found in this book. Some may apply to PC’s and/or the new class. Aging Some powers will age player characters, so before using any monsters with such powers, you should ask your players to commit an age for their PC’s. This should be based on the racial age range. Weapon Material Some creatures are vulnerable to certain types of metals or material. All player weapons should have a material associated with them. For example you should determine with the player if their arrows are all wood or have iron or stone arrow heads. Called Shots Some creatures can only be hurt by striking them in a specific location. This action must be explicitly declared and the attacker suffers a -5 on their to-hit roll. Weak Actions The keyword “Weak” denotes an action that only has a half effect. A Weak move would only move half the distance. A Weak attack would deal half damage, and a Weak spell would halve the result if applicable. If the spells has non-binary numeric values, then you halve the dice rolled, half the bonus/penalty value, halve the range and area of effect, half the duration, etc... Binary result spells such as raise dead cannot have the effect halved, either the target is dead or living. Morale While the creatures do not have a morale value, they should be played as wise survivors. Rarely will they fight to the death. If the fight is going badly, they will resort to social combat or a tactical retreat. Damage Reduction When damage reduction is applied, it reduces the total incoming damage before vulnerability and resistances are calculated. Power Dice A Power Die is rolled at the start of the creatures turn. The die type is equal to the creature’s Tier. The creature can invoke any of the powers equal to the die roll or less. Only 1 invocation per combat round is permitted. Certain powers may trigger after a certain type of action (melee attack or innate spell). More elaboration can be found in the “Creature Breakdown” section below. Motivation When a PC or NPC is performing an action driven strongly by one or more of their characteristics, they add a Motivation bonus to their die roll or DC. The motivation bonus is equal to half their Power Die type (see page 34 for more on Power Dice). Conditions When conditions are applied, most of the time the duration will be specified, such as “1 minute” or “until the next time you roll your power die”. If the duration is not specified, then the default duration is 1 round. That means the condition will be in effect until the combatant’s next turnthat is, the combatant who applied the condition. Since the creatures presented in this book are “boss” Richard Harris (Order #28855998)
14 monsters, they are considered to be immune to “saveor-die” effects. A boss battle is never fun nor memorable if it ends prematurely by the monster rolling poorly on an effect that takes it out of the scene on the first round. As a result you will find that the monsters in this book have immunities to charm and stun effects. If a PC uses an action that causes the monster to effectively save-or-die, and it’s not listed under immunities, feel free to give the monster advantage on the saving throw. Creature Breakdown The creatures presented in this book are meant to inspire stories, forge memories and become legends at your game table. These are not creatures that you would use for a random encounter, instead they should be the “end boss” of your adventure. Use these creatures to create nuanced story arcs where motives drive the action, rather than good versus evil tropes. All of these creatures are built with special powers that disappear when their weakness is discovered. These powers boost the creature’s power level beyond the listed CR, but if the weakness is known, then the added numbers and powers disappear, or maybe even become a weakness. Abilities, attributes and statistics are presented with the maximum potential values. For example, if the score is doubled when within a swamp, it will assume the creature is in the swamp when listing the value. Attributes Below the creature name, you will find the creature type. This has an effect on damage resistance, vulnerability and/or immunity. Tiers Monsters are broken down into Tiers of power. Each tier represents an evolutionary snapshot of the creature. Some powers will scale their dice by Tier. If the notation states “2d8 per Tier”, that means a Tier 1 monster will roll 2d8, while a Tier 3 monster will roll 6d8. The same can be said about magic item bonuses. If the entry states “dagger +1 per Tier”, then in the hands of a Tier 2 monster the dagger is a +2 weapon. Challenge Rating Each tier will specify the challenge rating of the creature. As a rule of thumb, 4 PC’s of the stated CR will have a challenging encounter. All other statistics, except hit-points, are set within norms of the 5e CR scale. Level & Hit-Dice While all statistics are based on CR, sometimes it is useful to know the general level of the creature. Some of the statistics tied to level/hit-dice are the creature’s hit-points (HP) and spell caster level if applicable. Proficiency Bonus Monster proficiency bonus is calculated by CR not level nor hit-dice. Size The size of the creature determines movement and reach. Some creatures get larger at higher tiers. Creature size is defined as follows: Size Space Examples Tiny 2½’ x 2½’ Imp Small 5’ x 5’ Giant rat Medium 5’ x 5’ Orc Large 10’ x 10’ Hippogriff Huge 15’ x 15’ Fire giant Gargantuan 20’ x 20’ Kraken G+ beyond Borghild Creatures of “G+” size are beyond gargantuan and invariably break ability score limits. Speed Speed dictates the distance the creature can make during a move action (or related action such as disengage). Ability Scores Instead of listing ability scores, the modifiers are used instead. 99% of the 5e game revolves around the modifiers anyways, so in order to cut down on clutter, ability scores are omitted. Saving Throws Ability scores marked with an asterisk (*) add the creature’s proficiency bonus when making ability score saving-throws. Richard Harris (Order #28855998)
15 Initiative This modifier is added to a d20 roll to determine the creatures initiative rank. Hit Points HP determines how much damage the creature can take before it loses consciousness. AC AC sets the creature’s armour class vis-a-vis to-hit rolls. The roll must be equal to or greater than the AC score in order to strike the creature. Power & Spell DC This sets the DC of the creature’s powers and spells. When the creature uses any power and spell available to them, the saving throw DC that players will roll against is the value listed. In some rare cases, individual powers and spells may have their own DC, and in those cases the values are called out. Reach & Range Creatures that favour melee attacks will have the reach specified, and conversely creatures that favour range attacks will have their range specified. These values have direct relevance to the “Actions” section , and indirectly to the “Power Dice Actions” section. Most Power Dice actions have their own ranges specified, but when they are not specified, use these default values. To-hit and Damage Bonus The to-hit bonus is used for attacks, powers, spells and abilities that require the creature to hit their opponent. The damage bonus is used for attacks and powers that result in physical damage being dealt (range or melee). Legendary Actions The value listed is for both legendary actions and lair actions. Legendary actions are usually used in response to another combatant’s action, but not always. In those cases, it resolves on another combatant’s turn. When it is initiated by the creature, it must be initiated during the creature’s turn. When a lair is present, it has as many actions as the legendary actions value. This is a separate pool of actions, tracked independently from legendary actions. The lair will have its own initiative score and the DM will choose and use a number of lair actions permitted by the legendary actions value. Social Saving Throws The save vs. Passion and save vs. Reason are used when the creature must resist a social attack from a player. Creature Attributes The text on the parchment lists many different creature attributes: aspects, senses, vulnerabilities, resistances, damage immunities, condition immunities, special abilities, secrets and weaknesses. Most are self explanatory and pretty standard in 5e, however a few need more detail. Special Abilities Special abilities are powers that make the creature much more powerful than their CR, but only under certain circumstances. The bonuses granted will be denoted by a special character (v) in the stat block. The values shown with the v symbol already have the bonus precalculated. Secrets & Weaknesses Secrets and weaknesses explain how special abilities can be negated. Every creature in this book has a weakness that the PCs need to discover through role-play. If the DM suspects the players of knowing the weakness listed, each weakness has a randomized table that can be used to keep players in the dark, so no meta-gaming can be done. The tables can be found on page 18. Skills The skills listed add the creature’s proficiency bonus. A creature will have proficiency in all skill listed up to its Tier. For example a Tier 3 creature will have 3 proficiencies: Tier 1, Tier 2 and Tier 3 skills. Equipment & Treasure Any creature specific gear is listed here as well as random treasure generation tables (page 22). The DM should pre-roll the treasure since the creature can put it to use during the encounter. Some tables that need to be rolled on multiple times will be Richard Harris (Order #28855998)
16 denoted by a multiplier value. Example: Treasure type “F, K x3” means roll once on table F and roll three times on table K. Unlike skills above, the Tier treasure are not cumulative from Tier to Tier. The DM simply uses the entry equivalent to the creature used. Sometimes magical items and equipment will modify a creatures attributes and statistics. Modified values will be denoted with a special icon such as n or this l. Characteristics Characteristics outline the creature’s moral compass. This includes alignment, personality, ideals, flaws and bonds. When a Compel social attack succeeds against the creature, the demand cannot contravene the creature’s Characteristics. A creature can also gain a motivation bonus to its die rolls if the action it is taking is in direct alignment and pursuit of a characteristic. See page 13 for more about motivation bonuses. Social Actions A creature may freely perform Question, Provoke and Compel social attacks, however some creatures excel in certain types of social attacks. When they do, the Social powers will be listed in this section. Similarly if a creature is especially resilient to certain types of attacks, the social defense bonuses will be listed here. A creature will have social actions in all lower Tiers in addition to its Tier. For example a Tier 3 creature will have 5 social powers: three from Tier 1, one from Tier 2 and one from Tier 3. Actions When a creature wishes to use their action to attack a PC, they will choose one action from the actions listed in this section. Many of these actions will scale by the creature’s Tier. Example: perform 1 attack per Tier. A Tier 3 creature would attack 3 times with the given attack action. For some creatures the damage dice may scale by the Tier. Some creatures have both magical and mundane attack options. The magical attack actions are considered to be powers, not spells (unless explicitly stated). As such they are immune to effects that interact with spells (ie. counterspell). Some powers have a cool-down mechanic called a “recharge”. At the start of every combat round the DM will roll a d6. If the value comes up within the range listed, the power is recharged and can be used again, otherwise it is unavailable that combat round. Power Die Actions At the start of every combat round, the creature will roll a power die equivalent to their Tier (Tier 1 is a d4 all the way up to Tier V is a d12). The roll determines what powers are available to the creature- the options available are the rolled value or any one of lower value. Example: A Tier 3 creature rolls a d8 with a result of 5 on the dice. That means that any one of the first five powers can be evoked this turn. The Power-Die action is usually a bonus or free action, but in some cases may be a reaction action or even a regular action. Power Dice values may be spent on modifying existing actions. For more on that, see page 34. Legendary & Lair Actions Some creatures get legendary actions. In that case, their action options are listed, and the number that can be evoked per combat round is specified in the creature’s stat block (see above). Some creatures have lairs. Lairs get their own initiative rank and on their turn they can take a number of lair actions equal to the legendary action value in the creature’s stat block. XP Once the PCs have defeated the creature (not necessarily by physical force) the PCs will split the XPs that the creature is worth. The table to the right lists the XP awarded based on the CR of the creature. Madness Some creatures may inflict insanity upon the player characters. In that case, you can roll on the madness table on the right. Richard Harris (Order #28855998)
17 Short term Madness Table d100 01–20 The character retreats into their mind and becomes paralyzed. The effect ends if the character takes any damage. 21–30 The character becomes incapacitated and spends the duration screaming, laughing, or weeping. 31–40 The character becomes frightened and must use their action and movement each round to flee from the source of the fear. 41–50 The character begins babbling and is incapable of normal speech or spell casting. 51–60 The character must use his or her action each round to attack the nearest creature. 61–70 The character experiences vivid hallucinations and has disadvantage on ability checks. 71–75 The character does whatever anyone tells him or her to do that isn’t obviously self- -destructive. 76–80 The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal. 81–90 The character is stunned. 91–100 The character falls unconscious. Experience Points by Challenge Rating CR XP CR XP CR XP 1 200 11 7,200 21 33,000 2 450 12 8,400 22 41,000 3 700 13 10,000 23 50,000 4 1,100 14 11,500 24 62,000 5 1,800 15 13,000 25 75,000 6 2,300 16 15,000 26 90,000 7 2,900 17 18,000 27 105,000 8 3,900 18 20,000 28 120,000 9 5,000 19 22,000 29 135,000 10 5,900 20 25,000 30 155,000 Power Die Type per Tier Tier XP 1 d4 2 d6 3 d8 4 d10 5 d12 Richard Harris (Order #28855998)
18 Vulnerability tables Should the DM wish to randomize the vulnerabilities for their creature, they can roll on the appropriate tables below Materials 1d100 1-30 Iron 31-50 Oak (wood) 51-60 Copper 61-70 Rowan (wood) 71-80 Silver 81-90 Ash (wood) 91-95 Gold 96-99 Mithral 100 Adamantine Time 1d100 01-49 Day 50-69 Night 70-79 High noon 80=89 Dusk 90-95 Dawn 96-97 Moonless night 98 Full moon 99 Lunar eclipse 100 Solar eclipse Location 1d8 1 Swamp 2 Forest 3 River 4 Lake 5 Underground 6 Open field 7 Hallowed ground 8 Within a building Damage Type 2d8 2 Acid 3 Cold 4 Fire 5 Force 6 Lightning 7 Necrotic 8 Poison 9 Psychic 10 Radiant 11 Thunder 12 Nonmagical 13 Magical Weapons 14 Bludgeoning 15 Slashing 16 Piercing Magic School 1d8 1 Abjuration 2 Conjuration 3 Divination 4 Enchantment 5 Evocation 6 Illusion 7 Necromancy 8 Transmutation Personal 1d6 1 Know the creature’s true-name 2 Possess some of the creature’s hair 3 Say the name of a divinity that holds power over the creature 4 Draw its personal symbol in blood upon the ground 5 Obtain the blessing from their relative 6 Speak an occult phrase that Compels them Death Ritual Reroll if the ritual is inappropriate for the creature. Roll on this table once per creature Tier (ie. a Tier III creature would have 3 rituals that need to be performed). Multiple rituals must be done in order. d100 01–20 Consecrate the burial ground with a hollowing to a deity 21–30 Cremation - burn the body 31–40 Decapitate the body 41–50 Quarter the body and bury each separately 51–60 Throw the body into a swift flowing river 61–70 Bring the body back to its home (or other important location) 71–75 Lay it to rest with a personal item that holds great meaning 76–80 Speak a sacred mantra over the corpse 81–90 Must be laid to rest in a coffin made from a specific material 91–95 The body must be embalmed with various oils and cloths 96-98 Leave a burial marker to commemorate the creature and burial 99 Genuine grief, sorrow and tears at the burial 100 All of its belongings must be buried or cremated with the corpse Richard Harris (Order #28855998)
19 Body Part 1d6 1 Eyes 2 Brain 3 Heart 4 Nape of the neck 5 Back 6 Belly Curse 1d6 1 Unlucky: All of your skill checks have disadvantage 2 Clumsy: All of your attack rolls have disadvantage 3 Ill omen: All of your saving throw rolls have disadvantage 4 Bumbling fool: Your proficiency bonus is reduced to 0 5 Fatigued: You gain 1 level of exhaustion every time you roll for initiative 6 Destined for poverty: you willingly overpay for every item and service (pay 300% price). Curse When a creature bestows a curse, note its proficiency bonus, since that value becomes the curse level. When a remove curse spell is cast, compare the caster’s proficiency bonus and the curse level. The spell fails if the caster’s proficiency bonus is less than the curse level. Activity 1d6 1 Sleep 2 Eat 3 Battle 4 Play music/sing 5 Swim 6 Romance Conditions 2d8 2 Blinded 3 Charmed 4 Deafened 5 Exhausted 6 Frightened 7 Grappled 8 Incapacitated 9 Invisible 10 Paralyzed 11 Petrified 12 Poisoned 13 Prone 14 Restrained 15 Stunned 16 Unconscious Ritual 2d8 1 Sprinkle sea salt 2 Chant a mantra 3 Perform a blood sacrifice 4 Burnt offering 5 Bury gold coins 6 Perform a sacred dance 7 Erect an altar to a specific deity 8 Must be performed at a certain hour 9 Must be performed in a particular place 10 Write down the request with blood 11 Draw out a special symbol or sygil 12 Create and wear special robes Richard Harris (Order #28855998)
20 Spell Randomizer When you need a random spell at a certain level, such as for a scroll, roll on the appropriate tables below. Cantrips d100 01-07 Acid Splash 08-14 Chill Touch 15-21 Dancing Lights 22-28 Fire Bolt 29-35 Light 36-42 Mage Hand 43-49 Mending 50-56 Message 57-63 Minor Illusion 64-70 Poison Spray 71-77 Prestidigitation 78-84 Ray of Frost 85-91 Shocking Grasp 92-98 True Strike 99-100 Reroll 1st Level d100 01-03 Alarm 04-06 Burning Hands 07-09 Charm Person 10-12 Color Spray 13-15 Comprehend Languages 16-18 Detect Magic 19-21 Disguise Self 22-24 Expeditious Retreat 25-27 False Life 28-30 Feather Fall 31-33 Find Familiar 34-36 Floating Disk 37-39 Fog Cloud 40-42 Grease 43-45 Hideous Laughter 46-48 Identify 49-51 Illusory Script 52-54 Jump 55-57 Longstrider 58-60 Mage Armor 61-63 Magic Missile 64-66 Protection from Evil & Good 67-69 Shield 70-72 Silent Image 73-75 Sleep 76-78 Thunderwave 79-81 Unseen Servant 82-100 Reroll 2nd Level d100 01-03 Acid Arrow 04-06 Alter Self 07-09 Arcane Lock 10-12 Arcanist’s Magic Aura 13-15 Blindness/Deafness 16-18 Blur 19-21 Continual Flame 22-24 Darkness 25-27 Darkvision 28-30 Detect Thoughts 31-33 Enlarge/Reduce 34-36 Flaming Sphere 37-39 Gentle Repose 40-42 Gust of Wind 43-45 Hold Person 46-48 Invisibility 49-51 Knock 52-54 Levitate 55-57 Locate Object 58-60 Magic Mouth 61-63 Magic Weapon 64-66 Mirror Image 67-69 Misty Step 70-72 Ray of Enfeeblement 73-75 Rope Trick 76-78 Scorching Ray 79-81 See Invisibility 82-84 Shatter 85-87 Spider Climb 88-90 Suggestion 91-93 Web 94-100 Reroll 6th Level d100 01-05 Chain Lightning 06-10 Circle of Death 11-15 Contingency 16-20 Create Undead 21-25 Disintegrate 26-30 Eyebite 31-35 Flesh to Stone 36-40 Freezing Sphere 41-45 Globe of Invulnerability 46-50 Guards and Wards 51-55 Instant Summons 56-60 Irresistible Dance 61-65 Magic Jar 66-70 Mass Suggestion 71-75 Move Earth 76-80 Programmed Illusion 81-85 Sunbeam 86-90 True Seeing 91-95 Wall of Ice 96-100 Reroll 7th Level d100 01-06 Arcane Sword 07-12 Delayed Blast Fireball 13-18 Etherealness 19-24 Finger of Death 25-30 Forcecage 31-36 Magnificent Mansion 37-42 Mirage Arcane 43-48 Plane Shift 49-54 Prismatic Spray 55-60 Project Image 61-66 Reverse Gravity 67-72 Sequester 73-78 Simulacrum 79-84 Symbol 85-90 Teleport 91-100 Reroll Richard Harris (Order #28855998)
21 3rd Level d100 01-03 Animate Dead 04-06 Bestow Curse 07-09 Blink 10-12 Clairvoyance 13-15 Counterspell 16-18 Dispel Magic 19-21 Fear 22-24 Fireball 25-27 Fly 28-30 Gaseous Form 31-33 Glyph of Warding 34-36 Haste 37-39 Hypnotic Pattern 40-42 Lightning Bolt 43-45 Magic Circle 46-48 Major Image 49-51 Nondetection 52-54 Phantom Steed 55-57 Protection from 58-60 Energy 61-63 Remove Curse 64-66 Sending 67-69 Sleet Storm 70-72 Slow 73-75 Stinking Cloud 76-78 Tiny Hut 79-81 Tongues 82-84 Vampiric Touch 85-87 Water Breathing 88-100 Reroll 4th Level d100 01-04 Arcane Eye 05-08 Banishment 09-12 Black Tentacles 13-16 Blight 17-20 Confusion 21-24 Conjure Minor Elementals 25-28 Control Water 29-32 Dimension Door 33-36 Fabricate 37-40 Faithful Hound 41-44 Fire Shield 45-48 Greater Invisibility 49-52 Hallucinatory Terrain 53-56 Ice Storm 57-60 Locate Creature 61-64 Phantasmal Killer 65-68 Polymorph 69-72 Private Sanctum 73-76 Resilient Sphere 77-80 Secret Chest 81-84 Stone Shape 85-88 Stoneskin 89-92 Wall of Fire 93-100 Reroll 5th Level d100 01-04 Animate Objects 05-08 Arcane Hand 09-12 Cloudkill 13-16 Cone of Cold 17-20 Conjure Elemental 21-24 Contact Other Plane 25-28 Creation 29-32 Dominate Person 33-36 Dream 37-40 Geas 41-44 Hold Monster 45-48 Legend Lore 49-52 Mislead 53-56 Modify Memory 57-60 Passwall 61-64 Planar Binding 65-68 Scrying 69-72 Seeming 73-76 Telekinesis 77-80 Telepathic Bond 81-84 Teleportation Circle 85-88 Wall of Force 89-92 Wall of Stone 93-100 Reroll 8th Level d100 01-08 Antimagic Field 09-16 Antipathy/Sympathy 17-24 Clone 25-32 Control Weather 33-40 Demiplane 41-48 Dominate Monster 49-56 Feeblemind 57-64 Incendiary Cloud 65-72 Maze 73-80 Mind Blank 81-88 Power Word Stun 89-96 Sunburst 97-100 Reroll 9th Level d100 01-08 Astral Projection 09-16 Foresight 17-24 Gate 25-32 Imprisonment 33-40 Meteor Swarm 41-48 Power Word Kill 49-56 Prismatic Wall 57-64 Shapechange 65-72 Time Stop 73-80 True Polymorph 81-88 Weird 89-96 Wish 97-100 Reroll Richard Harris (Order #28855998)
22 Treasures Random treasure tables with abbreviations for copper pieces (CP), gold pieces (GP) so on and so forth. Tables F to I can be found in another well known 5e core book. Treasure Table J 2-200 WEAPONS 02-10 Weapon +1 11-16 Weapon +2 17-20 Weapon +3 21-30 Ammunition +1 31-36 Ammunition +2 37-40 Ammunition +3 41-44 Arrow of Slaying 45-50 Berserker Axe 51-56 Dagger of Venom 57-60 Dancing Sword 61-62 Defender 63-68 Dragon Slayer 69-72 Dwarven Thrower 73-78 Flame Tongue 79-82 Frost Brand 83-88 Giant Slayer 89-90 Hammer of Thunderbolts 91-92 Holy Avenger 93 Horn of Blasting 94-103 Javelin of Lightning 104-105 Luck Blade 106-111 Mace of Disruption 112-117 Mace of Smiting 118-123 Mace of Terror 124-127 Nine Lives Stealer 128-131 Oathbow 132-137 Ring of the Ram 138-139 Rod of Lordly Might 140-143 Scimitar of Speed 144-149 Sun Blade 150-155 Sword of Life Stealing 156-159 Sword of Sharpness 160-165 Sword of Wounding 166-175 Trident of Fish Command 176-181 Vicious Weapon 182-183 Vorpal Sword 184-200 Re-roll twice Treasure Table K d100 ARMOURS 01-08 Armour +1 09-13 Armour +2 14-16 Armour +3 17-24 Shield +1 25-29 Shield +2 30-32 Shield +3 33-35 Animated Shield 36-37 Armour of Invulnerability 38-42 Armour of Resistance 43-47 Armour of Vulnerability 48-52 Arrow-Catching Shield 53-57 Bracers of Defense 58 Cloak of Protection 59-61 Demon Armor 62-64 Dragon Scale Mail 65-67 Dwarven Plate 68-72 Elven Chain 73-77 Glamoured Studded Leather 78 Gloves of Missile Snaring 79-80 Plate Armor of Etherealness 81-85 Ring of Protection 86-90 Shield of Missile Attraction 91-93 Spellguard Shield 94-00 Re-roll twice Treasure Table L d100 STAVES & TOMES 01-06 Staff of Fire 07-12 Staff of Frost 13-18 Staff of Power 19-24 Staff of Striking 25-26 Staff of the Magi 27-52 Staff of the Python 53-62 Staff of the Woodlands 63-68 Staff of Thunder and Lightning 69-78 Staff of Withering 79-84 Tome of Clear Thought 85-90 Tome of Leadership and Influence 91-96 Tome of Understanding 97-00 Re-roll twice Treasure Table M d100 WANDS 01-04 Wand of Binding 05-08 Wand of Enemy Detection 09-12 Wand of Fear 13-16 Wand of Fireballs 17-20 Wand of Lightning Bolts 21-30 Wand of Magic Detection 31-40 Wand of Magic Missiles 41-44 Wand of Paralysis 45-47 Wand of Polymorph 48-57 Wand of Secrets 58-67 Wand of the War Mage +1 68-71 Wand of the War Mage +2 72-74 Wand of the War Mage +3 75-84 Wand of Web 85-88 Wand of Wonder 89-00 Re-roll once more and the wand will have +1 changes Richard Harris (Order #28855998)
23 Random Weapon 2d20 2 Club 3 Dagger 4 Greatclub 5 Handaxe 6 Javelin 7 Light hammer 8 Mace 9 Quarterstaff 10 Sickle 11 Spear 12 Crossbow, light 13 Dart 14 Shortbow 15 Sling 16 Battleaxe 17 Flail 18 Glaive 19 Greataxe 20 Greatsword 21 Halberd 22 Lance 23 Longsword 24 Maul 25 Morningstar 26 Pike 27 Rapier 28 Scimitar 29 Shortsword 30 Trident 31 War pick 32 Warhammer 33 Whip 34 Blowgun 35 Crossbow, hand 36 Crossbow, heavy 37 Longbow 38 Net 39 Pistol, blackpowder 40 Rifle, blackpowder Random Armour 2d6 2 Padded 3 Leather 4 Studded leather 5 Hide 6 Chain shirt 7 Scale mail 8 Breastplate 8 Half plate 9 Ring mail 10 Chain mail 11 Splint 12 Plate Illusion Spells Arcanist’s Magic Aura (level 2) Blur (2) Color Spray (1) Creation (5) Disguise Self (1) Dream (5) Fear (3) Greater Invisibility (4) Hallucinatory Terrain (4) Hypnotic Pattern (3) Illusory Script (1) Invisibility (2) Magic Mouth (2) Major Image (3) Minor Illusion (cantrip) Mirage Arcane (7) Mirror Image (2) Mislead (5) Phantasmal Killer (4) Phantom Steed (3) Programmed Illusion (6) Project Image (7) Seeming (5) Silence (2) Silent Image (1) Simulacrum (7) Weird (9) Helpful Tables These tables are referenced elsewhere in the book. Item AC & HP Material Crystal: AC 13 Wood: AC 15 Stone: AC 17 Iron: AC 19 Size Small: HP 10 Medium: HP 18 Large: HP 26 Crafted A crafted item has an AC of 5 +QR and an amount of hitpoints equal to QR x 10. Necromancy Spells Animate Dead (level 3) Astral Projection (9) Bestow Curse (3) Blight (4) Blindness/Deafness (2) Chill Touch (cantrip) Clone (8) Circle of Death (6) Clone (8) Contagion (5) Create Undead (6) Eyebite (6) False Life (1) Finger of Death (7) Gentle Repose (2) Harm (6) Inflict Wounds (1) Magic Jar (6) Ray of Enfeeblement (2) Resurrection (7) Revivify (3) Spare the Dying (cantrip) Speak with Dead (3) True Resurrection (9) Vampiric Touch (3) Richard Harris (Order #28855998)
24 Conditions This is a comprehensive list of the various conditions that can be inflicted on various creatures. Blinded • A blinded creature can’t see and automatically fails any ability check that requires sight. • Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage. Charmed • A charmed creature can’t attack the charmer or target the charmer with harmful abilities or magical effects. • The charmer has advantage on any ability check to interact socially with the creature. Deafened • A deafened creature can’t hear and automatically fails any ability check that requires hearing. Exhaustion Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect’s description. Level Effect 1 Disadvantage on ability checks 2 Speed halved 3 Disadvantage on attack rolls and saving throws 4 Hit point maximum halved 5 Speed reduced to 0 6 Death If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect’s description. A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks. An effect that removes exhaustion reduces its level as specified in the effect’s description, with all exhaustion effects ending if a creature’s exhaustion level is reduced below 1. Finishing a long rest reduces a creature’s exhaustion level by 1, provided that the creature has also ingested some food and drink. Frightened • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. • The creature can’t willingly move closer to the source of its fear. Grappled • A grappled creature’s speed becomes 0, and it can’t benefit from any bonus to its speed. • The condition ends if the grappler is incapacitated (see the condition). • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunder-wave spell. Incapacitated • An incapacitated creature can’t take actions or reactions. Invisible • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature’s location can be detected by any noise it makes or any tracks it leaves • Attack rolls against the creature have disadvantage, and the creature’s attack rolls have advantage. Paralyzed • A paralyzed creature is incapacitated (see the condition) and can’t move or speak. • The creature automatically fails Strength and Dexterity saving throws. Richard Harris (Order #28855998)
25 • Attack rolls against the creature have advantage. • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. Petrified • A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging. • The creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings. • Attack rolls against the creature have advantage. • The creature automatically fails Strength and Dexterity saving throws. • The creature has resistance to all damage. • The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized. Poisoned • A poisoned creature has disadvantage on attack rolls and ability checks. Prone • A prone creature’s only movement option is to crawl, unless it stands up and thereby ends the condition. • The creature has disadvantage on attack rolls. • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. Restrained • A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed. • Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage. • The creature has disadvantage on Dexterity saving throws. Stunned • A stunned creature is incapacitated (see the condition), can’t move, and can speak only falteringly. • The creature automatically fails Strength and Dexterity saving throws. • Attack rolls against the creature have advantage. Unconscious • An unconscious creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings • The creature drops whatever it’s holding and falls prone. • The creature automatically fails Strength and Dexterity saving throws. • Attack rolls against the creature have advantage. • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. Richard Harris (Order #28855998)
26 Crafting Attributes QR Armour Attributes 0 Base AC 10 1 Ornate: +10 gp value 5 Damage Reduction 1 5 +1 AC 4 +1 AC (stealth disadvantage) 3 +1 AC (stealth disadvantage; max DEX +2 to AC) 2 +1 AC (stealth disadvantage; 0 DEX to AC; minimum STR 15) 5 Resistance to (pick 1) bludgeoning, piercing or slashing QR Shield Attributes Mandatory: requires 1 hand 1 Ornate: +10 gp value 4 +1 AC (requires hand) 2 As a reaction action, apply damage reduction 1 6 Spikes (1d4 piercing damage, treat as a light weapon as well) QR Melee Weapon Attributes 0 Pick 1: bludgeoning, slashing or piercing (4 QR when stacking) 0 Large weapon requiring “two-handed” 1 Ornate: +10 gp value 6 1d12 damage (12 QR when stacking) 5 1d10 damage (10 QR when stacking) 4 1d8 damage (8 QR when stacking) 3 1d6 damage (6 QR when stacking) 2 1d4 damage (4 QR when stacking) 1 Light 1 Finesse or Versatile 2 Versatile: add +1d4 when using 2-handed 3 Reach +5’ (6 QR when stacking) 3 Keen: critical hit on 1 lower number (ex: 19-20 becomes 18-20) QR Structure Attributes 1 100 cubic feet of livable space 2 Remove a social condition with a short rest 4 Production facility, growing food* 5 Factory producing crafting materials* 6 Treat a short rest as a long rest within *employed labourers must be paid working wages This chapter covers the creation of both mundane and magical items. The Crafting skill is at the root of the skill tree, and advanced skills, called prestige skills, modify the outcome. Crafting Crafting allows someone to build and create tools and wondrous objects of usefulness and value. More than anything else it is a test of endurance, making it a CON based skill. Examples of what you can craft with this skill: • Exceptional sword • Fine jewelry • A precision saw • An uncanny statue • Opulent house • Longboat vessel • An impressive sleigh • A structurally impressive bridge It covers anything being manufactured through related knowledge and hard physical work. Nothing enchanted nor magical can be created using this skill, see prestige skills (on page 29) for skills that can confer magical properties. Having this skill opens up the possibility to create the truly exceptional items- objects of great value that stand out in the market. The blacksmith class (described in this book) starts with proficiency in this skill. The level of quality is measured in QR (quality rating). Crafting is a 5 step process that requires tools (see below). Crafting Step 1: Item Choice Step 2: Design Step 3: Materials Step 4: Time Step 5: Result Crafting Mundane and Magical Items Richard Harris (Order #28855998)
27 Step 1: Item Choice The first step of the crafting process is determining the type of item to be crafted (armour, shield, melee weapon, ranged weapon, clothing, structure, tool, vehicle, or jewelry). Step 2: Design The QR potential of the item is determined by rolling crafting dice. Crafting dice are d4 and you get a number of them equal to your CON modifier + your proficiency bonus if you have proficiency in this skill. Example: Brokk has a CON modifier of +3 and has proficiency in the Crafting skill, a bonus of +3 since he’s level 8. He rolls 6d4 and gets a total of 16, designing the item at QR 16. QR points are spent to add attributes to the item. See the table for possible options. Unless stated otherwise, attributes may be stacked by paying the QR cost multiple times. Some attribute QR costs may increase when they are chosen more than once. In those cases the first instance of the attribute has the regular QR cost and then future selections use the modified QR cost. Example: Brokk decides to make a suit of armour worth 16 QR. He starts with base 10 AC for 0 QR (free). He has a DEX of 14 so he’d like to make use of it, and decides to make armour that will allow for it- he chooses 3 QR for a +1 AC that allows up to a maximum of +2 DEX added to AC. He stacks that attribute 5 times, making the armour AC 15 allowing for +2 DEX modifier. The last point of QR he assigns the ornate attribute, raising the finished amrour’s value +10gp. Step 3: Materials The crafting activity necessitates some up front investment and materials, the nature of which is determined by the type of crafting done. A blacksmith will need a forge as well as metal ore. A tanner will need leather, racks, oils and tools. Similarly, a carpenter would need a mill, tools and wood. The game abstracts these details and simply calls them “crafting tools” and “crafting materials” (see below). While crafting, the item will require 1 crafting material per QR squared. Example: A QR 9 item would require 81 crafting materials (9 2 ). Crafting Attributes QR Ranged Weapon Attributes Mandatory: Piercing damage type 1 Damage changes to slashing or bludgeoning 0 Thrown (base range 5/20) 1 Ammunition (base range 10/40) 2 Range bonus +5/+20 1 Ornate: +10 gp value 6 1d12 damage (12 QR when stacking) 5 1d10 damage (10 QR when stacking) 4 1d8 damage (8 QR when stacking) 3 1d6 damage (6 QR when stacking) 2 1d4 damage (4 QR when stacking) 1 Light 3 Keen: critical hit on 1 lower number (ex: 19-20 becomes 18-20) 6 If weapon is piercing, it ignores damage reduction QR Clothing Attributes 1 +1 gp value 2 +10 gp value 3 +100 gp value 2 +1 Social Defense saving throw (or +1 to DC) 3 Remove a social condition with a short rest QR Tool Attributes 5 Grant advantage on a certain skill check 3 +1 bonus to a skill check (QR cumulatively doubles when stacking, 3, 6, 12, etc) QR Vehicle Attributes 1 Space for +1 traveler 1 Speed +10 mph/+10 knots 1 Grant the crew partial cover from attacks 2 Grant the crew full cover from attacks 2 Aquatic 6 Burrowing 10 Flight QR Jewelry/Art Attributes 1 +10 gp value 2 +100 gp value 4 +1,000 gp value 8 +10,000 gp value 2 +1 Social Attack DC 3 Remove a social condition with a short rest Richard Harris (Order #28855998)
28 Step 4: Time Crafting is a downtime activity that requires 1 day per QR of the item. Having multiple people working together can shorten the time (see “ Crafting Assistance” below) Step 5: Result After the item has been designed, the materials and time are spent, the character must make a crafting skill check to determine if the item was a success. A resulting skill check roll that meets or exceeds the QR total means success, otherwise the item was a failure. On a natural 20 roll, only half the materials are consumed by the item. On a roll of a natural 1 the item becomes cursed. Tools Basic crafting tools cost 50 gp, but using the Crafting skill, someone can craft a better set of tools which will grant bonuses during the crafting process. Instead of tools, a “forge beast” may be used instead. Several creatures such as the Nisser (found in this book) can become a companion that helps with the crafting, essentially replacing the need for crafting tools. This will allow a Blacksmith to travel and go on adventures, rather than being bound to a forge. Materials will still be required. Materials Crafting materials may be found during an adventure. Perhaps monster lairs have some materials of use. The DM should modify some treasure tables to include crafting materials as possible treasure. The DM should also allow someone to cannibalize existing gear into materials (ie. melt a sword to obtain iron, cut apart leather armour to make leather strips, etc...). As a rule of thumb, a recycled item produces 1d4 crafting materials. The player character may also go procure some during downtime, obtaining 1 crafting material per hour spent. This can be iron ingots, wood boards, bolts of cloth, a stone boulder, etc... For the sake of simplicity, these items are all lumped into a player character’s inventory line item called “crafting materials”. Crafting materials cost approximately 1 gp per unit. This will vary based on location, market health and resource scarcity. Market Value As a general rule of thumb, an item will have a market value three-times the cost of production. This means shops will buy the items at twice the cost of production, and will resell them at three-times the cost of production. Appraisal You may roll a Craft skill check to identify the mundane and magical properties of an item. The DC is the Quality Rating (QR) of the item. A mundane item without a QR rating is considered to have a QR of 4. A magical item without a QR rating is considered to have a QR of 8. Crafting Assistance Multiple players characters with crafting skills can work together in order to create something more wondrous. The final product is something far greater than simply the sum of its parts. To be able to help in the crafting process, every member must have proficiency in the skills contributing to the effort. The character who has the most crafting dice will lead the effort and be known as the “head craftsman”. Their initial crafting dice pool will dictate how much help they can have. Anyone helping them will add their proficiency bonus to the number of crafting dice to be rolled. The assisting crafting dice may never exceed the head craftman’s initial dice. Example: Brokk is the head craftsman and has a CON modifier of +3 and has proficiency in the Crafting skill, having a bonus of +3 since he’s level 8. He will roll 6d4 for his crafting dice. His brothers Sindri, Regin and Gloim are level 7 with +3 proficiency bonuses in crafting. Even though they have 9 dice combined, they can only add 6 more dice to Brokk’s crafting dice pool since that was his maximum. Every assistant will reduce the crafting time by 1 day. Item AC & HP A crafted item has an AC of 5 +QR and an amount of hit-points equal to QR x 10. An item that has been reduced to 0 HP is considered broken and is in need of repair. While it is broken, the item cannot be used. One hour of work and a successful craft skill check versus the item’s QR will repair the item. Richard Harris (Order #28855998)
29 Mithral This uncommon ore can be found throughout Midgard and the Material plane. QR Cost: 5 Salient effect: Any item with with Mithral ore decreases weight by half. Weapons made from Mithral has the following properties: - Non-magical +1 to hit Armour made from Mithral has the following property: - Armour no longer imposes disadvantage on Dexterity (Sneak) checks and removes any Strength requirements Accessories made from Mithral have the following properties: - AC 21, HP +10 Prestige Skills Prestige skills are those which are conferred via a class, a class feature, life-paths and other game-play features. To use these skills, one must have proficiency in them. As such, these skills cannot be used untrained. They usually work in conjunction with other skills which may be pre-requisites (such as Crafting). There are several prestige skills when you look upon the schools of crafting. At the foundation there’s the Crafting skill, but after someone has become proficient in Crafting many more schools open up to the creative mind: • Realm Ore (DEX) • Infusing (INT) • Rune Glyph (STR) • Creature Reliquary (CHA) • Dvergar Engineering (WIS) ...and a school only whispered in rumours: Bloodsmithing An item’s overall QR is the sum of all QR granted by crafting and prestige skills that contribute QR. If more than a single crafting school imbues an item with a magical +1, +2 or +3 bonus, the effects do not stack, instead the highest value prevails. Prestige Crafting Assistance If someone is helping the head craftsman by adding a prestige skill that the head craftsman does not possess, then they add their proficiency bonus and related ability score modifier as extra crafting dice. If the head craftsman already possesses the prestige skill, then only the proficiency bonus is added to the overall crafting dice pool. Those bonus dice can be assigned to the crafting QR pool, or the prestige skill QR pool. Realm Ore Realm Ore is a DEX based skill that bestows knowledge of exotic ores and crafting materials that inject special properties into crafted items. From the Material plane to the realms upon the World Tree Yggdrasil, unique realm ores are coveted by Dvergar and blacksmiths. Each Realm Ore must be found and acquired by adventure or purchase. One may also recycle an item madefrom a particular realm ore to use it in future projects. Crafting with Realm Ores Step 1: Item Choice Step 2: Design Bonus crafting dice = DEX + prof Step 3: Materials Add realm ore crafting material Step 4: Time Step 5: Result This prestige skill is injected during the crafting process. During step 2 (Design) the skill provides a number of bonus crafting dice equal to the DEX modifier and the proficiency bonus. This bonus QR can only be spent on adding Realm Ores. Each Realm Ore has a QR cost that needs to be factored into the crafting process. To add the effect, 1 crafting material of this ore is required per QR allocated for Realm Ores. Creating alloys from more than 1 Realm Ore is a daunting task, with each ore after the first consuming twice as much QR as stated. Richard Harris (Order #28855998)
30 Shadow Steel This ore can be mined in Svartalfheim. QR Cost: 9 Salient effect: When the item is equipped (worn or held), it fades from view, becoming invisible. Spells and abilities that reveal invisibility will counter this effect. The steel also confers +2 to Stealth checks. Weapons made from Shadow Steel has the following property: - If the opponent cannot see the weapon, they forfeit their DEX bonus to AC. Armour made from Shadow Steel have the following properties: - The wearer fades into a ghostly form, hard to perceive. Attacks against them are made at a disadvantage. Accessories made from Shadow Steel have the following properties: - Bestows darkvision 60’ - AC 25, HP 50 Song Wood This ore can be chopped and gathered in Alfgard. QR Cost: 7 Salient effect: Equipping an item made from Song Wood allows the wearer to ignore the verbal component when casting spells. Weapons made from Song Wood have the following properties: - Striking Undead forces a CON save DC 16 to negate, otherwise they burst into flames taking 1d6 fire damage per round (duration 1 minute). Armour made from Song Wood has the following property: - Spells cast by wearer cannot be interrupted nor countered. Accessories made from Song Wood have the following properties: - Area effect spells can have their area increased by 50% - AC 22, HP 50 Mead Iron This ore can be mined in Nidavellir. QR Cost: 8 Salient effect: Wearer gains a thirst for alcohol. While the wearer is drunk, they gain a +2 to social skills, +1 on DC and saves during social combat. They also deal +1 damage on attack actions. Weapons made from Mead Iron have the following properties: - The weapon ignores slashing, bludgeoning and piercing resistance and immunity - Magical to-hit and damage bonus of +1 Armour made from Mead Iron have the following properties: - The wearer gains damage reduction 2 - Magical AC bonus of +2 Accessories made from Mead Iron have the following properties: - Conditions affecting the wearer have their duration halved - AC 26, HP 60 Richard Harris (Order #28855998)
31 Infusing Infusing is an INT based skill which allows someone to enchant an item with spells and various magical dweomers. This prestige skill is injected during the crafting process. During step 2 (Design) the skill provides a number of bonus crafting dice equal to the INT modifier and the proficiency bonus. This bonus QR can only be spent on adding Infusions. Unused Crafting QR may be used for Infuse effects. Before infusing a spell, the item must be infused with a number of charges. Charges are fully restored after 24 hours. When infusing a spell, a scroll inscribed with the desired spell is required. Death Bone This ore can be mined in Niflheim. Old bones are extracted from the land, enhanced from centuries spent absorbing the realm’s essence. QR Cost: 10 Salient effect: Draugar can sense this ore within 1000 miles. They will be relentless in their pursuit of any object forged with Death Bone, killing any non-Draugar who possesses it. Weapons made from Death Bone have the following properties: - Magical to-hit and damage bonus of +2 - Damage dealt reduces the max HP by that amount. A long rest will cure this effect. Armour made from Death Bone have the following properties: - Magical AC bonus of +2 - Immunity to Necrotic damage - Resistance to non-magical damage - Advantage on saving throws when resisting Necromancy spells and effects Accessories made from Death Bone have the following properties: - AC 24, HP 40 - Any undead carrying an accessory made from Death Bone will gain proficiency in all skills - Any mortal carrying an accessory made from Death Bone for 1 week will have their soul sucked into the item (phylactery). Their alignment will shift one step towards evil and they will rejuvenate unless this object is destroyed. Rejuvenation will create a new body within 1d10 days of death will full HP. The new body appears next to the phylactery. - Any immortal in possession of a Death Bone accessory is cursed- all skill checks are made at a disadvantage. Crafting with Infusion Step 1: Item Choice Step 2: Design Bonus crafting dice = INT + prof Step 3: Materials Step 4: Time Step 5: Result Adamantine This rare ore can be found throughout Midgard and the Material plane. QR Cost: 6 Salient effect: +1 to CON saving throws Weapons made from Adamantine have the following properties: - Crit range of your weapon increases by 1 (20 becomes 19-20, and 19-20 becomes 18-20, etc) Armour made from Adamantine has the following property: - A critical hit against you is considered a normal hit. Accessories made from Adamantine have the following properties: - AC 23, HP +5 Richard Harris (Order #28855998)
32 QR Effect 1 d4 charges per day 2 d8 charges per day 4 d12 charges per day 1 +1 bonus to spell attack rolls 2 +2 bonus to spell attack rolls 3 +3 bonus to spell attack rolls 1 Level 1 spell 2 Level 2 spell 4 Level 3 spell 8 Level 4 spell 12 Level 5 spell 16 Level 6 spell 20 Level 7 spell 24 Level 8 spell 28 Level 9 spell Rune Glyph Rune Glyph is a STR based skill that allows magical runes to be etched into the item. The runes bestow a myriad of special properties and effects. This prestige skill is injected during the crafting process. During step 2 (Design) the skill provides a number of bonus crafting dice equal to the STR modifier and the proficiency bonus. This bonus QR can only be spent on adding Runes. Crafting with Rune Glyph Step 1: Item Choice Step 2: Design Bonus crafting dice = STR + prof Step 3: Materials Step 4: Time Step 5: Result QR Effect 5 +1 magical bonus to AC/to-hit/damage 10 +2 magical bonus to AC/to-hit/damage 15 +3 magical bonus to AC/to-hit/damage 1 Weapon gains a new damage type* (6 QR when stacking) 4 Bonus +1d6 damage to a certain monster types (4 QR when stacking) 5 +1 ability score increase (max 20) 10 +1 ability score increase (max 30) 4 Regenerate +1 HP per minute 3 Your heal spells heal +1 additional point. 20 Slayer, victim makes a DC 17 CON save or takes bonus 6d10 poison damage 5 Armour gains damage resistance* * Choose: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, thunder s Choose: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, undead Creature Reliquary Creature Reliquary is a CHA based skill that allows a creature part to be merged into the item, making the item sentient. After a powerful foe has been vanquished, it is possible to salvage a certain body part such as the heart, eyes, claws, or other relevant body part in order to trap its essence in a Reliquary. The potence of the consciousness is proportional to its CR. Crafting with Creature Reliquary Step 1: Item Choice Step 2: Design Set item’s characteristics Set item’s INT, WIS and CHA Bonus crafting dice = CHA + prof + CR Step 3: Materials Add the creature reliquary Step 4: Time Step 5: Result Richard Harris (Order #28855998)
33 Step 2a: Sentient items should define the items characteristics (personality, ideal, flaw, bond and alignment). Much of it will reflect the creature as it was in life, however its present predicament will sour its disposition over time. Step 2b: The item will have 3 ability scores: INT, WIS and CHA. The item’s ability scores are the values the creature had in life, but they will be boosted by CR. • CHA + half CR • WIS + third CR • INT + quarter CR When the item attempts to force the wielder to enact its will, it forces the wielder to make a saving throw. The DC is 12 plus the item’s CHA modifier. When the item uses an offensive power or ability, the DC for the save is equal to 10 + INT modifier If the item is a weapon, it grants a damage bonus equal to the WIS modifier. If the item is armour, it grants AC equal to 10+WIS modifier (+ wearer’s DEX modifier if applicable). Step 2c: This prestige skill is injected during the crafting process. During step 2 (Design) the skill provides a number of bonus crafting dice equal to the CHA modifier plus the proficiency bonus as well as the creature’s CR. This bonus QR can only be spent on adding creature reliquary effects. No more than 1 reliquary can go into an item. QR Effect 0 Communicates emotion (no stack) 5 Communicates via speech (no stack) 10 Communicates via telepathy (no stack) 1 Item can see/hear 30’ 3 Item can see/hear 30’ with darkvision 9 Wielder can use the item’s WIS modifier instead of their own for saving throws 9 Wielder can use the item’s INT modifier instead of their own for saving throws 10 Wielder can use the item’s CHA modifier instead of their own for saving throws 5 Add 1 power that the creature possessed in life (spell, breath weapon, etc); the wielder must use their bonus action to activate (INT sets DC). 15 The item gains 1 Free action per round that it can use to activate a power (with or without the wielder’s consent) Dvergar Engineering Creature Reliquary is a WIS based skill that allows wondrous inventions that don’t fit in any other crafting schools. Dvergar engineering creates uncanny effects that are less numerical and more about outlandish effects. This prestige skill is injected during the crafting process. During step 2 (Design) the skill provides a number of bonus crafting dice equal to the WIS modifier plus the proficiency bonus as well as the creature’s CR. This bonus QR can only be spent on adding Dvergar Engineering effects. Crafting with Dvergar Engineering Step 1: Item Choice Step 2: Design Bonus crafting dice = WIS + prof + CR Step 3: Materials Step 4: Time Step 5: Result Richard Harris (Order #28855998)
34 New Playable Classes One of the really interesting design choices was to make every attribute relevant for a class. It makes classes more versatile/interesting, and moves them away from narrow options for template builds that run stale after a few adventures. Why limit yourself designing a warrior that must have high strength and constitution, or a wizard needs intelligence only. What if a warrior with high charisma was an aggravating taunter or inspiring leader upon the battlefield? What if a wizard with high dexterity and strength performed physically taxing dance rituals that summoned their ancestral spirits? The Fate of the Norns classes we designed allow for a class to excel with any and all ability scores. Each one explores a different aspect of the class. This even opens up possibilities for multiple players to choose the same class, but to play them very differently from one another. Another design goal was to create powers that cause greater player interactions around the table, transforming solo play into a more collaborative experience. For example the Blacksmith stances have a high degree of player interactions. This increases player participation during another player’s turn. Power Dice Classes and creatures get power dice for added choices and action customization each round. It also adds variance to well known powers, spells and actions, keeping both the DM and players on the edge of their seat. For example, AC can be insta-boosted for an attack, so once one side realizes their opponent’s AC usually they can predict some outcomes, but at a key moment an AC boost can be a game-changer. A creature will roll 1 power die at the start of each Power Die Type PC-Level Die Type 1-3 d2 4-6 d4 7-9 d6 10-12 d8 13-15 d10 16-20 d12 QR Effect 1 The item creates billowing black smoke 1 Item glows, illuminating 15’ radius 1 Item knows and teaches a new language 2 The item allows you to glide at 40’ speed 2 Thrown weapon returns to you 4 Ranged weapon auto-loads ammunition (multi-attack possible) 5 The item can fold up into a Tiny size box 6 Detect a certain alignment or creature type* 7 The item allows you to fly at 40’ speed 8 Create 1 gallon of a liquid per minute s 10 Allows the creation of massive illusions (such as the Mirage Arcane spell), WIS save at DC 16 to negate 12 Animated (does not require a hand to wield, but uses bonus action to attack) 13 Cleave: free extra attack after a killing blow 13 Gain +1 spell slot at your highest level 14 The item creates a direct communication line to a deity or higher power 10 Create an item that is part of a 2-piece set, when both set items are wielded together, they bestow 18 QR of benefits that can be built from any prestige crafting effects which are used in this crafting project. 15 The item is nigh impossible to destroy, set 7 actions that must be taken in sequence in order to destroy this item. * Choose: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, undead s Choose: water, wine, acid, poison, boiling oil Richard Harris (Order #28855998)
35 combat round. More on creature power dice can be found on page 34. A creature’s power die type is set by its CR. The player character power die is more dynamic than creature power die, allowing the player to choose how those dice are used for powers, actions, spells, etc... A player character’s power die is set by their level (see table above). It is relatively easy to add the power dice mechanic to existing 5e creatures and classes. After the die has been rolled, the value may be spent in many different ways. When a number of points are spent, the die roll value is changed to reflect the points remaining. Example: Johan is a level 4 Blacksmith, so he rolls a d4 as his power die. He rolls at the start of the round and the result is a 3. He uses 2 points to modify his defence, and adjusts the die to represnt 1 point left. On his next attack, he uses the remaining point, moving the dice away from his play area, indicating that all points have been spent for the combat round. The points rolled are for that combat round. Any unspent points at the end of the round are lost. Power die (PD) points may be spent in several ways. The first are class powers that explicitly specify that by spending X points, the power will be changed or augmented in a certain way. The second are generic action modifications that are covered by the table below. These are guidelines that can help the DM adjudicate a special maneuver the PC may like to do using Power Points (PP). The PP cost is followed by the effect. Unless otherwise specified, a PD effect will be an instant effect for the current action/attack/spell/movement. PP Effect Movement 1 +5’ to choose 1: move, reach or jump 2 Leap over /weave through rough terrain with no movement penalty 3 Avoid 1 attack of opportunity 4 Use your bonus action to do any one of the following: Dash, Disengage, Dodge, Help, Hide, or Search Combat 1 +1 to choose 1: to-hit, damage, bonus or AC 2 Gain advantage on your next attack 3 Double your damage dice on this attack 5 Use your bonus action to perform an Attack action Spells 1 Boost the current heal or damage by 1 2 Remove the need for somatic components 2 Remove the need for verbal components 2 Boost range by +50% 3 Boost area by +50% 5 Use your bonus action to cast a spell that requires an action. This cannot be used if you already cast a non-can trip spell this round. Misc 5 Use your bonus action to any one of the following: Use a magic item, use an object, or use a special ability 8 If you failed a saving throw, you can succeed it instead. Stacking effects by spending PP is limited to no more than 3x of any effect at any given time. Some powers and abilities allow you to re-gain PP. Your PP total may never exceed you Power Die type. Magic Systems Several magic systems from the Fate of the Norns universe have been added here due to their tie-in to creatures and classes that appear in this book. Seith Magic Seith is a magic that deals in the unseen spirit world. It is the feminine aspect of magic and is primarily practiced by women. It is rare for males to practice Seith, but some of the ones who do are called Seithkarl and are great practitioners, like Odin himself. Among the Jotuns, Laufey, mother of Loki, is considered the matron of Seith, while among the gods, Freya has that honour. Seith magic is considered dark at its core, as it involves communing and interacting with spirits as well as spiritual possession. Achieving the greatest success with Seith involves losing control and allowing spirits to enter one’s body. Magic-wielding Seithkona acquire knowledge on how to channel these spirits to alter the world around them. These spirits are usually the souls of deceased mortals who have lost their way. For whatever reason, they can reach neither the heavens nor Niflheim, and become willing or unwilling participants of a Seithkona’s spells. Richard Harris (Order #28855998)
36 Mechanics: The Seithkona can draw spirits into her body forcing partial possession. This loss of control allows the spirit to use the body, but also allows the Seithkona to draw the spirits power into the spells she casts. When a Seithkona possesses herself she rolls another power die (PD) with the same die type as her regular PD. This Seith PD can only be spent on the following effects: Spells 1 Boost the current heal or damage by 3 1 Boost range by +50% 1 Boost area by +50% 1 Remove the need for somatic components 1 Remove the need for verbal components 2 Change the damage type to Necrotic 3 Maintain a concentration effect for 1 minute without needing to concentrate 5 Use your bonus action to cast a spell that requires an action. This can exceed the allowable spells per round. If she rolls a 1 on the power die, then the spirit dominates her action for that turn. The spirit’s agenda differs from spirit to spirit. The DM controls the action, or may choose one at random: d6 1 Friendly 2 Aggressive 3 Insane 4 Fights for winning side 5 Cowardly 6 Sociopath The duration of the possession is 1 minute. Spells that remove conditions may be used to end the possession prematurely. Spell Songs Two Dvergar, Fjalar and Galar, brewed the magical Mead of Poetry, a heinous recipe that involved killing a godly being called Kvasir and using his blood mixed with honey. The Mead of Poetry bestows the drinker with the power of Spell Songs, magic laced with wisdom and the force of suggestion used to manipulate man and beast. How mankind came to obtain such wondrous magic is a longer tale. After creating the Mead, Fjalar and Galar continued their blood alchemy and eventually came to murder the Jotun Gilling and his wife. Their son, Suttung, came seeking vengeance. As retribution, he was offered a sip of the Mead of Poetry, but then hid it in a cavern and set his daughter Gunnlod to watch over it. When Odin heard of this new magic, he decided to take it from the Jotuns. Using the name Bolverk (“evil work”), he persuaded Suttung’s brother Baugi to hire him after he had Baugi’s slaves kill each other while under a greed enchantment over a magic whetstone. As reward for making up the work of Baugi’s slaves, Bolverk demanded a drink of the Mead of Poetry. Although Suttung refused to part with a single drop, Baugi was tricked into boring a hole into the cavern, and Bolverk slipped inside in the form of a snake. There, he sampled the Mead, and, using its magic, he charmed and seduced Gunnlod before fleeing the cave as an eagle. While flying over Midgard, drops of the Mead fell on some fated mortals below… they became wise and found their tongues could recite kennings. They became the first of the skalds, teaching others the art of Spell Songs. Spell Songs are unique in that they have a broad range of effects for anyone who can hear the Concentration Some spells require you to maintain concentration in order to keep their magic active. If you lose concentration, such a spell ends. If a spell must be maintained with concentration, that fact appears in its Duration entry, and the spell specifies how long you can concentrate on it. You can end concentration at any time (no action required). Normal activity, such as moving and attacking, doesn’t interfere with concentration. The following factors can break concentration: • Casting another spell that requires concentration. You lose concentration on a spell if you cast another spell that requires concentration. You can’t concentrate on two spells at once. • Taking damage. Whenever you take damage while you are concentrating on a spell, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon’s breath, you make a separate saving throw for each source of damage. • Being incapacitated or killed. You lose concentration on a spell if you are incapacitated or if you die. The GM might also decide that certain environmental phenomena, such as a wave crashing over you while you’re on a storm- --tossed ship, require you to succeed on a DC 10 Constitution saving throw to maintain concentration on a spell. Richard Harris (Order #28855998)
37 skald’s voice. Understanding the words is not difficult; an instrument is not required, but can bolster the effect of Spell Songs. Mechanics: The following are applied to spells that are Spell Songs: • A spell that is evoked via a Spell Song automatically has its area of effect doubled. Spells that are already written as Spell Songs have the multiplier already factored in. • The cost is halved when spending PD points to increase the area of effect (see page 34 for PD effects and costs). • A Spell Song may be maintained if the caster continues to sing (see Concentration rules) and taking damage will not end a Spell Song (no check needed). No more than a single Spell Song may be extended in this way (limit 1 at a time) and the extension ends with a short or long rest. • Spell Songs that last until the next Power Die roll may be maintained beyond with the usual stipulations (1 at a time). • Maintained Spell Songs that trigger once per round (ie. “the next time you’re attacked...”) will trigger multiple times. • Maintained Spell Songs that triggered upon casting, will re-trigger at the start of each of the caster’s turns. Spell Songs don’t require more than a voice. However if an instrument is used it can be used to replace the need to sing, or it can amplify the voice. If it is used to amplify the voice, the type of instrument used will amplify certain types of effects. Instrument Added Effect String Spell gets a +1 save DC Wind* Spells that have range get +20’ Percussion Spells that roll dice get +1 extra die *yes wind instruments can be used to bolster a voice, bards and skalds are very talented! Rune Magic Rune magic involves connecting to and unlocking the power of the cosmic tree Yggdrasil and the mystic streams that surround it. Each primal force can be tapped into with the appropriate rune. A small aperture opens that allows the primal force to flow through the rune. Combinations of runes create varied and interesting effects. The knowledge of rune magic is not easy to come by. A rune can be temporary (with Rune Magic) or permanent (with Rune Glyphs, see page 32). If it is scribed in the air, the effect is instantaneous as the power rushes through. Conversely, if it is scribed into skin or an object, the power seeps through slowly, endowing the surface area with power. This section covers Rune Magic only- tracing the runic symbol in the air for a temporary effect. Mechanics: The following are applied to spells that are Rune Magic: • Rune Magic can be cast in any type of armour • Rune Magic will always have a somatic component • Rune Magic does not need verbal components • Rune magic cannot be countered via Counterspell or similar power • The rune spell becomes more potent as the distance shortens. For every 10’ less than the maximum range of the spell, add +1 die of the type to be rolled, or add +1 to the spell save DC. Example: Sygin casts Lightning Bolt as a Rune spell on a target that is 30’ away. The spell’s maximum range is 100’, meaning Sygin rolls +7d6 to the damage dealt. Example: Johan casts Dominate Person as a Rune spell on a target that’s 20’ away. The spell’s maximum range is 60’, meaning Johan can add +3 to the spell’s save DC. If many targets are in the area of effect, the bonus is calculated based on the target which is furthest away from the caster. Example: Sygin casts Lightning Bolt at 3 enemies in a line, the first is 20’ away, the second is 50’ away and the last is 80’ away, then she only rolls +2d6 as bonus damage. Optional Rules General Actions You may choose to forgo the existing action system and instead assign each PC a number of general actions equal to 1+ their proficiency bonus. These General actions would replace your action, bonus action, move action, etc... Simplifying the confusion for new players. Richard Harris (Order #28855998)
38 Blacksmith The Blacksmith’s talents are envied by most. They can create items using not only metal and stone, but also wood and leather. They are master warriors thanks to their knowledge of weapon and armour creation. Blacksmiths are one of the clan’s most valued subjects due to religious taboos around looting corpses. Many blacksmiths worship Dvergar, since their crafting skills are the envy of all. Some master blacksmiths have created artifacts that clans and kingdoms have gone to war over. They are not bound by their forges: once they surpass apprentice levels, they gain the ability to summon a forge beast to their side, allowing them to craft while traveling. Creating items, ranging from the mundane to the magical, follows a simple set of rules. The process uses the prestige skill system, and may not be attempted by those without proficiency in the required skills. The principal skill is Craft and it is bolstered by the many schools of crafting: Infuse, Rune Glyph, Realm Ore, Creature Reliquary and Dvergar Engineering. Upon the battlefield, the blacksmith gains bonuses to attack and defense when equipping weapons and armour that they made, or had a hand in making. Blacksmiths are also masters at battle-stances, allowing them to switch into many different fighting styles. This art has been honed when testing weapons and armours for many hours at a time. For example, if a blacksmith wished to test a shield design against arrows, they would spend many hours in a missile avoidance stance with many shield prototypes in hand. A collaborator would assist them by firing a barrage of arrows at them until several quivers had been spent. Blacksmith work is taxing, making them a primarily Constitution based class. The Blacksmith gains proficiency in the Craft skill. Craft is a CON based skill and is the backbone of their work. Blacksmiths have 5 different specializations based on the 5 schools of crafting. Each specialization has a unique attribute assigned, so a player can make any of the 5 remaining ability scores a priority when making a Blacksmith character. Richard Harris (Order #28855998)
39 Equipment You start with the following equipment, in addition to the equipment granted by your background: • Crafting tools and 30 crafting materials • (a) chain mail or (b) leather armour, longbow and 20 arrows • (a) martial weapon and a shield or (b) two martial weapons • (a) a dungeoneer’s pack or (b) an explorer’s pack Craft The Blacksmith gains proficiency in the Craft skill. For details on this skill, see page 26. Power Die The Blacksmith gains a power die. For full power die rules, see page 34. Class Features As a Blacksmith, you gain the following class features. Hit Points Hit Dice: 1d10 per Blacksmith level Hit Points at 1st Level: 10+ your CON modifier Hit Points at Higher Levels: 1d10 (or 6) + your CON modifier per Blacksmith level after 1st Proficiencies Armour: All armour, shields Weapons: Simple weapons, martial weapons Tools: Crafting tools Saving Throws: Constitution, plus 1 ability of your choice Skills: Craft, choose 1 skill from: History, Nature, Insight, Survival, Intimidation, Persuasion Level Proficiency Bonus Features 1 +2 Craft, Power Die, Attuned Equipment 2 +2 Stance 3 +2 School of crafting 4 +2 Ability Score Improvement 5 +3 Extra Attack 6 +3 Ability Score Improvement 7 +3 School of crafting 8 +3 Ability Score Improvement 9 +4 Stance 10 +4 School of crafting 11 +4 Extra Attack (2) 12 +4 Ability Score Improvement 13 +5 School of crafting 14 +5 Ability Score Improvement 15 +5 Stance 16 +5 Ability Score Improvement 17 +6 School of crafting 18 +6 Stance 19 +6 Ability Score Improvement 20 +6 Extra Attack (3) Richard Harris (Order #28855998)
40 Attuned Equipment Blacksmiths can customize what they craft to be perfectly built for themselves, making armour a perfect fit, and a weapon’s length and weight ideal for their hands. When a blacksmith uses a weapon that they forged (or helped forge), they may use their CON modifier instead of their STR modifier when applying bonuses for to-hit and damage for both melee and ranged attacks. When a Blacksmith wears armour that they forged (or helped forge), they may use their CON modifier instead of their DEX modifier as an AC bonus. When armour puts a restriction on maximum DEX bonus, it applies to your CON bonus as well. Stance You adopt a particular fighting stance as your specialty. Choose one of the following stances. You can’t take a stance option more than once, even if you later get to choose again. You are limited to a single stance at any given time. When you enter a stance, if you were in a stance already, the old stance is replaced by the new one. Stance of Stars While in this stance, gain a +2 AC bonus against ranged attacks and spells. • Spend 1 Power Point (PP) to increase the bonus by an additional +1. • Spend 2 PP to extend this bonus to an adjacent ally for the rest of the combat round. Stance of the Four Winds Gain a +10’ Move bonus while in this stance. After you receive healing, gain +1 PP (maximum PP equal to your Power Die type). • Spend 1 Power Point (PP) to move an adjacent willing ally by 5’, this does not allow for an attack of opportunity • Spend 2 PP to augment an adjacent ally’s PP by +1 (their maximum PP equal to their Power Die type). Stance of the Cascading Waves While in this stance, when you perform an attack action your critical range is increased by 1 (critical on a roll of 20 becomes critical on 19-20, etc) and you deal +1 damage on every damage roll. • Spend 1 Power Point (PP) to increase your critical range by 1 • Spend 2 PP to counter a critical attack on an ally within 10’ (the critical hit becomes a regular hit) Stance of the Violent Avalanche While in this stance, your attacks gain a +1 to-hit bonus and every 10 damage you deal knocks back an opponent by 5’. The opponent makes a STR save to halve the knockback distance. The save DC is 10+ your CON modifier. • Spend 1 Power Point (PP) to gain a free move action after you make a damage roll. • Spend 3 PP to remove a condition from an adjacent ally (Blinded, Deafened, Frightened, Grappled, Prone, or Restrained) Stance of Impunity While in this stance, you gain advantage on one saving throw this combat round • Spend 1 Power Point (PP) to gain another saving throw advantage this round. Spend an additional PP to extend this effect to an adjacent ally. • Spend 4 PP if you’re reduced to 0 HP. Instead you are reduced to 1 HP. Stance of Domination While in this stance, grant allies +1 to-hit and +1 to damage, that are attacking an enemy with whom you are in melee range • Spend 1 Power Point (PP) when you are rolling damage dice to afflict your opponent with a condition (Blinded, Deafened, or Prone). To negate they make a CON saving throw vs a DC of 10 + your CON modifier. • Spend 2 PP when invoking a infused magic item that uses charges, no charge is used when invoked if this cost is paid. • When you switch into a different stance, regain 1 PP (maximum limited by PD type) Schools of Crafting There are 5 schools of Crafting, and upon reaching certain levels, the blacksmith may specialize in one or more schools. Whenever the Blacksmith can choose a new school of crafting, they may choose a new one, or choose to specialize further in a school they have already chosen. If they choose a school an additional time, they will gain +2 bonus crafting dice when using that prestige skill. Enchanter The Enchanter Blacksmith enjoys in the study of magic. While they cannot cast spells, they can understand and use scrolls. Richard Harris (Order #28855998)
41 Enchanters require intelligence to infuse spells into items. They gain proficiency in the Infusing prestige skill. See page 31 for full details on Infusing. Artificer The Artificer Blacksmith enjoys nothing more than spending time and effort in the forge. The focus of an artificer’s efforts are to create the most awe inspiring items, far surpassing anything shop owners may be peddling. Alchemist The Alchemist Blacksmith is one who explores the esoteric pleasures of imbuing items with magical properties. These items are sought after as they expand and greatly increase the power of the wielder. Rune Lord A Rune-Lord is someone who has learned the magic of the world tree Yggdrasil. The sacred symbols known as runes are beacons and pathways to primeval power. The Rune-Lord engraves these symbols into items they create. Rune Lords require strength to engrave these occult symbols of power. They gain proficiency in the Rune Glyph prestige skill. See page 32 for full details on Rune Glyph. Ability Score Improvement When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class. Richard Harris (Order #28855998)
42 This next chapter details some of the most iconic creatures from fairy-tale and myth. They are presented for the 5e game system with many references to the Fate of the Norns universe. All of the creatures have been thoroughly researched, and for those who wish to learn more, a section on further reading is provided with every creature entry. Creatures from Fairy-Tale and Myth Richard Harris (Order #28855998)
43 Fate of the Norns Fate of the Norns is a Viking age game world, historically set during the 10th century- the final generations of Viking society. Mythologically it is set during Ragnarok- the end of the world. Ragnarok The Twilight of the gods nears; brother will kill brother, families will be sundered by incest. Four ages are afoot: an Axe Age, a Sword Age, where shields are cloven, a Wind Age, a Wolf Age, where the world falls. No one shall be spared... -Voluspa Fimbulwinter The first age of Ragnarok, the Axe Age begins with the two celestial wolves, Skoll and Hati, devouring both the sun and the moon. This plunges the nine worlds into Fimbulwinter, eternal night and winter. None can escape, not even the gods. This cataclysmic event has devastating consequences. Farming is a dream of the past. Fresh bodies of water have frozen over. Herbivores are dying and carnivores become ravenous and desperate. Humanity has moved to the seashores as inland region temperatures have dropped to lethal levels. Warlords have arisen to subjugate the weak, and to stockpile what remains. Not everyone suffers, dwarves and trolls who used to turn to stone when exposed to the sun’s rays and rejoicing in this newfound paradise. The creatures in the following chapter have general descriptions, but also sections devoted to their existence during Fimbulwinter. Richard Harris (Order #28855998)
44 Alfar, Lios “Then the glow became a tall, thin, upright woman, lithe and longhaired, her hair stirring gently about her as she blinked and peered about as if suddenly roused from a long sleep....She stood just above the dirt as straight upright as any spear, glaring at the miners, her back to me. I have never seen such beauty.” ~ Askatla, wife of Rondolfr Red-head, head of the miners of Miklaborg, describing her meeting with a Lios Alfar Richard Harris (Order #28855998)
45 Richard Harris (Order #28855998)
46 Lios Alfar Myth When, at the beginning of all, the fires of Muspelheim met the then icy surface Niflheim, steam rose and swirled around the first cosmic tree—Idavigdir. The Norns cultivated the Alfar from this water and mist. The Alfar then naturally divided into light and darkness, the Lios and Svart, and by their nature waged war upon each other. When the Lios and Svart Alfar battle it looks like a dance, and reality changes. The Alfar’s combat upon the third cosmic tree, Yggdrasil, created the realm of Vanagard. From their strife arises new, awesome creation. Such drastic change to the universe became so troublesome that the Rime Jotun leader Ymir ordered the realms of Alfgard and Svartalfheim created to separate the Alfar races, to prevent their battles from affecting reality. Thus separated, the Lios Alfar are unable to engage directly with the greatest threat to peace, the chaos-lusted Svart Alfar. Even still, the Lios Alfar consider it their mission to bring form and the safety of predictability to an uncertain universe. The first Vaettir, Fylgia, and Valkyries were Lios Alfar, raised up to defend the Muspeli Jotuns from the approaching army of serpents from Hvergelmir. This is the tragedy of the Lios Alfar: despite their wisdom and magic, every effort seems to have a profound impact. When the emissary Aradhel was sent to Nidavellir, she bore a child by the Dvergar King Ivaldi. Their daughter, Iduna, created the powerful Apples of Iduna, which slow aging—changing forever the balance of power on Yggdrasil in favour of the formerly short-lived Aesir. Some see the Lios Alfar as fanatical, but what do you do when your every effort is so far-reaching? Pride, then, must keep any impulsive behaviour in check. However, it was pride that allowed the high lords of the Lios: Dainn the rune master, Delling the blacksmith, and Billingr, who roams Midgard and began a dynasty of high-lords and ladies, to be tricked into civil war. This resulted in the appointment of the Vanir god Frey, who now belongs to the Aesir, as the leader of the Lios. Humans have long depended on the benevolence of the Lios Alfar, offering “alfablot”—a ritual of sacrifice (usually of livestock) near known Alf-homes. The humans then return to their own dwellings and, ignoring the regular rules of hospitality by barring entry to all strangers, pray in seclusion for the Lios Alfar to heal wounds, for rain in the event of drought, or to ease the winter. Otherwise, humans typically avoid and respect the places of Lios Alfar, moving their roadways and agricultural development around such sites, in respect for their otherworldly neighbours. As humans are some of the most vulnerable beings on Yggdrasil, the Lios have often obliged these prayers. The only other outlet the Lios Alfar allow is dance, which is said to be among the most beautiful acts in all creation. They are known to often dance in Midgard, but in this Age of the Sword they have been strangely absent, while the prayers of desperate humans in Fimbulwinter go unanswered. Further Reading • Codex Regius, Havamal • Deutsche Mythologie, by Jacob Grimm, 1880 • Hyndlujoth • Kormaks saga • Orkneyinga • Prose Edda, Gylfaginning • Poetic Edda, Hrafnagaldr Odins • Poetic Edda, Lokasenna • Prose Edda, Skaldskaparmal • Poetic Edda, Vafthrudnismal • Illuminated Edda • Poetic Edda, Voluspa Richard Harris (Order #28855998)
47 Habits Better-known habits • Love music and dancing • May answer the prayers of farmers for favourable weather • Perform circle dances by moonlight, leaving indentations in the grass or on riverbanks • Since the Wind Age, the Alfar have all but disappeared from the land, and prayers to them go unanswered Lesser-known habits • Cattle suddenly seized with a cramp or muscle spasm are said to be “elf-shot”, a victim of Lios Alfar dancing upon their backs • The Lios social rules and etiquette are so complex as to be beyond mortal ken. A misunderstood courtesy may be deadly for mortals • To enter Lios Alfar territory unharmed, once a loud cry is heard, the answer is: “He!” • Consider themselves agents for stability of Yggdrasil and its realms; fighting entropy and taking up a “War in the Shadows” against the Svart Alfar and chaos Nearly-unknown habits • The essence that flows within the Alfar is the same fundamental essence of the universe. Some say the thread spinning on the Norn’s loom is the same essence as well • The Alfar are unaffected by the loom of the Norns • In the War of Shadows the Lios Alfar are known as the “Seelie Court” Lios Alfar Lore Description The Lios Alfar are fair and lovely beardless pale beings who radiate a subtle glow. Their hair is light or golden, their features fine and their bodies lithe. Their voices are soft like the air. Some take on properties of primal elements, such as fire, wind, or snow, which manifest in their physical forms, and over which they command considerable magic. For many ages the Lios Alfar rarely held a fixed form, choosing to be dancing figures of light. To this day they return to a state of energy and malleability when exposed to great cosmic forces. In the realms they can be invisible, or assume the form of men, gods, or Jotuns easily. The Lios Alfar are aloof and without consideration, their haughty dignity sometimes in contradiction with their natural gaiety and passion for dance and merriment. Environment The Lios Alfar call home the realm of Alfgard, but slip between realms effortlessly, often using trees and naturally-made circles as portals. In Midgard the Lios Alfar are known to live in stone monoliths, in special trees, in a circular clearing of sacred woods, or upon chairs made from hollowed out stones called elf-querns or millstones. These lie outside human settlement, and radiate a magical warning perceivable by all beings. Vulnerabilities • Prideful to a fault • Prone to making high-risk wagers • Allergic to cold iron • Must obey proper Lios Alfar courtesy at all costs • Anyone within the dancing circle of invisible Lios Alfar can see them Richard Harris (Order #28855998)
EQUIPMENT & TREASURE SKILLS 48 SOCIAL ACTIONS Tier I Inquisition: Grant nearby allies +2 Question Attack DC Mob Rules: Grant nearby allies +2 Compel Attack DC Curious: perform a Question Attack with +2 DC Tier II Cool Head: Provoke Defense +2 saving-throw bonus Tier III Resolute: Compel Defense +2 saving-throw bonus Tier IV Agitator: perform a Provoke Attack with +2 DC Tier V Sinister: Compel Attack ignoring one characteristic ACTIONS Tier I Tier II Tier III Tier IV Tier V Nature, History Arcana Perception Investigation Performance Physical Alfar Longbow (Ranged 200’/800’ Weapon Attack): deals 2d8 piercing damage. Each round, 1 attack per Tier Magical Eyes of Sunlight (Recharge 4-6): Cast Sunbeam, range 60’ beam dealing 6d8 radiant damage and causing blindness for 1 minute. Victims make a CON save to take half damage and to negate blindness. Concentration allows a new beam to be released each round. The beam is treated as sunlight in a 60’ radius. Tier 1 Tier II Tier III Tier IV Tier V lAlfar Robes AC +4 nAlfar Bow +1/Tier (max +3) d100 PP, G d100 x2 PP, G x2 d100 x3 PP, G x3 d100 x4 PP, H d100 x5 PP, I Aspects: No need for sleep or breath Senses: Truesight 120’ Vulnerabilities: Necrotic, Poison Resistances: Acid, Cold, Fire, Force, Lightning, Psychic, Thunder Damage Immunities: Radiant Condition Immunities: Blinded, Charmed, Stunned vSpecial Abilities: While under natural light, movement is doubled and you gain advantage on social saving throws, and CHA skill checks. Secrets & Weaknesses: A lack of natural light will remove special abilities and while in complete darkness all advantages turn into disadvantage. Take double damage from iron weapons (or roll on Materials table on page 18) Tier I II III IV V Challenge Rating 4 8 12 16 20 Level/Hit Dice 15 21 25 28 31 Proficiency Bonus +2 +3 +4 +5 +6 Size M M M M M Speed 80’v 80’v 80’v 80’v 80’v Strength* 0 +1 +2 +3 +4 Dexterity +3 +4 +5 +6 +7 Constitution* 0 +1 +2 +3 +4 Intelligence +1 +2 +3 +4 +5 Wisdom* +1 +2 +3 +4 +5 Charisma +3 +4 +5 +6 +7 Initiative +3 +4 +5 +6 +7 Hit Points 75 126 175 224 279 AC 17l 18l 19l 20l 21l Power/Spell DC 13 15 17 19 21 Reach/Range 5’ 5’ 5’ 5’ 5’ To-hit bonus +6n +9n +12n +14n +16n Damage bonus +4n +6n +8n +9n +10n Legendary Actions 1 1 2 2 3 Save vs. Passion* +3v +5v +7v +9v +11v Save vs. Reason* +3v +5v +7v +9v +11v Personality: Conservative Ideal: Honour, responsibility Flaw: Uncompromising Bond: Fight entropy Characteristics - Lawful Neutral Languages: Common, Primordial Fey, Elemental Alfar, Lios Richard Harris (Order #28855998)
POWER DICE ACTIONS 49 LEGENDARY and/or LAIR ACTIONS Tier I to V A Lios Alfar’s lair is usually a large imposing stone and the environment around it (up to 600’). As a legendary action, choose 1 effect: - Retreat to your stone lair (range 10’), or exit your stone lair. - While in the lair you heal 10 HP per Tier per round. The stone lair has AC 21 and 3000 HP. Crafting a new stone lair requires 10,000 gp of esoteric material components and a month of enchantment. Tier I 1 Beckon the Light Self 30’ radius Bonus Action Create daylight in a 30’ radius for the duration of the round. Undead and oozes in the area-of-effect suffer the blind condition for 1 minute (CON save to negate). Magical darkness will reduce the light to torchlight intensity illuminating a 15’ radius. 2 Retreat Self Free Action Perform a disengage action. 3 Regeneration Self Bonus Action Heal 2d12 per Tier to self or an adjacent combatant. 4 Judgment Range 90’, WIS save for half Bonus Action Deal d12 radiant damage per Tier. Anyone who successfully saved against your Compel social action or has a chaotic alignment takes double damage. Tier II 5 Redirection Self, WIS save to negate Bonus Action The next attack against you is redirected to another target of your choice. The target must be valid (ie reach, etc). 6 Prismatic Ward Self, concentration Bonus Action Until you perform another bonus action you are shielded by a rainbow aura. All elemental damage types are reduced by 5 damage per Tier (Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, and Thunder). Tier III 7 Radiant Touch Self or adjacent Bonus Action Clear all conditions that affect you or an adjacent ally. 8 Radiant Rush Self, CON save for half Bonus Action If you are touched by sunlight, your movement this turn leaves a wall of fire. This wall persists for 1 minute and anyone passing through it will take 2d8 fire damage per Tier. Someone remaining in the fire will take damage at the start of every combat round. Tier IV 9 Banish the Unclean Self 30’ radius, WIS save to negate Bonus Action Anyone who is non-Lawful in alignment is stunned and take 1d12 per Tier fire damage. 10 Domination Range 120’, CHA to negate Bonus Action If the victim fails their saving throw, you may force them to perform an action that you’ve witnessed them perform. Tier V 11 Celerity Self Free Action Until your action in the next round, every time you take damage, you may perform a free move action. 12 Wind Back Time 300’ radius Bonus Action After this ability is used, the DM should note all damage, healing, conditions and events that transpire. During the Alfar’s next turn, they may negate all that has occurred since this power was evoked (negate all effects that occurred). The PC’s and NPC’s retain all memory of what happened, and witness the rolling back of time. Richard Harris (Order #28855998)
50 Alfar, Svart “The way was blocked by the largest bear of them all, which reared up before them thrice the height of a normal bear, a brown furry mountain. Then it opened its maw but instead or roaring, put forth not a tongue, but the face of a Svart Alfar. Grinning maliciously, it told the warriors that to advance the fight would mean “death for you all.” ~ Brandt the Long Walker, son of Valbrandr Richard Harris (Order #28855998)