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Des options de personnage à la pelle (races, origines, archétypes, historiques, dons...)

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Published by Nox, 2022-06-07 17:54:02

Multiversatility Players Options Pack

Des options de personnage à la pelle (races, origines, archétypes, historiques, dons...)

decided to embrace the career of an adventurer. FEATURE: MEMORIES OF A LIFETIME
Perhaps you will one day meet the gods and the
Lords of the Outer Planes in person: they will Despite what you may claim, you don’t
surely know your answers. remember perfectly what happened during
your previous existence – it was literally a
Skill Proficiencies: Choose two from History, lifetime ago, and more. You have the main
Insight, Investigation, and Religion frame, but small details tend to be fuzzy, at
Languages: One of your choice least, and for you déjà vus are the norm, only
Tool Proficiencies: One of your choice that in this case you have really already seen the
Equipment: A set of traveler clothes, a dubious thing that triggered your memory.
tome about death and reincarnation, and a belt
pouch containing 15 gp However, this means that you will have
frequent flashes of remembrance about small
THE GREAT BEYOND but important details: perhaps you already set
Priest and sages may speculate, but you were foot into that dungeon, or you used to hang out
dead, and you keep an albeit fragmented at this town’s famous inn. A long-lived creature,
memory of what lies after death, the much like an elf or a dragon, could be an old
feared Great Beyond. What happened to your acquaintance of yours, and what is now ancient
soul between your two lives? You and your DM lore could have been common knowledge back
can decide it based on your campaign setting, or in your days of yore.
you can choose or roll on the table to the side to
determine what was your impression of the The memories of your previous lifetime
Great Beyond. vary from the trivial to the utmost essential, and
sometimes new perceptions will trigger
THE GREAT BEYOND important memories borrowed deep into your
d8 The Great Beyond consciousness.
1 Your soul underwent a long purifying ritual
before being reincarnated in a new body.

2 You joined your god as one of Their blessed
saints, singing hymns in the bliss of heaven.

3 You were tormented by fiends to atone for
your previous sins.

4 You had to bargain in order to obtain a
second chance on Earth before meeting
your final doom.

5 You were forced to fight as cannon fodder
in a battle between the lords of the Outer
Planes.

6 You traveled the Outer Planes, but met no
gods at all.

7 You remember just a vast nothingness
where your soul floated alone and,
surprisingly, at peace.

8 You have no memories of an afterlife. Was
it because you forgot, or there is no
afterlife at all?

151

SUGGESTED CHARACTERISTICS BOND Bond
To be reborn means to constantly live with the d6 The relatives of my past self still live.
memory of what you did and experience during 1
a previous lifetime. Your whole existence is 2 I share the same appearance of my
shaped by how you let the memories of a previous incarnation, and I was quite
concluded life influence the new one: will 3 famous back then.
unfulfilled business haunt you even now?
4 During my previous existence I left quite a
PERSONALITY TRAIT 5 mark on history, such that my former
d8 Personality Trait 6 identity is somehow notorious even now.
1 I tend to act like an old geezer despite the
age of my current self. I have an extra-planar patron to thank for
my second chance.
2 I’m very secretive, always cautious not to
betray myself with an out of date allusion There is an old possession that I want to
that could disclose my true identity. reclaim at all costs.

3 When in a hurry I speak my now archaic My loved one is out there, perhaps trapped
vernacular. in undeath, perhaps reincarnated just like
me.
4 I secretly mock priests and clerics: they
believe, I know. FLAW Flaw
d6 I loath this new, decadent age: the world
5 I know I am special, for I am one of the few 1 was much better back then!
enlightened souls capable of rebirth. 2
3 An old enemy knows about my rebirth, and
6 I believe that every mortal is destined to is still hunting me.
reincarnate someday; perhaps they already 4
have and simply don’t remember. I dislike modern innovation and
5 technologies: windmills? Spyglasses? No,
7 I’m very curious about what happened 6 thank you.
between my two lives: there is so much
history I must catch on! There is a small and yet fundamental detail
about my previous life that I just can’t
8 I see myself as an old, sage grandparent. recollect. Perhaps I fear what I would
remember.
IDEAL Ideal
d6 Freedom. If not even death could stop me, The agents of the Netherworld are trying to
1 what stronger authority could?(Chaotic) capture back my soul.
2
Self Redemption. I was granted a second I am way too careless and put my life on
3 chance to atone to my past misdeeds. the line way too often; after all, I already
(Good) escaped death once, didn’t I?
4
Unleashed. They killed me, but here I am,
5 back again. I’ll enjoy toying with this world
6 once more. (Evil)

Closure. I had many unfulfilled issues back
when I first died; it’s time to address them.
(Any)

Release. I am trapped in a cycle of death
and rebirth, and I want to break free. (Any)

Cyclical Order. My rebirth is part of the
Cosmic Order of birth, death, and rebirth.
(Lawful)

152

EXPANDED BACKGROUND SKILLS

Many of the backgrounds introduced by the Guild Artisan: Choose two from History,
Sword Coast Adventurer's Guide, instead of Perception, and Persuasion.
providing two fixed skills as the first ones given
by the Player's Handbook, let the players choose Hermit: Choose one from from Arcana, Religion,
among a pool the skills their adventurer will be and Nature, plus one from Medicine and
trained on. Here comes a possible list of Survival.
expanded skill list for the Player’s Handbook’s
backgrounds. Noble: Choose two from Deception, History,
Intimidation, and Persuasion.
Acolyte: Religion, plus one from Insight,
Medicine, and Persuasion. Outlander: Survival, plus one from Animal
Handling, Athletics, and Stealth.
Charlatan: Deception, plus one from Insight,
Performance, and Sleight of Hand. Sage: Choose two from Arcana, History, Nature,
and Religion.
Criminal: Choose two form Deception,
Intimidation, Sleight of Hand, and Stealth. Sailor: Athletics, plus two from Deception,
Perception, and Survival.
Entertainer: Performance, plus one form
Acrobatic, Animal Handling, and Sleight of Soldier: Athletics, plus one from Animal
Hand. Handling, Intimidation, or Medicine.

Folk Hero: Choose two from Animal Handling, Urchin: Choose two from Insight, Persuasion,
Athletics, Persuasion, and Survival. Sleight of Hand, and Stealth.

153

FEATS

The following feats are partially aimed at Note that, with your DM permission, you
providing new options for the previously may used some of the racial feats introduced by
introduced new races, but many of them are the Xanathar’s Guide to Everything for some
available for every character regardless of their of the races detailed here, such as half-orc feats
origin. for orcs or human feats for half-blooded
humans.
BLESSED BY THE WAVES
Prerequisite: Child of the Sea • You can wrap or unwrap a cloak, a
cape, a trench, or a similar garment around your
You have a mystical link with the deep ocean
that harbors your enigmatic forefathers. You free arm at the same time as you draw or stow a
learn the message cantrip. You also learn the fog finesse or light weapon.
cloud and water walk (but you can target only CLOCKWORK-IMPROVED
yourself with it) spells, each of which you can Prerequisite: Dwarf (clockworked)
cast once without expending a spell slot. You You have, in time, improved your own implants
regain the ability to cast these two spells in this and devised new uses for the existing ones.
way when you finish a long rest. Constitution is With your Tricks of Clocks trait you can now
your spellcasting ability for all three spells.

BLOOD MAGIC
Prerequisite: Dhampir

You have, in time, improved your own implants
and devised new uses for the existing ones.
With your Power of Blood or Seduction of Blood
trait you can now cast magic weapon at will, by
simply sprinkling it with your blood. You can
also cast on yourself each of the following spells
once with this trait and regain the ability to do
so when you finish a long rest: spider climb and
gaseous form.

CLOAK AND DAGGER MASTER
You have mastered fighting with a light blade
and a cloak wrapped around your free arm. You
gain the following benefits:

• Increase your Strength or Dexterity
score by 1, to a maximum of 20.

• You gain a +1 bonus to AC when you
are fighting with a finesse or light weapon with
a cloak, a cape, a trench, or a similar garment
wrapped around your free arm.

154

cast feign death on yourself at will, without finish a short or long rest. Charisma is your
needing a material component – you can spellcasting ability for this spell.
literally suspend and jump-start yourself! You
can also cast on yourself each of the following MARTIAL ARTS ADEPT
spells once with this trait and regain the ability
to do so when you finish a long rest: jump, see You are trained in martial arts that allow you to
invisibility, and spider climb. fight and win even when unarmed. You gain the
following benefits:
DIRTY FIGHTER
• Your unarmed strike uses a d4 for
You gain the following benefits: damage, and you can use Dexterity instead of
• Increase your Strength or Dexterity Strength for the attack and damage rolls of your
unarmed strikes.
score by 1, to a maximum of 20.
• Your unarmed strike uses a d4 for • You gain 1 ki point, that you can spend
to perform certain special action.
damage.
• When you make a melee attack against • Immediately after you take the Attack
action on your turn, you can spend 1 ki point to
a creature you can take a bonus action to make make two unarmed attacks as a bonus action.
an unarmed strike against the same target.
• You can spend 1 ki point to take the
• When a creature hits you with a melee Disengage or Dodge action as a bonus action on
attack, you can use your reaction to make an your turn.
unarmed strike against the attacker.
MENTALIST
FIERY SOUL
Prerequisite: Charisma 13 or higher
Prerequisite: Dwarf (brasskin)
You learn the friends cantrip; in addition, you
Your blood boils with Elemental Fire, so much can cast the charm person and detect thoughts
that it manifests as powerful magic. You learn spells once at their lowest level, and you must
the produce flame cantrip. You also learn the finish a long rest before you can cast them in
burning hands and continual flame spells, each this way again. Charisma is your spellcasting
of which you can cast once without expending a ability for these spells.
spell slot. You regain the ability to cast these
two spells in this way when you finish a long PARLOR TRICKSTER
rest. Constitution is your spellcasting ability for
all three spells. Prerequisite: Intelligence 13 or higher

INTOXICATING BEGUILER You learn the prestidigitation cantrip; in
addition, you can cast the detect magic and rope
Prerequisite: Feyblood trick spells once at their lowest level, and you
must finish a long rest before you can cast them
You are a paragon of whatever a fay could be. in this way again. Intelligence is your
You gain the following benefits: spellcasting ability for these spells.

• Increase your Wisdom or Charisma RETIARIUS
score by 1, to a maximum of 20.
You are adept at fighting with a net. You gain
• You gain proficiency with a musical the following benefits:
instrument of your choice.
• When you attack with a net and you
• You learn the suggestion spell and can are also wielding another weapon you can make
cast it once without expending a spell slot. You your normal number of attacks.
regain the ability to cast it in this way when you

155

• When you hit a creature with a net, Any creature within 10 feet of you that hits you
you can use a bonus action to move up to half with a melee attack takes 1d4 psychic damage.
your speed towards the target and make a
melee attack against it with a light, reach, or SLINGSHOOTER
thrown weapon.
In your hands the humble sling becomes a
• You can treat a net as a martial fearsome weapon, one that could fell an
weapon that deals 1d4 damage with the finesse, armored giant with ease. You gain the following
light, and reach properties. benefits:

• During a short rest, you can reinforce a • You treat the sling as a simple weapon
net with 2 sp worth of materials; a reinforced that deals 1d8 bludgeoning damage with the
net adds your proficiency bonus to the DC of the ammunition, (range 90/360), and light
Strength check to evade from it and to its AC. properties.

• During a short rest, you can repair a • You can reload your sling even if you
broken net with 2 sp worth of materials. are wielding a shield.

SILENT SCREAMER • When making an attack with a sling,
you use your choice of your Strength or
Prerequisite: Farspawn Dexterity modifier for the attack and damage
rolls. You must use the same modifier for both
Your mere existence is like a wound on the rolls.
fabric of reality, and you harness its screams to • When you attack with a sling and miss, you
fuel your magic. You gain the following benefits: can use a bonus action to deal bludgeoning
damage equal to your proficiency bonus to the
• Increase your Intelligence or Charisma target.
score by 1, to a maximum of 20.
TORCH BEARER
• When you roll psychic damage for a
spell you cast, you can reroll any roll of 1 on the You favor the use of torches, lamps and lanterns
fire damage dice, but you must use the new roll, as both illuminations and weapons. You gain the
even if it is another 1. following benefits:

• Whenever you cast a spell that deals
psychic damage, you can make the world
scream louder until the end of your next turn.

156

• You can see in the dim light cast by a • You learn the phantasmal force spell
lamp, a lantern, or a torch with no penalties, as and can cast it once without expending a spell
if it was bright light. slot. You regain the ability to cast it in this way
when you finish a short or long rest. Intelligence
• You are proficient with attacks made is your spellcasting ability for this spell.
with lanterns and torches.
TRUE BELIEVER
• You treat lanterns as light weapons Prerequisite: Wisdom 13 or higher
that inflict 1d4 bludgeoning damage, and You learn the thaumaturgy cantrip; in addition,
torches as light weapons that inflict 1d4 fire you can cast the sanctuary and gentle repose
damage. spells once at their lowest level, and you must
finish a long rest before you can cast them in
• When a creature hits you with a melee this way again. Wisdom is your spellcasting
attack, you can use your reaction to make a ability for these spells.
melee attack with a lantern or a torch against
the attacker. UNDERDOG
Prerequisite: Constitution 13 or higher
TRICKSTER ANTIC You don’t really shine in battle, unless your life
is on the line: you may pass for a loser but,
Prerequisite: Kobelyn when in dire need, you turn the tides of battle
and fight viciously till your last breath. When
You are the epitome of your kind, a master of
both magic and crafts. 157
You gain the following benefits:

• Increase your Dexterity or Intelligence
score by 1, to a maximum of 20.

• You gain proficiency with a tool of
your choice.

you have fewer than half your hit points you grapple the target, even if it’s beyond your
gain the following benefits: reach.

• You can take a bonus action to use the • While wielding a whip, you can use a
Dodge action. bonus action to take the Use an Object action
within the reach of your whip.
• You add half your proficiency bonus,
rolled down, to all the damage you cause with • While wielding a whip, you add twice
your attacks. your proficiency bonus to any Strength
(Athletics) check you make to climb or, given
• When you are reduced to 0 hit points the presence of handholds, to jump.
you can use your reaction to take the Attack
action. WILD HEART

WHIP MASTER Prerequisite: Wisdom 13 or higher

Prerequisite: Dexterity 13 or higher You learn the druidcraft cantrip; in addition, you
can cast the animal friendship and animal
You are adept at fighting with a whip, a most messenger spells once at their lowest level, and
uncommon weapon that you could use as an you must finish a long rest before you can cast
extension of your arm. You gain the following them in this way again. Wisdom is your
benefits: spellcasting ability for these spells.

• When you hit a creature with a whip,
you can use a bonus action to attempt to

158

SPELLS

The creation of new spells is apparently easier Nevertheless, this section introduces only a
than the elaboration of a new class archetype or handful of spells: the aim is not to overwhelm
race, as there are far more example and they the players with new options, but to offer them
have a lesser impact to the single character. a few interesting options.

SPELL LISTS

The following spell lists shows which spells can spell can be cast as a ritual, the ritual tag also
be cast by characters of each class. A spell’s appears in the parentheses. No, no one is right
school of magic is noted in parentheses. If a now.

BARD PALADIN WARLOCK

4TH LEVEL 2ND LEVEL 2ND LEVEL
Martyrdom (evocation) Arms of the Giant (transmutation) Arms of the Giant (transmutation)
5TH LEVEL 4TH LEVEL 3RD LEVEL
Wicker Man (conjuration) Martyrdom (evocation) Frozen in Time (transmutation)
6TH LEVEL 5TH LEVEL 4TH LEVEL
Redraft (divination) Wicker Man (conjuration) Wicker Man (conjuration)
5TH LEVEL
CLERIC RANGER Gruesome Demise (necromancy)
4TH LEVEL 2ND LEVEL 6TH LEVEL
Martyrdom (evocation) Arms of the Giant (transmutation) Enclose in Time (transmutation)
5TH LEVEL 5TH LEVEL 8TH LEVEL
Wicker Man (conjuration) Wicker Man (conjuration) Offering to the Flame (conjuration)
8TH LEVEL
Offering to the Flame (conjuration) SORCERER WIZARD
2ND LEVEL
DRUID Arms of the Giant (transmutation) 2ND LEVEL
2ND LEVEL 3RD LEVEL Arms of the Giant (transmutation)
Arms of the Giant (transmutation) Frozen in Time (transmutation) 3RD LEVEL
4TH LEVEL 4TH LEVEL Frozen in Time (transmutation)
Martyrdom (evocation) Time Skip (abjuration) 4TH LEVEL
5TH LEVEL 5TH LEVEL Time Skip (abjuration)
Time Removal (transmutation) Gruesome Demise (necromancy) 5TH LEVEL
Wicker Man (conjuration) Time Removal (abjuration) Gruesome Demise (necromancy)
8TH LEVEL 6TH LEVEL Time Removal (abjuration)
Offering to the Flame (conjuration) Enclose in Time (transmutation) 6TH LEVEL
Enclose in Time (transmutation)
Redraft (divination)

159

SPELL DESCRIPTIONS

ARMS OF THE GIANT ENCLOSE IN TIME
2nd-level transmutation 6th-level transmutation
Casting Time: 1 action
Range: Touch Casting Time: 1 action
Components: V, S, M (a piece of rubber) Range: 90 feet
Duration: Concentration, up to 1 hour Components: V, S, M (a broken hourglass)
Your magic distorts and enlarges a creature’s Duration: Concentration, up to 1 minute
arms, greatly enhancing the target’s combat
efficiency. The reach of all the target’s melee Choose a creature that you can see within range.
attack increases by 5 feet, as well as the reach of The target must succeed on a Constitution
its opportunity attacks. Furthermore, the saving throw or be paralyzed for the duration.
target’s unarmed strikes become magic natural At the start of each of its turns, the target can
weapon, and inflict 1d4 extra damage. choose to act normally until the end of its turn,
but by doing so it suffers 4d8 force damage.
160
At the end of each of its turns, the target
can make another Constitution saving throw. On
a success, the spell ends on the target.

At Higher Levels. When you cast this
spell using a spell slot of 7th level or higher, you
can target one additional creature for each slot
level above 6th. The creatures must be within
30 feet of each other when you target them.

FROZEN IN TIME
3rd-level transmutation

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a broken hourglass)
Duration: Concentration, up to 1 minute

Choose a humanoid that you can see within
range. The target must succeed on a
Constitution saving throw or be paralyzed for
the duration. At the start of each of its turns, the
target can choose to act normally until the end
of its turn, but by doing so it suffers 4d6 force
damage.

At the end of each of its turns, the target
can make another Constitution saving throw. On
a success, the spell ends on the target.

At Higher Levels. When you cast this
spell using a spell slot of 4th level or higher, you

can target one additional humanoid for each You shed your blood and, by your suffering,
slot level above 3rd. The creatures must be your allies are reinvigorated. Choose up to six
within 30 feet of each other when you target creatures of your choice that you can see within
them. range. Each target regains hit points equal to
3d6 + your spellcasting ability modifier. This
GRUESOME DEMISE spell has no effect on undead or constructs.
5th-level necromancy
At Higher Levels. When you cast this
Casting Time: 1 action spell using a spell slot of 5th level or higher, the
Range: 120 feet healing increases by 1d6 for each slot level
Components: V, S, M (a fragment from a above 4th.
gravestone)
Duration: Instantaneous OFFERING TO THE FLAME
8th-level conjuration
You afflict a nearby creature with a pain so
unbearable that its agony, aggravated by magic, Casting Time: 1 action
is enough to damage the bystanders. The target Range: touch
must make a Constitution saving throw. It takes Components: V, S, M (a small wicker doll)
8d8 necrotic damage on a failed save, or half as Duration: Concentration, up to 10 minutes
much damage on a successful one.
You conjure the visage of a flaming wicker idol
The first target’s agony then magically that envelops a creature within range that you
affects up to three creatures, each of which can see. The target must succeed on a Strength
must be within 30 feet of the first target and saving throw or be stunned for the duration.
must be able to see and hear it. The secondary You can use a bonus action to force the target to
targets must make a Wisdom saving throw. A move up to its speed and to make an attack
secondary target takes 6d8 psychic damage on a against a creature that you mentally choose, as
failed save, or half as much damage on a if it were not stunned. At the start of each of its
successful one. This saving throw is made with turn, the target suffers 4d10 fire damage.
disadvantage if the damage was enough to
reduce the primary target to 0 hit points of At the end of each of its turns, the target
fewer. This spell has no effect on undead or can make another Strength saving throw. On a
constructs. success, the spell ends on the target.

At Higher Levels. When you cast this REDRAFT
spell using a spell slot of 6th level or higher, one 6th-level divination
additional bystander is affected by the
secondary effect for each slot level above 5th Casting Time: 1 reaction, which you take in
level. response to a creature within range making an
ability check, an attack roll, or a saving throw
MARTYRDOM Range: 60 feet
4th-level evocation Components: V, S, M (a golden hourglass,
worth at least 250)
Casting Time: 1 reaction, which you take in Duration: Instantaneous
response to being damaged
Range: 30 feet You slightly alter the flow of time, rewriting
Components: V, S what has just passed. The target must
Duration: Instantaneous

161

immediately remake the roll that triggered this another Intelligence saving throw. On a success,
spell. You can grant advantage or impose the spell ends on the target.
disadvantage to this new roll. An unwilling When the spell expires, the target returns to the
creature must make a Wisdom saving throw to space it previously occupied, or the nearest
avoid the effect. unoccupied space.

You can cast this spell after the die is TIME SKIP
rolled, but before the DM says whether the roll 4th-level abjuration
succeeds or fails.
Casting Time: 1 reaction, which you take in
TIME REMOVAL response to being targeted with an attack or a
5th-level abjuration spell by a creature withing range
Range: touch
Casting Time: 1 action Components: V, S, M (an hourglass filled with
Range: touch silver powder worth at least 50 gp)
Components: V, S, M (an hourglass filled with Duration: Instantaneous
silver powder worth at least 50 gp)
Duration: Concentration, up to 1 minute You avoid impending danger by briefly
secluding yourself from the flow of time.
You briefly seclude a creature from the flow of Immediately before being affected by the
time, making it literally disappear until the end triggering effect you disappear, and at the start
of the spell. An unwilling target must succeed on of your next turn you return to the space you
an Intelligence saving throw or disappear, its previously occupied, or the nearest unoccupied
subjective time halted, until the spell expires. At space.
the end of each of its turns, the target can make
WICKER MAN
5th-level conjuration

Casting Time: 1 action
Range: touch
Components: V, S, M (a small wicker doll)
Duration: Concentration, up to 1 minute

You conjure the visage of a flaming wicker idol
that envelops a humanoid within range that you
can see. The target must succeed on a Strength
saving throw or be stunned for the duration.
You can use a bonus action to force the target to
move up to its speed and to make an attack
against a creature that you mentally choose, as
if it were not stunned. At the start of each of its
turn, the target suffers 2d10 fire damage.

At the end of each of its turns, the target
can make another Strength saving throw. On a
success, the spell ends on the target.

162

FAMILIARS

Familiar Faces was a small work of mine Visually identical to a common flamingo, a
dedicated to Conan, my dog, and Logan, my cat, cruoringo possesses an unnatural lust for
that detailed a few new familiars well suited for blood: the reddish hue of its plumage derives
any warlock character. It found its way into not from a diet rich in shrimps, but from the
Pacts & Patrons, and was hence included in precious fluid it feeds on.
Multiversatility – POP. Last winter Conan, my
faithful, dumb, smelly, and lovable Conan, At closer examination, the body of a
passed away; and so, please, even if it’s no one’s cruoringo is found to be literally covered in tiny
familiar include a little hound in your blood vessels: they run through its flesh,
adventures. Do it for Conan. through its skin and within its feathers. The
tongue of the creature is rather a subtle
CRUORINGO proboscis capable of sucking the blood of the
prey.
Small monstrosity, unaligned
Armor Class 12 Many druids speculate that cruoringos
Hit Points 39 (6d6 + 18) aren’t natural animals, but the result of some
Speed 10 ft., fly 60 ft. magical experiments – or, perhaps, the alien
spawn of a far distant world.
STR DEX CON INT WIS CHA
6 (-2) 15 (+2)16 (+3)3 (-4) 12 (+1)7 (-2) As vampires often take a fancy on
cruoringos both as pets and food resources,
Skills Perception +3, Stealth +4 some necromancers and warlocks who enter a
Senses passive Perception 13 pact with a bloodlusting undead favor them as
Languages - familiars
Challenge 1/2 (100 XP)

Blood Frenzy. The cruoringo has advantage on
melee attack rolls against any creature that isn’t
at full hit points.
Blood Spray. A creature that hits the cruoringo
with a melee attack while within 5 feet of it is
sprinkled by its blood and must succeed on a DC
13 Charisma saving throw or suffer
disadvantage on all attack rolls for 1 round. If a
creature's saving throw is successful, the
creature is immune to the blood spray of bloody
flamingos for the next 24 hours.
Bloodsucker. If the cruoringo hits a creature
with an attack and has advantage on attack rolls
against that creature, the target takes an extra 5
(2d4) damage from the attack, and the bloody
flamingo regains hit points equal to that
amount.

ACTIONS

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

163

above more conventional animals and constantly searching for a creature to “adopt”
creatures. them.

EYE STALKER Eye stalkers are curious and, despite not
to bright, tend to argue intensely with their
Tiny aberration, lawful neutral host, often acting as an angst-ridden teenager
Armor Class 16 (natural armor) would with a foster parent. In fact, the very act
Hit Points 10 (3d4 + 3) of detaching itself from the beholder that
Speed 0 ft., fly 20 ft. (hover) spawned it, could be interpreted as the
STR DEX CON INT WIS CHA rebellion of an adolescent against family and
6 (-2) 17 (+3)12 (+1)9 (-1) 11 (+0)7 (-2) parents.
Skills Perception +2, Stealth +6
Condition Immunities prone Perhaps eye stalkers are the paragon of
Senses darkvision 120 ft., passive Perception beholderkin ultimate madness: a body that no
12 more perceives itself as a whole, its very
Languages understands Deep Speech and appendages developing consciousness and
Undercommon but can't speak them, telepathy going away from the main body.
30 ft.
Challenge 1/4 (50 XP) As beholders do, eye stalkers come in
Attach. An eye stalker can attach itself to the every form and shape: some have proper stings
head of a willing subject, typically to the temple, at the end of their bodies, while others possess
entering a symbiotic relation with the target's lamprey mouths or even humanoid fangs. Some
brain. While attached, the eye stalker and the scholars believe that every eye stalker starts
host can freely communicate through telepathy, with a sting that slowly develops into a mouth,
and the host gains advantage on Perception and that this process is part of the development
checks that rely on sight, but the eye stalker of the eye stalker into a new, full-fledged
can't make perception checks nor sting attacks
on its own. The attaching process requires a full beholder.
minute, and inflicts 1 piercing damage to the
host; while the eye stalker is attached, this
damage can't be recovered. The eye stalker can
detach from the host as a bonus action, inflicting
1 psychic damage.
ACTIONS
Sting. Melee Weapon Attack: +2 to hit, reach 0
ft., one target. Hit: 1 piercing damage.
Eye Ray. The eye stalker shoots its magical eye
ray at one creature it can see within 90 feet of it.

Wounding Ray. The target must make a
DC 13 saving throw, taking 5 (2d4) necrotic
damage on a failed save, or half as much damage
on a successful one.

Eye stalkers are an uncommon type of
beholderkin, the unlikely result of an eyestalk
gaining consciousness and detaching itself from
the main body. Eye stalkers, while unwillingly
to return to the main beholder that originated
them, as to any other beholderkin, are

164

FEATHERED DOG GREMLIN

Medium beast, unaligned Tiny fey, chaotic evil
Armor Class 13 Armor Class 13 (natural armor)
Hit Points 11 (2d8+2) Hit Points 5 (2d4)
Speed 40 ft., fly 60 ft. Speed 20 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1)17 (+3) 12 (+1) 4 (-3) 15 (+2)8 (-1) 7 (-2) 16 (+3)11 (+0)13 (+1)8 (-1) 10 (+0)

Skills Perception +4 Skills Perception +1, Sleight of Hand +7, Stealth
Senses passive Perception 14 +5
Languages - Senses darkvision 60 ft., passive Perception 11
Challenge 1/4 (50 XP) Languages Common, Sylvan, Undercommon
Challenge 1/8 (25 XP)
Flyby. The dog doesn't provoke opportunity
attack when it flies out of an enemy's reach. Ruin. The gremlin's melee weapon attacks deal
Keen Hearing and Smell. The dog has 5 (2d4) extra points of damage against objects.
advantage on Wisdom (Perception) checks that Sapper. The gremlin has proficiency with the
rely on hearing or smell. thieves tools, and doubles the proficiency bonus
ACTIONS while using them.
Tricky Attack. If the gremlin hits an enemy with
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., a weapon attack while invisible, the target must
one target. Hit: 4 (1d6 + 1) piercing damage. If pass a DC 13 Intelligence saving throw or be
the target is a creature, it must succeed on a DC stunned until the end of its next turn.
11 Strength saving throw or be knocked prone. ACTIONS

Feathered dogs are majestic, loyal and useful Blowgun. Ranged Weapon Attack: +5 to hit,
pets, whose small numbers contribute to their range 10/40 ft., one target. Hit: 1 piercing
value and appreciation. Fierce and yet playful damage.
guardians, feathered dogs are especially valued Tricky Tools. Melee Weapon Attack: +5 to hit,
by the small races as useful flying steeds and reach 5 ft., one target. Hit: 1 bludgeoning,
familiars. piercing, or slashing damage.
Invisibility. The gremlin magically turns
invisible until it attacks or casts a spell, or until
its concentration ends (as if concentrating on a
spell). Any equipment or item the gremlin
wears or carries is invisible with it.

Gremlins are tricky, evil fairies with a true
fascination with humanoid arts and craft... a
fascination that they express by hacking and
smashing every object they could.

While usually they don't point their
discussable attentions towards living beings –
usually! –, gremlins show no regards to the
safety of those that rely on the items they
target: for them it is all a big game, and if
someone dies when the wheels detach from the
cart, or if the bridge breaks under the weight of
the pilgrims' procession, gremlins laugh at the
good prank and are utterly incapable of
expressing empathy towards those who
suffered from their tricks. Someone says that

165

gremlins are agents of the natural world, sent to GUIDING LIGHT
punish humanoids (especially dwarfs, humans,
and gnomes) for their unnatural technologies, Tiny celestial, neutral good
while others believe that those fairies are Armor Class 14 (natural armor)
simply one of the less kind examples of the fairy Hit Points 2 (1d4)
folks, with no elaborate reason behind their acts
other than their own fun. Speed 20 ft.

“It’s not my fault, really, you know? Jerrys wanted STR DEX CON INT WIS CHA
to play and, well, you know how it gets when
Jerrys plays: it gets messy. Forbid Jerrys from 1 (-5) 19 (+4)10 (+0)12 (+1)15 (+2)13 (+1)
playing? No, thank you. I am pretty happy being
alive, and I don’t want to die with a pair of Skills Insight +4, Religion +4
scissors in my gullet!” Damage Resistances acid, cold, fire, thunder;
bludgeoning, piercing, and slashing from
nonmagical weapons
Damage Immunities necrotic, radiant, poison
Condition Immunities charmed, exhaustion,
frightened, poisoned
Senses blindsight 120 ft., truesight 30 ft.,
passive Perception 12
Languages Celestial, Common, telepathy 60 ft.

Challenge 1/8 (25 XP)

Radiant Essence. The guiding light sheds bright
light in a 20-foot radius and dim light for an
additional 20-foot radius. This light can't be
suppressed willingly nor through darkness
magic.

ACTIONS

Cleansing Light (Recharge 4-6). Ranged
Weapon Attack: +6 to hit, range 30/60 ft., one
target. Hit: 3 (1d6) radiant damage, and the
target sheds dim light in a 5-foot radius,
granting advantage to attack rolls against it, till
the start of the guiding light's next turn.
Light of Guidance. The guiding light blesses
with radiance one willing target within 60 feet;
the target sheds bright light in a 5-foot radius
and dim light for an additional 5-foot radius till
the end of its next turn, and gains advantage to a
single ability check or saving throw made while
shining from the light of guidance.

Guiding lights are agents sent by the celestial
powers to lead mortals towards the path of
virtue. As good redeems its own, and like gods
celestials often act in strange ways, often a
guiding light is provided as a familiar to a
somehow dubious individual, in order to guide
the chosen humanoid towards a greater path.

While they are not particularly strong
nor resilient, guiding lights act as trusted
advisers and mentors to those wise enough to
pay attention to their counsels.

166

HOUND While smaller than mastiffs, hounds are often
preferred as hunting dogs thanks to their great
Small beast, unaligned speed and agility, and are often trained to hunt
Armor Class 13 in pack against stronger animals, such as boars.
Hit Points 4 (1d6 + 1) Thanks to their inborn grace and elegance,
hounds are often favored as pets by nobility.
Speed 50 ft.
MOON CAT
STR DEX CON INT WIS CHA
Tiny fey, neutral
12 (+1)16 (+3)12 (+1)3 (-1) 12 (+1)7 (-2) Armor Class 13
Hit Points 4 (1d6 + 1)
Skills Perception +3, Sleight of Hand +7, Stealth Speed 40 ft., climb 30 ft.
+5
Senses passive Perception 13 STR DEX CON INT WIS CHA
Languages – 3 (-4) 17 (+3)10 (+0)13 (+1)12 (+1)12 (+1)

Challenge 1/8 (25 XP) Skills Perception +3, Stealth +5
Senses darkvision 60 ft., passive Perception 13
Keen Hearing and Smell. The hound has Languages Moon Cat, Sylvan
advantage on Wisdom (Perception) checks that Challenge 1/8 (25 XP)
rely on hearing or smell.
Pack tactics. The hound has advantage on an Moon Jump. As a bonus action, the cat can
attack roll against a creature if at least one of magically shift from the Material Plane to the
the dog's allies is within 5 feet of the creature Feywild, or vice versa. While bounded to a
and the ally isn't incapacitated. mortal as a familiar, however, the moon cat
loses this capability.
ACTIONS Keen Smell. The cat has advantage on Wisdom
(Perception) checks that rely on smell.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., ACTIONS
one target. Hit: 3 (1d4+1) piercing damage. If
the target is a medium or smaller creature, it Claws. Melee Weapon Attack: +5 to hit, reach 5
must succeed on a DC 11 Strength saving throw ft., one target. Hit: 1 slashing damage.
or be knocked prone. Teleport (Recharge 4-6). The cat magically
teleports, along with any equipment it is
wearing or carrying, up to 40 feet to an
unoccupied space it can see. Before or after
teleporting, the cat can make one claws attack.

The common folk erroneously calls moon cat
the mysterious pusses that sometimes seem to
simply disappear, only to reappear somewhere

167

else in a blink: according to superstition, those PHOENIKIN
cats disappear because they jump to the moon,
and from the moon back to earth's surface. Tiny monstrosity, unaligned
Armor Class 13
Moon cats, however, share no bound Hit Points 10 (3d4 + 3)
with the moon, nor with the Material Plane:
they are in fact natives of the Feywild, capable Speed 10 ft., fly 60 ft.
of teleporting out of reality or back into their
home plane. Much more intelligent than STR DEX CON INT WIS CHA
earthling cats, those kittens are capable of
speaking, but rarely do so. They usually flee to 5 (-3) 16 (+4)12 (+1) 4 (-3) 15 (+2)8 (-1)
the Material Plane in order to avoid harm, but
sometimes they leave the Feywild only to enjoy Skills Perception +4
the higher status they possess among mortal Damage Resistances cold
pusses, and the liking of humanoids that love Damage Immunities fire, radiant
beautiful cats. For they are the best kittens in Condition Immunities exhaustion
the whole Multiverse, or at least they believe so. Senses passive Perception 14
Languages -
Yes, the tabby is Logan and the hound was
Conan. Together they made quite a crossover. Challenge 1/2 (100 XP)

Flyby. The phoenikin doesn't provoke
opportunity attack when it flies out of an
enemy's reach.
Regeneration. The phoenikin regains 1 hit
point at the start of its turn. If the phoenikin
takes necrotic damage, this trait doesn’t
function at the start of the phoenikin’s next
turn. The phoenikin dies only if it starts its turn
with 0 hit points and it doesn’t regenerate.

ACTIONS

Beak or Talons. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 1 piercing damage
plus 7 (2d6) fire damage.

Phoenikin is the collective name for various
species of small birds that share a strong bond
with the highest essence of life and immortal
fire. Believed by many a scholar to be a minor
offspring of the phoenix, or perhaps the missing
link between the legendary avian creature and
mundane birds, phoenikin are much
appreciated as exotic and dangerous pets, as
well as familiars by those who prefer a more
endurable companion.

In the wild, phoenikin are tireless flying
predators that feed on small animals, cocky
enough to defend their nests against larger
predators. Different species of phoenikin adapt
differently to captivity, and some of them have
since become a relatively common sight in
noble houses across the world.

168

UNBORN undead fetuses, constantly wailing and
contorting their half-rotten limbs. How a
Tiny undead, neutral evil magician could be so cruel against life itself to
Armor Class 11 (natural armor) create such a blasphemy is beyond
Hit Points 11 (2d4 + 6) understanding for the minds untouched by a
psychopathic's madness.
Speed 5 ft.
However, as scholars of necromancy
STR DEX CON INT WIS CHA argue, no mortal magic can possibly pervert in
undead a life that has not yet blossomed, and
3 (-4) 8 (-1) 17 (+3)8 (-1) 9 (-1) 13 (+1) thus the origin of unborns may be different. As
those creatures are often provided as familiars
Damage Vulnerabilities radiant to those warlocks that dabble in pacts with
Damage Immunities necrotic, poison powerful undeads, they are perhaps the spawn
Condition Immunities exhaustion, frightened, of a different plane of existence, where
poisoned everything is born to undeath. A slightly less
Senses darkvision 60 ft., passive Perception 9 unsettling possibility.
Languages Undercommon, telepathy 30 ft.
“You want a creepy tale? Are you sure? Well, here
Challenge 1/2 (100 XP)
goes nothing: it is one of my worst experiences,
Undead Fortitude. If damage reduces the
unborn to 0 hit points, it must make a and it still gives me nightmares.
Constitution saving throw with a DC of 5 + the
damage taken, unless the damage is radiant or Do you remember the bleak week, when a cabal
from a critical hit. On a success, the unborn
drops to 1 hit point instead. of necromancers literally raised hell over the

ACTIONS capital? I was just a novice back then, so I didn’t

Life Drain. Melee Weapon Attack: +0 to hit, fight firsthand against the mages, but the temple
reach 5 ft., one target. Hit: 3 (1d6) necrotic, and
the unborn regains hit points equal to the sent me and my comrades to help the survivors
damage caused. The target must succeed on a
DC 13 Constitution saving throw or its hit point and clean up some of the mess after the big shots
maximum is reduced by an amount equal to the
damage taken. vanquished the bad guys. It was a real mess,

REACTIONS believe me: magical duels and rampant demons

Wail. The unborn releases a tearful wail, the cry tend to be quite disastrous. The few buildings still
of an undead who was never alive. The wail has
no effect on constructs and undead. All other standing were charred by fire, most of them were
creatures within 30 feet of the unborn that can
hear it must make a DC 13 Constitution saving unstable mazes, and we had to venture there in
throw. On a failure, a creature takes 5 (2d4)
necrotic damages and is frightened until the end order to rescue the survivors and terminate the
of its next turn; on a success, it takes only half
damage and is not frightened. surviving undead. Charming, right?

Few horrors are so chilly as the very existence I won’t tell you about the foul smells, about the
of the undead monstrosities properly called
unborns. Those abominations appear as rotting corpses we were forced to step on among

the debris, or about the half-starved ghoul that

devoured one of my friends. No: you know what is

the most terrifying memory of those days?

A survivor, a still breathing woman, oblivious of

everything, that, sitting among the corpses, was

cradling her undead baby!”

169

WINGED CAT Flyby. The cat doesn't provoke opportunity
attack when it flies out of an enemy's reach.
Tiny beast, unaligned Keen Smell. The cat has advantage on Wisdom
Armor Class 14 (Perception) checks that rely on smell.
Hit Points 5(2d4)
Speed 40 ft., fly 60 ft., climb 30 ft. ACTIONS

STR DEX CON INT WIS CHA Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
5 (-3) 18 (+4)10 (+0)4 (-3) 14 (+2)8 (-1) one target. Hit: 1 piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5
Skills Perception +4, Stealth +6 ft., one target. Hit: 1 slashing damage.
Senses passive Perception 14
Languages - Winged cats, sometimes affectionately named
Challenge 1/8 (25 XP) feathered whiskers, are little fluffy kitten
provided with wings and the ability to fly. Those
Aerial Assault. If the cat is flying and dives at cats are brighter than the usual puss, and far
least 30 feet straight toward a target, it can use more fierce in defending their territory. They
one bite attack and two claws attacks against it. are particularly prized as pets and as familiars.

170

“I spent the better part of my life – and I am quite phlogiston ships, I crossed the Moonbeam Roads
old, kiddo, believe me – journeying across the and sought the Blade and the Staff…
Multiverse, and I have jet to find an answer to the … and jet here I am, none the wiser, too old to
questions that first set me in motion. continue with my travels, a simple vessel of
The more I think about it, and the more I realize memories with no residual strength. I was a
how ignorant I am about the Planes, the champion, a villain, a lover, and a scoundrel, but
creatures that inhabit them, the gods, and the now I am just an old fool. Perhaps I was always a
bonds that tie them all. Is time really just an fool, after all.
illusion? Is it true that the opposed are the same? Why I’m telling you this? I will not be long for
I rode dragons among the knights of Krynn, and this world, my dear. I am long-lived, but I’m not
roamed the cruel sands of Athas, I got drunk at eternal. I will soon depart for my final journey,
Waterdeep and Sharn… and I went beyond, even and it would be a shame for all my adventures to
beyond! I traveled trough the Mists with the be forgotten. You want to become an adventurer
Vistani, I saw the giant space hamsters and the yourself, don’t you? Well, take heed of my
ramblings then, and treasure them.”

171

The Multiverse
Awaits: The Choice

Is Yours!

A whole Multiverse exists out there, a
whole Multiverse of friends, enemies, and
monsters, a Multiverse that is yours to
explore!
Among these pages you will find:
• 8 new races, along with 22 subraces.
• 8 variant for base classes, and more than
50 new archetypes for the existing classes!
• 19 new feats.
• 10 new spells.
• 10 new familiars.
… and much more!

For use with the Fifth Edition
Player’s Handbook®, Monster Manual®,

and Dungeon Master’s Guide®

172


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