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Published by goroiamanuci, 2023-04-29 13:42:03

Plane Shift_ Gielinor _ GM Binder

Plane Shift_ Gielinor _ GM Binder

Dwarf Dwarves are a race of short humanoids that have mostly remained hidden underground until recent centuries in Gielinorian history. They are particularly fond of ale and enjoy using any chance they get to drink together and socialize. As one of the most technologically advanced races, they are highly skilled craftsmen known across the world for their unmatched smithing and tinkering capabilities. Though some follow the ideologies of Guthix, most modern Dwarves are not particularly religious, preferring to dedicate themselves entirely to increasing their profits and wellbeing. Appearance Dwarves stand significantly shorter than most humanoids, but have very stocky, wide builds. They have large heads, hands, and feet, and long, muscular arms—a stark contrast to their short legs. They are fair-skinned with brown eyes and hair of shades ranging between brown, blond, black, and copper. Almost all male Dwarves grow out beards or other styles of facial hair, taking great pride in them and often decorating them with braids, hoops, or other ornaments. Zamorak's Curse At the dawn of the God Wars, the god Zamorak sought the aid of the Dwarves to fight for him with his chaotic forces. Hoping to avoid the bloodshed of the wars altogether, the Keldagrim Dwarves decided to hide themselves underneath the mountains east of Rellekka. The other primary group of Dwarves, the Imcando, decided to side with Saradomin. Furious that neither group would side with him, Zamorak placed a curse on the entire Dwarven race, tainting the magic in their blood so that their bodies and minds would slowly become corrupted. Saradomin protected the Imcando Dwarves from this curse, but the Guthixian Keldagrim Dwarves were on their own. After much panic, their wizard elders were able to find a solution, but it came at a great cost. The Dwarves could be alleviated of the curse completely, but they would have to completely forfeit their ability to use magic. The dark god Zamorak has corrupted the magic that Guthix placed in our blood, such that all Dwarves will slowly transform into twisted abominations. Saradomin has protected his Imcando Dwarves from the curse, but our god is sleeping and cannot help us. The city is already falling as chaos Dwarves run amok in the streets. Our greatest wizards have found a remedy, but at a terrible cost: all Keldagrim Dwarves will permanently lose their ability to work magic. The curse will remain dormant in our blood, but - starved of magical power - it will not take effect. The sudden end of Dwarven magic will throw our city into chaos almost as dire as that which Zamorak hopes to cause. Without magical farms, we will starve; without magical lights, we will be blind. No band of petty councilors can preserve this city through its darkest days - only a king. We will therefore use the last of our authority to install Captain Gozdaron as absolute ruler, and pray that he will quickly win the inevitable civil war and bring order to the city. Recorded by Archmage Azdaran, Head of the Council of the Elder Magi of Keldagrim. May the sleeping God forgive us when he wakes. Life Underground Initially, the Dwarves were devastated by their inability to use magic any longer. Despite this, they were able to quickly adapt to living underground. They established Keldagrim, an entirely underground establishment known only to the Dwarves. In the thousands of years that followed, Keldagrim flourished into a thriving underground city rivaling the size of many great cities at the surface. The city was surrounded by natural resources they could use to build their city and economy. They also developed some of the most advanced technology Gielinor has seen, including rudimentary coal-powered boats that could traverse the underground rivers near Keldagrim. Dwarf Names Dwarves use gendered names with one to three syllables. Male Dwarf Names: Alvis, Blandebir, Boric, Dromund, Ferd, Grimsson, Hreidmar, Isak, Jorzik, Lukas, Medwin, Nurmof, Obert, Randivor, Suak, Sven, Teplin, Thurgo, Veldaban Female Dwarf Names: Agmundi, Anleif, Brae, Fjoila, Freda, Grenda, Haera, Hilda, Jari, Kara, Meike, Sagira, Sieglinde, Vermundi Races of Gielinor — DragonZaid 49


Dwarf Traits Ability Score Increase. Your Constitution score increases by 2. Age. Dwarves reach adulthood at the same rate as humans. On average, they live about 200 years. Alignment. Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order. Size. Dwarves stand about 4 feet tall and average around 150 pounds. Your size is Medium. Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor. Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage. Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, light hammer, and warhammer. Tool Proficiency. You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, tinker's tools, or mason's tools. Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. Languages. You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a Dwarf might speak. Subrace. Two main subraces of Dwarves are present on Gielinor: Imcando Dwarves and Keldagrim Dwarves. The two share a very similar appearance, but the Imcando Dwarves can be recognized by their slightly shorter and stockier build and larger, wide noses. Choose one of these subraces. Imcando Dwarf The Imcando Dwarves descended from a clan of Dwarves that decided to follow Saradomin during the God Wars. Imcando Dwarves are fond of the use of magic to aid their already unparalleled smithing skills. They are believed to have inhabited Ice Mountain, but their numbers dwindled drastically during the barbarian invasions of the early Fifth Age, in which great Fremennik forces lashed out against users of magic. Very few Imcando Dwarves are known to still be alive at present day. Ability Score Increase. Your Wisdom score increases by 1. Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. Keldagrim Dwarf During the God Wars, a large group of Dwarves hid beneath the surface of Gielinor in order to avoid the bloodshed that ensued throughout the Third Age. These Dwarves established the underground city of Keldagrim, and have only recently revealed themselves to the rest of the world. Ability Score Increase. Your Strength score increases by 1. Tinker. You have proficiency with artisan tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny Dwarven device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to two such devices active at a time. When you create a device, choose one of the following options: Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action. Lock Melter. The device can be used to break a single ordinary, nonmagical lock. You can attach the device to a lock and activate it using an action. The device then takes 1 minute to break the lock, making loud mechanical noises while activated. Once the lock is broken, you must spend 1 hour repairing the device before it can be used again. Dwarven Sparkler. The device creates a small, harmless shower of bright sparks. Once activated, the device remains active for 1 minute or until deactivated using an action. Using the device requires your action. Note: According to the lore of Gielinor, Keldagrim Dwarves are unable to cast magic without succumbing to Zamorak's curse. However, players should have the option to avoid such a limitation if they wanted to create a magic-using Keldagrim Dwarf character. Perhaps the character was blessed by a powerful priest of Saradomin, lifting the curse, or perhaps the character has made a deal with Zamorak himself to negate the effects of curse. Races of Gielinor — DragonZaid 50


Elf Elves are a tall, graceful, and diverse people that mainly live in Tirannwn, the westernmost region of Gielinor. They are a race with one of Gielinor's longest lifespans. Making little use of Human magic and technology, Elven society utilizes tools, weaponry, and magic based on the use of crystals. Elves have a deep connection with the crystal goddess Seren. Because of their rarity outside of the westernmost areas of Gielinor, many people regard the Elves as merely a myth. Appearance Elves have a similar appearance to Humans, but are slightly taller and more slender on average and have long, pointed ears. They are renowned for their beauty and grace. While most have fair skin with faint tints of pink or beige, Elves can have a variety of skin colors ranging from very fair to dark mahogany. Many have tattoos of swirling or sometimes angular patterns, usually on their faces. Most Elves, male and female, have long, straight hair that is typically either let down beyond shoulder length or put up with decorative circlets or other accessories. Their hair can be of any typical color— including blond, brown, black, and red—as well as any manner of unusual colors like green or magenta. Bound to Seren Before coming to Gielinor, the Elves lived on Tarddiad, a world covered in trees and crystalline structures. They lived in a peaceful and harmonious society organized into nine clans. When Seren arrived, she took an interest in the world and its inhabitants. She bestowed upon them many gifts of knowledge to improve their quality of life, such as the ability shape crystals into useful forms through a type of magical chanting known as crystal singing. The Elves quickly grew to adore Seren, and she grew very fond of them as well. She loved and cherished them, and saw herself as a maternal figure to them. During Seren and the Elves' time on Tarddiad, one of Seren's most beloved Elves died of old age. In a desperate attempt to prevent something similar from happening in the future, the heartbroken goddess attempted to extend the lifespan of the Elves. In doing so, she inexplicably tied the race to herself, creating a powerful and unusual magical bond between them. Due to this bond, any Elf that wasn't in Seren's presence for an extended period of time would slowly grow ill and feverish, eventually leading to their death. For many years Seren sought a way to break the Elves' dependence on her so that they could live freely, but her search was fruitless. Shattered Goddess The Elves were one of the earliest races to arrive on Gielinor, being brought there by Seren in the early First Age. Most were very resistant to the idea of relocating, but Seren was able to convince them, emphasizing the world's great beauty and abundance of resources. Seren also hoped that she might find some way to wean the Elves off their dependence on her on this new world. The Cywir clan, which placed great value in history and tradition, decided to stay behind on Tarddiad. Seren and the Elves created Prifddinas, a great crystal city and one of the first establishments on Gielinor. Races of Gielinor — DragonZaid 51


The Elves remained mostly isolated from the bloodshed of the God Wars, with the exception of a small minority who chose to leave Tirannwn in order to fight. When the wars ended and the gods were being banished from Gielinor, Seren knew she couldn't simply leave her Elves behind, for they would almost certainly all grow ill and die once separated from her. Instead, she shattered herself into many shards of crystal containing her very being. The process would destroy her, but the pieces of crystal would fulfill the bond, preventing the Elves from dying. The Elves mourned the loss of their beloved goddess, but for the first time in generations, they were free of their dependence on Seren. I cannot help but wonder if it is this strange new arrival. A woman, of sorts, not Elven but something...different. Her skin sparkles in the sun and it is as though she is made from brilliant crystal. She is remarkable. She calls herself Seren and she wishes to be our friend. She has fallen in love with our world and with our people and she has offered us gifts of knowledge and magic. There are talks that she is more than she seems. Are the rumours true, has a god come to raise us up? She has brought us together in a way I never thought possible. So many of the families gather now at her side and she follows through with her promise. She has taught us how to tend the fields, how to grow our food rather than hunt it. Only house Cywir holds back from her teachings, those traditionalists despise change. We invited her to the harvest celebration. She seemed to delight in our quaint customs and she performed miracles, causing flowers to bloom out of season and causing the crystals around her to sing along with us. It was wonderful. She is wonderful. She has pledged to stay with us and Ceidwadd has begun spreading word of her divinity. We are a blessed people. The Lost City With Seren gone, the Elves were without guidance for the first time. The current ruler of the Elves, King Baxtorian Cadarn, and the Cadarn Clan attempted to retain order within Elven society as well as expand their presence eastward. They lead the construction of a route through the Galarpos Mountains to the east of Tirannwn and created establishments in what is now the Kingdom of Kandarin. While the King and much of the Cadarn clan were away, issues arose in Prifddinas. The Iorwerth Clan abandoned Seren, turning instead to a being known as the Dark Lord. They took control of the city, sparking the Elven Civil War between the Iorwerth and the other seven clans of Tirannwn. The Iorwerth were powerful warriors, crushing their opponents with relative ease. The lives of many Elves on both sides were lost in the war. After failed attempts to suppress the Iorwerth Clan and liberate Prifddinas, King Baxtorian organized efforts to rescue the Elven Council of Elders. The council then performed a powerful ritual beneath the city, reverting the entirety of Prifddinas into the form of a crystal seed. Anyone within the city at this time was also preserved within the crystal. While the majority of the forces of the civil war were preserved within the crystal seed of Prifddinas, the Iorwerth Clan was still able to maintain power over much of Tirannwn due to a significant amount of Elves having been outside the city at the time of the ritual. The other clans attempted to retake Tirannwn, but were hunted down by the Iorwerth. Those that remain now hide in the forest of Isafdar and the small village of Lletya, while the Iorwerth control the chasm left behind by Prifddinas and its surroundings. After a few weeks Adwr returned, the only one of the five scouts that made it back. A council was called to listen to his news. He told us of the chaos he had seen; Elves killing Elves in the streets of Prifddinas and the seizing of the Tower of Voices by Iorwerth Clan, their forces denying access to all those not of their bloodline. Hearing all this sparked a debate that continued for days. Many plans were put forward of how we should deal with the problems back home. Ideas ranging from the assassination of Lord Iorwerth to just leaving the western Elves to kill each-other were suggested. It was at this suggestion that the Baxtorian quoted the Cerddi, telling all those present that "Only together as the eight clans can we hope to survive in this hostile new world" , he then pledged Clan Cadarn to stop the madness that had befallen Prifddinas and so started the Baxtorian campaign. Elven Clans Elven society is divided into nine clans, families from their home world of Tarddiad. The clans are distinguished by bloodline, and each specializes in a particular craft or set of skills. Before the Elven Civil War, the clans ruled over Elven society equally. Cywir Clan The Cywir Clan was the only one to remain on Tarddiad when Seren brought the rest to Gielinor. They chose to do this due to the great value that they placed in history and tradition. Amlodd Clan The Amlodd Clan holds a strong connection with nature and the spirit plane. They specialize in conjuration and transmutation magic. Cadarn Clan The Cadarn Clan have military roots, holding the responsibility of protecting the other clans. They specialize in archery and evocation magic. Races of Gielinor — DragonZaid 52


Crwys Clan Like the Amlodd Clan, Elves of the Crwys Clan hold a strong connection with nature. They are skilled botanists and farmers in charge of growing food, herbs, and trees for the other clans. Hefin Clan The Hefin Clan are a pious clan with an especially strong connection to Seren. They are some of the most dexterous of the Elves, and many members of the clan serve as monks, priests, and clerics. Iorwerth Clan The Iorwerth Clan is comprised of warriors, assassins, and slayers of beasts. They initiated the Elven Civil War and still rule over most of Tirannwn at present day. Ithell Clan The Elves of the Ithell Clan are talented craftsmen who pursue a variety of trades, including woodworking, pottery, jewelry, and construction. They are also the most skilled at crystal singing. Meilyr Clan The Meilyr Clan are herbalists known for their experimentation with herbs and other ingredients to create useful potions. They are also knowledgeable explorers and delvers of dungeons. Trahaearn Clan The Trahaearn Clan are hard working Elves that specialize in mining and metalwork. They are responsible for harvesting useful ores and creating the majority of the metal objects required by the other clans. Elf Names Elves have gendered names between one and four syllables. Male Names: Alfon, Arianwyn, Briallen, Cynog, Daffyd, Dilwyn, Erethdor, Essyllt, Gethin, Gruffydd, Helwyr, Idris, Islwyn, Morvran, Nissyen, Oluien, Rhodri, Sior, Teclyn, Trevelian, Wythien Female Names: Adyna, Auron, Bronwyn, Eilwynn, Eirlys, Eluned, Gwir, Haluned, Heriau, Ilfeen, Iona, Lunet, Mawrth, Merethiel, Mhistyll, Myfi, Oronwen, Rhiannon, Tiwlip Elf Traits Ability Score Increase. Your Dexterity score increases by 2, your Wisdom score increases by 1, and one other ability score of your choice increases by 1. Age. Elves mature at a much slower rate than Humans, and are still considered children until they are about a century old. Elves can live to be about 500 years old. Alignment. Before the Iorwerth Clan rose to power, Elves lived in a cooperative society where each clan worked together for the benefit of all. At the same time, Elves believe that it is important for people to have the freedom to live as they choose. Most Elves are neutral or good, and they range between the gentler aspects of law and chaos. Certain Elves, however, such as some members of the Iorwerth Clan, may be more inclined toward evil. Size. Elves have a similar build to Humans, but are slightly taller and more slender. They are between just under and well over 6 feet tall. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Elven Versatility. You gain proficiency in any combination of two skills or artisan's tools of your choice. Crystal Singing. Once you reach 3rd level, you can cast the magic weapon spell as a 2nd-level spell once with this trait, and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for this spell. When you cast this spell using this trait, the targeted weapon takes on a crystalline appearance for the spell's duration. Languages. You can speak, read, and write Common and Elvish. Races of Gielinor — DragonZaid 53


Fairy Fairies are a race of small, winged, humanoid-fey creatures from Zanaris, Gielinor's moon. They take great delight in all things to do with magic and mischief. They mostly stay completely hidden from the inhabitants of Gielinor, but have a strong connection with its balance of nature. Appearance While they bear a strong resemblance to humans, Fairies are not too dissimilar from bugs, with fast beating wings, antennae, and large eyes. They have one to two pairs of wings resembling those of a butterfly, which are typically white with brightly shaded tips of various colors. Their small and slender bodies allow them to fly almost constantly, though they have trouble maintaining height. Zanaris Fairies live primarily on Zanaris, Gielinor's only moon. Zanaris is a strange world completely alien to Gielinor. The Fairies have developed a society there, ruled over by a Fairy Queen, where they live amongst the trees and glowing mushrooms. The moon is inhabited by many unusual creatures in addition to Fairies. Dangerous aberrations referred to as otherworldly beings stalk the remote areas of Zanaris. It is also home to friendly alien creatures which the fairies call the Gatekeepers, which hold the responsibility of guarding the entrances of the Fairies’ establishments and protecting them from harm. A variety of strange plants and plant creatures live on Zanaris as well. Mutated zygomites lurk the wilds of Zanaris, burying themselves mostly beneath the ground and disguising themselves as ordinary mushrooms as they wait for unsuspecting victims to come near before ambushing them. Other aggressive plant creatures known as Tanglefootii that bear a resemblance to tree roots dwell in caves beneath the ground, emerging occasionally to attack the Fairies. One With Nature Zanaris and the Fairies were created by the elder god Bik in an effort to create a perfect world. In present day, the majority of fairies are followers of Guthix, as he and them share a strong connection to nature. The most powerful Fairies hold the responsibility of maintaining Gielinor’s weather, the growth of its crops, and the passing of its seasons, traveling to Gielinor in order to do so. These efforts are overseen by a Fairy known as the Co-ordinator. The Fairies travel between Gielinor and Zanaris utilizing fairy rings, a system of concentric rings of magical mushrooms placed throughout Gielinor and Zanaris. Only the Fairies know how to operate the rings, and they do their work on Gielinor in secret, utilizing their natural stealth and small size to remain unseen. Fairy Names Fairies typically use a single given name, and sometimes choose to precede their given name with the word "Fairy". Given Names: Aeryka, Bethan, Cait, Chaeldar, Cormac, Donnacha, Fionn, Jukat, Lunderwin, Nuff, Ronan, Rosie. Fairy Traits Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1. Age. Fairies age at a similar rate to humans in their early lives, but cease aging almost entirely once they reach early adulthood, living lives of prolonged youth. They can live for as long as about two centuries. Alignment. Fairies love freedom, living in a loosely structured society that embraces gentle aspects of chaos. They value the freedom and wellbeing of others, and are more often good than not. Size. Fairies are considerably small creatures, even compared to the smallest humanoids. They average about 3 feet tall and weigh between 20 and 30 pounds. Your size is Small. Speed. Your base walking speed is 25 feet. Flight. You have a flying speed equal to your walking speed. You can't use this speed if you're wearing medium or heavy armor. Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep. Zanarian Talent. You have proficiency in your choice of one of the following skills: Deception, Nature, Persuasion, and Stealth. Fairy Magic. You know the druidcraft cantrip. Once you reach 3rd level, you can cast the misty step spell once with this trait, and regain the ability to do so when you finish a long rest. You are briefly surrounded by a colorful swarm of fluttering butterflies, rather than silvery mist, when you cast this spell with this trait. Charisma is your spellcasting ability for these spells. Hybrid Nature. You have two creature types: humanoid and fey. You can be affected by a game effect if it works on either of your creature types. Languages. You can speak, read, and write Common and one other language of your choice. Races of Gielinor — DragonZaid 54


Gnome Gnomes are a race of small humanoids that can be found sparsely throughout many regions of Gielinor. The majority of them, however, make their residence in remote establishments in the Kingdom of Kandarin. Gnomes have a strong connection with nature, usually choosing to make their homes in treetops or thick forests. Many of them are followers of Guthix. The Gnomes are also one of the most intelligent races of Gielinor, having created technology rivalled only by the Dwarves and the Dorgeshuun. Appearance Gnomes are very short in stature and have slender figures, making them one of the lightest races of humanoids on Gielinor. They have big, wide heads and large noses, eyes, and pointed ears. Most Gnomes are fair-skinned, but some have slightly darker, tanned skin. They have hair in various shades of brown, copper, and black, and brown or pale blue eyes. Resurfacing During the Second Age, the Gnomes constructed large cities with sophisticated technology that has since been lost to time. When the God Wars began, they hid below ground in order to avoid the bloodshed and heavy casualties many other species suffered. Once the wars were over, around the start of the Fourth Age, they returned to the surface and created new establishments in Kandarin. A great, magical tree called the Grand Tree was planted in northern Kandarin, and the Tree Gnome Stronghold was constructed in and around it. The Gnomes also founded Tree Gnome Village, surrounding it by a complex maze of tall hedges and foliage in order to prevent outsiders entering. At present day, Gnomes have a developed society where many live as craftsmen, farmers, tinkerers, wizards, rangers, chefs, teachers, and workers. They have a powerful military that is capable of overwhelming most armies due in part to their sheer numbers, and train terrorbirds and giant tortoises to be mounts in combat as well as for civilian use. Most Gnomes lead cheerful lives, finding fulfillment in friends, family, nature, religion, and life's simple pleasures. Gnome Names Gnomes use one to two gendered given names and a single surname. Male Names: Aluft, Blurberry, Bolkoy, Caranock, Daero, Dalbur, Elkoy, Ferrnook, Gloughrie, Hazelmere, Heckel, Klemfoodle, Lumdo, Montai, Narnode, Spanfipple, Timble, Wurbel, Zooknock Female Names: Ani, Anita, Azalea, Cheri, Dalila, Damwin, Fara, Femi, Golrana, Laidee, Meegle, Mieliki, Prissy, Sarble, Terri Surnames: Arblenap, Avlafrim, Blinkin, Butternut, Cianta, Funch, Gianne, Glyph, Gnonock, Imblewyn, Manglethorp, Oakheart, Onglewip, Scilla, Shareen, Skernip, Squecks, Tapio, Winkin Gnome Traits Ability Score Increase. Your Intelligence score increases by 2, and your Dexterity score increases by 1. Age. Gnomes mature at the same rate as humans, and most are expected to settle into adult life around the age of 40. They can live to 350 years on average, but it's not too uncommon for them to reach 500 years of age. Alignment. Gnomes are generally good. Those who tend towards law are sages, engineers, researchers, investigators, or inventors. Those who tend towards chaos are often minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are light-hearted, and even the tricksters amongst them favor harmless pranks over vicious schemes. Size. Gnomes are between 3 and 4 feet tall and weigh around 40 pounds. Your size is Small. Speed. Your base walking speed is 25 feet. Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saves against magic. Natural Illusionist. You know the minor illusion cantrip. Intelligence is your spellcasting ability for it. Speak with Small Beasts. Through sound and gestures, you may communicate simple ideas with Small or smaller beasts. Languages. You can read, speak, and write Common and Gnomish. Races of Gielinor — DragonZaid 55


Goblin Goblins are short, green-skinned humanoids that take great enjoyment in fighting, stealing, and mischief. They are some of the most devoutly Bandosian creatures of Gielinor. Goblins can be found all throughout Gielinor, living in small groups or moderately sized villages between towns in the kingdoms of Misthalin, Asgarnia, and Kandarin among other places. Note: For the Dorgeshuun race, also known as Cave Goblins, see Dorgeshuun. Appearance Goblins are smaller than most humanoids, usually standing with a hunched posture. They have green skin, yellowish eyes, and long, outward-pointing ears. Their lower jaws have underbites with a few long teeth that poke upward, resting outside the mouth. The least strong of Bandos' followers, Goblins' bodies are generally thin and lanky with long limbs. Blind Servitude Goblins were originally a gentle, more intelligent race living on a fertile world filled with beautiful plant life called Yu'biusk, where they survived primarily as hunter-gatherers. In the First Age, the war god Bandos discovered Yu'biusk and the Goblins. Despite their weak physique, Bandos knew he could convince the Goblins to be expendable and extremely loyal footsoldiers. The Goblins quickly came to revere Bandos, calling him "The Big High War God" , a nickname still frequently used at present day. Bandos trained the Goblins to be stronger, quicker, and deadlier, arming them with powerful weapons, appointing leaders to guide them, and organizing them into twelve tribes. During the Second Age, Bandos brought the Goblins to Gielinor. During the God Wars, the Goblins were deployed in massive numbers, suffering heavy casualties. Blinded by their faith in Bandos, however, the Goblins cared little for their fallen brethren. The Chosen Commander After the gods were banished from Gielinor and the wars ended, the Goblins' loyalty to Bandos remained strong. However, without Bandos' leadership, the race fell into disarray. The many tribes of Goblins warred with one another for years. During one battle, now known as the Battle of the Plain of Mud, all twelve of the tribes fought one another, resulting in heavy bloodshed and massive losses. During the night after the battle, Bandos proclaimed a message to the leaders of each tribe, telling them that one day he would send a "Chosen Commander" to Gielinor. What exactly the purpose of the Chosen Commander will be is still debated. At present day, some Goblins believe that the Chosen Commander will guide the Goblins to conquer all of Gielinor, and others think it will bring peace to the race. Goblin Names Goblins refer to one another using a single given name. Their names typically consist of an adjective or noun, often having to do with nature, followed by a part of the body. Goblin Names: Bentnose, Clothears, Goutbones, Grimspike, Grubfoot, Lumpnose, Mosschin, Mossfists, Mudknuckles, Redeyes, Slimetoes, Smellytoes, Snailfeet, Snothead, Steelwill, Strongbones, Wartface, Wormbrain In beginning all gods have big war. Each god find army to fight for him. Big High War God not have army. Big High War God go to short-beardy-people and ask, Will you fight in my army? But beardyshort-people say, No, we fight for god of shiny light. Then Big High War God go to demons and ask, Will you fight in my army? But demons say, No, we fight for God of Dark Fire. Then Big High War God go to tall people with keen blades and ask, Will you fight in my army? But tall people with keen blades say, No, some of us fight for god of shiny light and some of us fight for God of Dark Fire, but none of us fight for you! Big high war god very sad. He travel east and west, north and south, across land looking for army to fight for him. Then Goblins say, We fight for you! At that time Goblins very weak, very small, soft skin. Not like Goblins today! But Big High War God say, I will make you my army. So Big High War God train Goblins so they very strong. He give them good armour so they not be harmed. He make them strong in spirit so they not afraid of battle. He give them commanders so they know which way to go. He divide Goblins into twelve tribes and send them into battle! Races of Gielinor — DragonZaid 56


Goblin Traits Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1. Age. Goblins reach adulthood at age 8 and live up to 60 years. Alignment. Goblins are typically neutral evil, putting their own needs before anyone else's. A few Goblins tend toward neutrality or, in rarer cases, good, and some tribes form shaky peace treaties with nearby settlements. Size. Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small. Speed. Your base walking speed is 30 feet. Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Fury of the Small. When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest. Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns. Languages. You can speak, read, and write Common and Goblin. The Common language is typically not taught amongst Goblins very well, causing them to often speak and write with broken grammar while using it. The war of gods last many lifetimes. Battle is glorious and many heroes live and die! Then all gods leave world, leave their armies behind. But Goblins still soldiers, still fight! Goblins fight against tall people with keen blades. But tall people build cities with walls, they not want to fight. They not true soldiers like Goblins! But now Goblins not have enough to eat, and have no commanders to tell them who to fight. So Goblin tribes fight one another. At last all Goblin tribes have big battle on plain of mud. Battle last many days and many Goblins die, battle is glorious! But Goblin corpses cover the ground and it look like all die. Then Hopespear of the Narogoshunn tribe have vision of Big High War God. In night while soldiers rest he call leaders of all tribes together to give them message. This is the word of Big High War God: Battle is indeed glorious and Goblins are soldiers but if there too much battle all Goblins die! No more must Goblin fight against Goblin or tribe against tribe. Goblins must find other enemies to fight, but not fight each other! And this is the word of Big High War God: Today I cannot lead you, but someday I will send a new Commander to lead you. Under new Commander Goblins will conquer all of Gielinor, every race and every god! And then Big High War God will return and sit on throne of bronze and rule over all. War will end in victory and victory will last forever! So leaders of tribes stop battle. And on plain of mud all tribes build temple to Big High War God and offer sacrifices. Races of Gielinor — DragonZaid 57


Gorajo Gorajo are a race of humanoid creatures that were accidentally brought to Gielinor from the spirit plane. They live in tight-knit tribes with strict roles that work in close unison in order to succeed. Gorajo vary in appearance and ability depending on their role. They have a strong belief in reincarnation, believing that when they die, their souls are reincarnated into the body of another Gorajo or other creature from their plane. Appearance Gorajo share a similar size and shape to most humanoids, but have several animalistic features. They are slightly shorter than humans, with varying skin tones ranging between pale hues of blue, orange, and beige. They have jagged, tribal patterns of darkened skin all over their bodies. They have blank, white eyes, and long, lizard-like tails. One to two pairs of goat-like horns sprout from their heads and curve in various directions. Their hands have three fingers each, which are tipped with claws. Everything for the Tribe Gorajo work together in tight unison with their tribe. The individual has no place among the Gorajo. Everything they do is for the benefit of the tribe, and it is not the Gorajo way to feel wanderlust or the need to be alone. Those are said to be the thoughts of Ramokee, or exiled Gorajo. Arrival In the Fourth Age of Gielinor, a powerful Mahjarrat named Bilrach excavated and created the mysterious dungeons of Daemonheim in hopes of using the power he believed to be below the ground to aid Zamorak. To help with this process, he experimented with portal magic, intending to use them to facilitate the excavation as well as keep others away from his operation. During his experimentation, Bilrach accidentally opened a portal to the spirit plane, bringing the Gorajo to Gielinor. He initially tried to get them to join in his cause, but they protested to his use of necromancy and summoning of demons. Many Gorajo were killed in the ensuing fight, but some escaped into the rest of Gielinor. Races of Gielinor — DragonZaid 58


Ramokee If a Gorajo commits a serious enough crime or mistake against their tribe, it is exiled to live alone without their clan. A Gorajo that has been exiled in this way is dubbed a Ramokee. Ramokee live in their own tribes and do not specialize like the Gorajo do. Because they tend to struggle to survive without the help of their tribe, they often resort to stealing from the Gorajo to make ends meet. A Ramokee's exile continues through to any of its descendants as well; any child of a Ramokee is also considered a Ramokee. Gorajo Names Gorajo place little value in individuality. They don’t use given names, but instead refer to one another solely by their titles, or “paths.” These paths signify their occupation and skills. When a task needs to be performed, it is not an individual who is needed, but a role. If a Gorajo makes a mistake or is not able to perform their role effectively, it is considered to be a dishonor for all members of their path. The six paths are Skinweaver, Hoardstalker, Worldbearer, Stormbringer, Deathslinger, and Bloodrager. Gorajo Traits Ability Score Increase. Your Wisdom score increases by 1. Age. Gorajo mature at about the same rate as humans and reach adulthood in their late teens. They live longer than humans do, up to about 250 years. Alignment. Gorajo tribes have a strong dependence on specific roles and paths to be carried out by each member, and are inclined toward lawfulness. Their ways of life tend to push them toward neither good nor evil. Size. Gorajo are slightly smaller than most humanoids, and vary in height and weight depending on their subrace. They are between just under 5 feet to 5 and one half feet tall and weigh between 80 and 130 pounds. Your size is Medium. Speed. Your base walking speed is 30 feet. Horns. You can use your horns as natural weapons to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Languages. You can speak, read, and write Common and Gorajo. Subrace. There are six different types of Gorajo, usually referred to as paths. A Gorajo’s path indicates its occupation, skills, and physical appearance. These paths are Skinweaver, Hoardstalker, Worldbearer, Stormbringer, Deathslinger, and Bloodrager. Choose one of these subraces. Skinweaver Skinweavers are often tasked with accompanying groups of warrior Gorajo to tend to their wounds and injuries. They are small with slender bodies and long, thin horns that curve upward. Rather than walking, they levitate a short distance above the ground. Ability Score Increase. Your Wisdom and Dexterity scores increase by 1, for a total Wisdom score increase of 2. Levitation. You have a flying speed equal to your walking speed and can hover. To use this speed, you can’t be wearing medium or heavy armor. If you end your turn while more than 5 feet above the ground, you fall until you reach this height. Magicweaver. You know the resistance cantrip. When you reach 3rd level, you can cast cure wounds as a 1st-level spell with this trait. When you reach 5th level, you can also cast lesser restoration with this trait. Once you cast cure wounds or lesser restoration with this trait, you can't cast that spell with it again until you finish a long rest. Wisdom is your spellcasting ability for these spells. Each day my shame gets harder to bear, like an ox dragging a mountain to which a pebble is added every day. Of the Skinweavers, I alone was chosen to accompany the party that my brethren sent through to the Dark One's realm. My task was to keep them alive. I am all that remains. The failure of my task is as clear as mountain spring. I cannot return to the Gorajo. I will not inflict my shame upon my people. I will remain in this world, and do what I can to aid those strong or foolhardy enough to challenge the Dark One. This area is full of unstable passages to other worlds that bring unspeakable beings into this one. I seek to stem the flow of evil, to protect the ones from this world from the fate that befell my brethren. Perhaps they can succeed where I could not, and I can take some semblance of comfort from knowing I helped the ones who may one day avenge my fallen brethren, and lift even a little of this mountain of shame from my shoulders. Hoardstalker Hoardstalkers have the responsibility of scavenging for materials, creating weapons, and safeguarding assets from the Ramokee and other threats for their tribe. They have short, thick horns that curve upward along the sides of their heads. Ability Score Increase. Your Intelligence score increases by 2. Scavenger. You have proficiency with two of the following skills of your choice: Investigation, Nature, Perception, Survival. Crafter. You have proficiency with one set of artisan’s tools of your choice. Nature's Artisan. As part of a short rest, you can harvest wood or stone from a tree, bush, boulder, cliff face, or other appropriate source as determined by the GM to create one of the following items: a shield, a club, a javelin, a dagger, a light hammer, or a mace. To use this trait, you need a blade, such as a dagger, or appropriate artisan’s tools, such as mason’s tools, dependent on the type of materials used. Worldbearer Worldbearers are in charge of helping to carry the burdens of the other Gorajo by aiding in travel and other work, such as preparing and serving food. They are the bulkiest of the Gorajo, and have short, wide horns that point forwards along the sides of their heads. Races of Gielinor — DragonZaid 59


Ability Score Increase. Your Constitution score increases by 2. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Steady Moving. As a Worldbearer, you are accustomed to constantly working and moving at an unyielding pace. Your speed cannot be reduced by magic unless it reduces your speed to zero, prevents you from moving entirely, or causes you to become exhausted. Reduced Burden. You have the ability to magically shrink objects to a smaller size in order to make it easier to carry them. You can touch an object no larger than Medium for 1 minute, causing it to shrink. The object’s size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category–from Medium to Small, for example. You can use this feature three times. You regain all expended uses of it when you finish a long rest. You can spend 1 minute touching an object that has been shrunk in this way to revert it back to its original size without expending a use of this feature. Stormbringer Stormbringers act as warriors that utilize magic, and have a particular talent for thunder and lightning spells. They are small with slender bodies and long, thin horns that curve upward. Similar to the Skinweavers, they levitate a short distance above the ground rahter than walking. Ability Score Increase. Your Charisma score increases by 2. Levitation. You have a flying speed equal to your walking speed and can hover. To use this speed, you can’t be wearing medium or heavy armor. If you end your turn while more than 5 feet above the ground, you fall until you reach this height. Storm Magic. You know the shocking grasp cantrip. When you reach 3rd level, you can cast thunderwave as a 1st-level spell with this trait. When you reach 5th level, you can also cast gust of wind with this trait. Once you cast thunderwave or gust of wind with this trait, you can't cast that spell with it again until you finish a long rest. Charisma is your spellcasting ability for these spells. Deathslinger Deathslingers act as warriors that typically utilize stealth and ranged weaponry to hunt prey and defend their tribe. They are light on their feet with slender bodies and long, thin horns that curve backward from the sides of their heads. Ability Score Increase. Your Dexterity score increases by 2. Nimble. You have proficiency in the Acrobatics and Stealth skills. Fleet of Foot. Your base walking speed increases to 35 feet. Poisonous Touch. Using an action, you can touch one piercing or slashing weapon or up to 5 pieces of ammunition, enchanting them with a magical poison. For the next 1 minute, any attacks made with the weapon or ammunition deal an extra 1d4 poison damage. You can use this feature once, and regain the ability to do so when you finish a short or long rest. Bloodrager Bloodragers act as warriors that usually utilize their brute strength and melee weaponry to hunt prey and defend their tribe. They are the strongest of the Gorajo, with muscular bodies and large, thick horns that curl outward from the sides of their heads. Ability Score Increase. Your Strength score increases by 2. Natural Athlete. You have proficiency in the Athletics skill. Goring Rush. Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action. Bloodrage. The sight of your enemies’ blood bolsters your adrenaline, helping you to occasionally shrug off later wounds. When you hit a creature with a melee attack and reduce it to 0 hit points, you can use your reaction to gain temporary hit points equal to 1d10 + your Constitution modifier. After you use this trait, you can’t use it again until you finish a short or long rest. Races of Gielinor — DragonZaid 60


Hobgoblin Hobgoblins are a race of stocky, green-skinned Humanoids said to be descended from the Ork and Goblin races, having some of the greatest characteristics of each. They are among the most devout followers of Bandos, having passed down his teachings for many generations and taking them as law. Appearance Hobgoblins bear visual traits similar to their Goblin and Ork ancestors. They have dark green skin which is lighter around their faces, chests, stomachs, and parts of their arms. They are slightly shorter than Humans on average, but have a significantly stockier build. Their arms are muscular and very long, and they have large heads, hands, and feet. Their grimacing grins consist of large pointed teeth and a pair of wide tusks that jut from the backs of their lower jaws. They have yellowish eyes, huge, curved noses, and long ears that angle outwards from the sides of their heads. Dual Ancestry According to legend, Bandos sought to create a new type of warrior for his wars and games some time after the Goblins and Orks were brought to Gielinor in the Second Age. Rather than being a simple half-breed race, Hobgoblins were created through generations of selective breeding between these two races. Bandos was pleased with the eventual result, having created a race that combined some of the best traits of their ancestors. Hobgoblins made for excellent soldiers with more well-rounded combat skills, inheriting some of the brutish strength and fortitude of the Orks and some of the dexterity and cunning of the Goblins. They turned out to be a slightly more intelligent race than either the Orks or Goblins, and could act more strategically and cohesively in combat, being especially skilled in guerilla combat techniques. Hobgoblin Names Hobgoblins typically have brutish sounding names that are ungendered. Names: Bogal, Gra'magor, Granob, Gundak, Hobnob, Hor'makog, Lorgon, Magtol, Reldak, Urgun'tal, Vukto'gal Hobgoblin Traits Ability Score Increase. Your Strength, Dexterity, Constitution, and Intelligence scores each increase by 1. Age. Hobgoblins mature at the same rate to Humans and have lifespans similar in length to theirs. Alignment. Hobgoblins’ devout following of Bandosian ideologies makes them more often lean lawful than chaotic. They are most often evil. Size. Hobgoblins have a slightly shorter and stockier build than humans, averaging about 5 feet tall and weighing between 150 and 200 pounds. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Bandosian Training. You gain proficiency with two martial weapons of your choice and with light armor. Guerrilla Fighter. You gain a bonus to initiative rolls, and on your first turn during combat, you gain the same bonus to the first attack roll you make against a creature that has not yet acted. This bonus is equal to your Intelligence modifier (minimum of 1). Languages. You can speak, read, and write Common, Goblin, and Ork. The Common language is typically not taught amongst Hobgoblins very well, causing them to often speak and write with broken grammar while using it. With a gesture, the robed figure collapsed the portal. Before the sides could shutter closed, the Hobgoblin slave passed through the portal and tumbled into the other realm. A wave of energy from the portal rolled him along an insufferably hot stone floor, stopping at the foot of a giant red structure. Lying on his back, the slave could feel his back cooking with the heat. The portal disappeared into nothingness. "You have done well." The whisper repeated in the Hobgoblin geomancer's ears as he used the red structure to pull himself awkwardly from the floor. Stumbling back on weak legs, he stared about him. There was no mistaking where he was: Kal'Ger's throne room, empty of demons. To his back was the archdemon's throne; to his right a forge; great weapons arrayed on the walls. In front of him was a spinning ball of demonic energy, crackling as electricity surged about it. The Hobgoblin could feel his strength returning to him, simply by standing within its glow. "Now, complement your power." Gra'magor, the Hobgoblin, strode purposefully towards it. Races of Gielinor — DragonZaid 61


Human Humans are an adaptable race that in recent Gielinorian history have risen to great power and numbers. They can be found all throughout the world in establishments ranging from remote villages to the largest of cities. History of Struggle In the early ages of Gielinor, Humans lived as a nomadic people. They spread across the world, but mostly established only small towns and villages. Many Humans took part in the God Wars, most siding with Saradomin, but some with Zamorak as well. During the bloodshed of the wars, the race, like many others, was nearly wiped out entirely. Those that survived were scarred by the war, becoming more violent and aggressive than their ancestors. This lead to the Humans returning to a nomadic life, this time competing violently with themselves and other races for territory and resources. This behavior continued until the end of the Fourth Age. Rise to Power At the dawn of the Fifth Age, the Fremennik people accidentally discovered the Humans' potential to more easily harness the powers of magic. Some Fremennik strongly opposed the use of this magic, believing that it was a power meant only for the gods and that they would be struck down by said gods if they were to utilize it. Others believed the power should be used to defend themselves from other races that were constantly seeking to conquer their land. Eventually, this discovery was spread throughout the world, allowing Humans to much more easily defend their settlements from attackers. Before long, the race had become the most populous and dominant species of Gielinor, establishing large kingdoms throughout the world. Human Names and Ethnicities Humans belong to a variety of different cultures and live in many different locations throughout Gielinor. While most religious Humans are followers of Saradomin, many others dedicate themselves to Guthix, Zamorak or other gods. On Gielinor, five basic Human ethnic groups are widely recognized. These groups and the typical names of their members can be used as inspiration no matter where a Human character comes from. Although this list contains the most prominent Human ethnic groups, there are countless smaller groups and subgroups of ethnicities in addition to those listed here. Mainland Kingdoms Humans from the mainland kingdoms of Misthalin, Asgarnia, and Kandarin make up a very large portion of the Humans on Gielinor. Most are of an average size, are fair-skinned or lightly tanned, and have dark hair and eyes. However, these traits are hardly universal. As they occupy such a large portion of the world, they are very diverse with a wide variety of skin and hair colors and appearances. Races of Gielinor — DragonZaid 62


Male Mainland Kingdom Names: Aubury, Baraek, Caden, Charles, Edmond, Flynn, Horacio, Jerico, Lawrence, Milton, Orlando, Richard, Straven, Thias, Wilfred Female Mainland Kingdom Names: Alrena, Anna, Elena, Elsie, Gertrude, Iffie, Katrine, Launa, Marion, Martina, Thessalia Mainland Kingdom Surnames: Ardignas, Azro, Brigson, Carnillean, Clerksin, Doar, Enroy, Giste, Galen, Hurma, Jones, Leacke, Remanis, Rovin, Scorsby, Smith, Torpe Kharidian Found primarily in the scorching Kharidian Desert and surrounding areas, Kharidians are slender, tawny-skinned folk with brown hair and eyes. They live in small villages, such as Nardah, and large cities, such as Al Kharid, all across the desert region. Male Kharidian Names: Ali, Batal, Ellis, Fadli, Faruq, Hassan, Ima, Jadid, Karim, Khamud, Malik, Psamtik, Qaseem, Rhotep, Sedu, Tarik, Usi, Waseem, Zeke Female Kharidian Names: Acenath, Bes, Charnak, Dafi, Dalal, Eshe, Habibah, Jeed, Meena, Munsim, Nefertari, Pia, Ranael, Shiratti, Tafani, Wafa, Zahra Fremennik The Fremennik people are fair-skinned Humans with brown eyes and hair ranging from brown to dark blond. They are slightly bulkier and more muscular than most other Humans, and make their residence in the Fremennik Province north of Kandarin, isolated from much of the technology and magic of most other Human establishments. Many live in the town of Rellekka, while some others live on various islands in the sea to the northwest. One such island, Lunar Isle, is home to the Moon Clan, a group of Fremennik who fully embraced the rise of Human magical ability. Male Fremennik Names: Baldor, Barkur, Daltin, Denkar, Doklak, Jarkur, Jikvald, Larkal, Lartor, Raktor, Rillah, Sigvald, Taldor, Thorkir, Tonlor Female Fremennik Names: Ballah, Barton, Darkal, Doklah, Jardar, Jiktor, Larlak, Lartin, Rakdur, Raldur, Sigtin, Tallim, Thordur, Tontin Karamjan The Karamjan people are native to the giant jungle island of Karamja. They are slightly taller and more slender than many other Humans, and have dark eyes, dark hair, and skin tones ranging from tawny to dark mahogany. They mainly live in small establishments such as Shilo Village and Tai Bwo Wannai. Other establishments on Karamja, such as the pirate town of Brimhaven, attract a more diverse group of people from all around Gielinor. Male Karamjan Names: Duradel, Fanellama, Jagbakoba, Kangai, Luthas, Murcaily, Obli, Rionasta, Safta, Saniboch, Sharimika, Tamayu, Timfraku, Tinsay, Yanni Female Karamjan Names: Buffeta, Jiminua, Kuradal, Layleen Wushankan The Humans of the Wushanko Isles, or eastern lands, come from a diverse group of cultures and have equally diverse appearances. They have skin tones ranging from fair to tanned. Many Wushankans who reach mainland Gielinor come from The Arc, the westernmost region of the Wushanko Isles. Male Wushankan Names: Ahoeitu, Alder, George, Hubbub, Max, Sarkhan, Ted, Xiang Female Wushankan Names: Evie, Halia, Jade, Lidyllad, Ling, Olivia, Rosie Human Traits Ability Score Increase. Your ability scores each increase by 1. Age. Humans reach adulthood in their late teens and live less than a century. Alignment. Humans tend toward no particular alignment. The best and the worst are found among them. Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium. Speed. Your base walking speed is 30 feet. Languages. You can speak, read, and write Common and one other language of your choice. Variant Human If your campaign uses the optional feat rules, your GM might allow these variant traits, all of which replace the Human's Ability Score Increase trait. Ability Score Increase. Two different ability scores of your choice increase by 1. Skills. You gain proficiency in one skill of your choice. Feat. You gain one feat of your choice. Races of Gielinor — DragonZaid 63


Ilujanka The Ilujanka are a race of reptilian humanoids originally from a peaceful, marshy world known as Iaia. After showing their talent at riding dragons during the Zarosian empire, they also became known as the Dragon Riders. Appearance Ilujanka bear a lizard-like appearance, with scaly skin in light shades of green, cyan, and purple. Their small heads have pointed snouts and a few short, externally resting teeth. They are slightly shorter than many humanoids, but have long arms and necks. They have four long fingers on each of their large hands and their feet are slightly webbed. Their fingers and toes are tipped with short claws that are used more often as tools than as weapons. A handful of short spines jut from their tails and wide necks. They have frills on their heads, backs, and tails which can expand and contract based on their mood. Natural Riders Ilujanka have a well-developed culture, although it is fairly primitive due to the lack of magic or technology on Iaia. They live mostly as farmers and craftsmen. They live in peace with one another and with large creatures inhabiting Iaia's marshland known as gurhs. In return for helping them search for food and tending to their eggs, these animals allow the Ilujanka to use them to plow their fields. Troubled Future There used to be many tribes of Ilujanka, but in present day, only one village remains; the result of the species mysteriously becoming infertile. Only one new Ilujanka is known to have been born in the last decade. Olun'dai Superstition is an important part of the Ilujanka's lives. They believe in an Olun'dai, a sort of predestined fate in accordance with which all events occur. Ilujanka highly value their own role in the Olun'dai, called the Olun'det. Because of this philosophy, they see themselves as equals to the other species on their planet, even if only they are sentient. In the philosophy of the Olun'det, they do not fear their extinction. They prepare the world for the other species and have accepted death. Ilujanka believe that when they die, their spirits are brought to an afterlife they call the Forest Beyond. Races of Gielinor — DragonZaid 64


Ilujanka Names Due to the small, secluded, and cooperative society they come from, Illujanka use only a single name. Their names are typically three to four syllables and are gender neutral. Typical Ilujanka names: Ablenkian, Apropos, Balustan, Carthalo, Hannibus, Morvannon, Sharrigan, Vindicta. Illujanka Traits Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1. Age. Ilujanka reach maturity at around age 25, and can live up to 300 years. Alignment. The Ilujanka's strong belief in the Olun'Dai gives them a lawful bent. They see themselves as equals to all other species regardless of intelligence or even sentience, and are typically neutral. Size. Ilujanka are slightly smaller than humans in size, with colorful frills that make them appear a little larger than they are when expanded. They average about 5 feet tall and weigh between 100 and 140 pounds. Your size is Medium. Speed. Your base walking speed is 30 ft. Beast Handler. While you can see a friendly creature you conjured, beast, or dragon within 30 feet, if you or the creature miss with an attack roll or fail an ability check or saving throw, you can add your proficiency bonus to the roll. If the roll already included your proficiency bonus, your proficiency bonus is doubled for the roll. You can use this feature once for a roll you make and once for a roll another creature makes, and you can't use it again until you finish a short or long rest. Coevolved Heritage. You have proficiency in the Animal Handling and Survival skills. Ilujankan Technique. You have proficiency with the lance, pike, and spear. Mind Bond. Ilujanka have the unique ability to form a bond with the minds of animals. You can spend 10 minutes bonding with a willing beast or dragon within 5 feet. You learn its emotional state and the surface thoughts of the creature—what is most on its mind in that moment. You are also able to learn its memories from the past 24 hours, and you can choose for it to learn the same information about you. What useful information you are able to determine from the creature's memories is at the discretion of the GM. You might be able to learn general information about the nearby terrain, the location of a grove of edible plants, or what types of predators lurk the area. Once you use this trait, you can't use it again until you finish a short or long rest. Languages. You can speak, read, and write Common and Draconic. Long ago, we lived on a world with no stars in the sky. It was a simple, beautiful world, and we had no reason to war each other. There were no enemies, threats or lies, and we were at peace with all creatures, including the great gurhs—huge creatures that roamed the marshes. We helped them to find food and—in turn—they allowed us to ride them, to plough our fields. We looked after their eggs, which was hard on many of us; while we longed to have children, our bodies had become infertile. No child has been born for decades, and soon the youngest of our people would be past childbearing age. One night, when all three moons were clear in the sky, a shadowy figure appeared on the outskirts of our settlement. When we approached him he would disappear; when we called to him he would not answer. After a time we grew accustomed to his watching. We returned to tending the gurhs, riding them as we ploughed our fields. Eventually, the shadowy man approached us. He spoke as if several voices were speaking at the same time: "I have an offer for your people: I can cure your infertility. You must stop playing nanny to these beasts and have children of your own. Come away from this world and receive my gift." Races of Gielinor — DragonZaid 65


Ork Orks are a race of bulky, green-skinned humanoids that, like the Goblins, originated from a world called Yu'biusk. During the God Wars, they fought as some of Bandos' fiercest warriors. Like many of his other followers, however, they lacked in intelligence what they possessed in strength. Appearance Orks have bulky, more muscular builds compared to most humanoids, and they usually stand with a slightly hunched posture. They have green skin, red eyes, and a single pair of large tusks protruding from their lower jaws. They have small legs compared to the rest of their bodies with long, muscular arms and outward pointing ears. Built for War Bandos discovered Yu'biusk and the Orks, among other species, some time around the First Age. Like the Goblins, the Orks quickly took to worshiping Bandos, referring to him as the "Big High War God". During their time on Yu'biusk, the Orks were subjected to many wars and games of combat in order to please their god as well as to be trained in the art of war. The Orks proved themselves to be a valuable asset to the war god, despite their lack of cunning, due to their strength and brutality. During the Second Age, they were brought by Bandos to Gielinor, where they eventually became a considerable portion of his armies during the God Wars. They fought as some of his fiercest warriors, specializing in melee combat, though many took up ranged weaponry or magic with considerable skill. By the time the wars were over and the gods were banished from Gielinor, many of the Orks had already been slaughtered in the bloodshed. The majority of those that remained were slowly wiped out or went into hiding away from large settlements. Ork Names Orks use simple, blunt names that are ungendered, typically with only a single syllable. Names: Bork, Dak, Gar, Gok, Gon, Horg, Kog, Lorg, Nob, Tal, Tog, Urg, Vuk, Zek Ork Traits Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1. Age. Orks reach maturity slightly more quickly than Humans. They can live up to around 70 years, but most do not die of natural causes. Alignment. Most Orks closely follow Bandosian ideologies, and enjoy dominating their foes or anyone who gets in their way. They are typically evil and can range between slightly chaotic and slightly lawful tendencies. Size. Orks are slightly shorter than Humans, but considerably bulkier. They average about 5 feet tall and weigh between 200 and 260 pounds. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Menacing. You have proficiency in the Intimidation skill. Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest. Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit. Languages. You can speak, read, and write Common and Ork. The Common language is typically not taught amongst Orks very well. This combined with their relatively low intelligence causes them to often speak and write with broken grammar while using it. Races of Gielinor — DragonZaid 66


Siren Sirens are a peaceful race of aquatic humanoids native to the eastern lands of the Wushanko Isles. Also known as seasingers, they share a deep connection with the ocean, and are known for their beautiful singing voices. Appearance Sirens have very slender figures compared to most humanoids, and are of average height. They have eyes and skin tones ranging from sea green to light blue. They have vertical fins on the tops of their heads, and hair-like tentacles hanging from their heads that typically fall just past the shoulder. Seasingers Sirens originate from Siren's Shell, an island in an area of the Wushanko Isles known as The Skull. Many others make their living in the coastal areas of The Arc, the westernmost region of Wushanko. Sirens have the innate ability to intertwine their singing voices with magic in a process known as seasinging, allowing them to speak with aquatic creatures and control water and the wind. While most Sirens are very peaceful, the most powerful and devious of them are said to be able to control colossal sea monsters and even the sea itself to do their bidding, to the detriment of unsuspecting sailors. Siren Names Sirens have gendered names between one and three syllables. Male Names: Alder, Hari, Seaworth Female Names: Boni, Keri, Name, Quin, Jemi, Kaula, Hakase, Umi, Remora Siren Traits Ability Score Increase. Your Charisma score increases by 2, and your Wisdom score increases by 1. Age. Sirens mature at a rate similar to Humans and live just over a century. Alignment. Most Sirens are good, living peaceful and harmonious lives with those around them. They and typically don't sway strongly toward either law or chaos. Size. Sirens are of a similar size to Humans, but are usually significantly more slender. They are between 5 and 6 feet tall and weigh between 70 and 120 pounds. Speed. Your base walking speed is 30 feet, and you have a swimming speed of 30 feet. Amphibious. You can breathe air and water. Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Convincing. You have proficiency in your choice of one of the following skills: Deception and Persuasion. Emissary of the Sea. Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return. Seasinger. You can perform a special type of singing interwoven with magic to cast charms and control air and water. You can cast charm person as a 1st-level spell with this trait. When you reach 3rd level, you can also cast gust of wind with this trait, and when you reach 5th level, you can also cast wall of water with it. Once you cast a spell with this trait, you can't cast it again until you finish a long rest. Charisma is your spellcasting ability for these spells. Languages. You can speak, read, and write Common and one other language of your choice. Races of Gielinor — DragonZaid 67


TzHaar TzHaar are a race of golem-like creatures that inhabit magmalit caves deep beneath the Karamja volvano. The word "TzHaar" means "sacred fire". The TzHaar society is unlike most others, and only vaguely resembles any that exists on the surface. Gentle Monsters Despite their fearsome and powerful appearance, the TzHaar are a peaceful race and have existed beneath the surface for thousands of years. Even presently, the finer aspects of their society remain a point of great mystery among scholars. Biologically, the TzHaar are a great marvel. They appear like burning rocks and are made of solid obsidian and magma. Although they might appear strong and brutish, they are actually gentle and kind. They possess four powerful arms, each of which has four fingers. TzHaar are physically very strong, and they rarely suffer from disease. They feed on large mammals and rodents that tunnel beneath the surface. TzHaar live very long lives, although the exact length is unknown. The TzHaar have the unique ability of memory transfer; a TzHaar will retain all of the knowledge and memories of its ancestors had before it. This makes TzHaar a very wise race. From Lava, To Lava TzHaar are born from eggs which are incubated in pools of molten lava. Even stranger than their birth is their death. When a TzHaar dies, their body hardens and loses all mobility. Even as their body fails, their mind remains eternally locked within their corpse, which is often displayed in a statue-like state or broken down into the TzHaar's holy currency known as tokkul. Despite this horrible fate, the TzHaar seem to accept this, and believe that when they die their souls will eventually be brought to the heart of the volcano and given new life. Castes One of the most prominent parts of TzHaar society is its caste system, which dictates what a TzHaar will do in life. These castes are the TzHaar-Ket, TzHaar-Xil, TzHaar-Mej, and TzHaar-Hur. At birth, a TzHaar's caste is chosen based on their physical and mental traits, and they strictly follow this for the rest of their life. TzHaar of the same caste may look remarkably similar to the eye of an outsider, but they can tell each other apart by subtle differences in the shapes of their rocky bodies and patterns of magma that cover them. When a TzHaar reaches an age at which they can no longer perform the jobs their caste dictates, they are relieved of their duties and are permitted to enter a life of retirement. Even as elders though, the TzHaar are powerful, and will often occupy their time by mining or having friendly battles with one another for entertainment. Honor The TzHaar value honor and chivalry above all else. Throughout their history, no TzHaar has ever committed a crime, although crime is the subject of some of their fictional tales and plays. Because most humanoids have no such values in the eyes of the TzHaar, they are cautious in dealing with them and keep most of their establishments blocked off from outsiders. Amongst the fighting castes, combat is incredibly popular. The TzHaar partake in gladiator-style combat, and fight ancient creatures that live deep underground. To excel in friendly combat is a major goal of most fighting TzHaar. Ultimately, however, to perform the duties of one's caste well is the primary goal of the TzHaar. TzHaar Names TzHaar are genderless. They have a unique naming system consisting of multiple hyphenated names. The first part of their name is always "TzHaar", indicating their race. The second is the name of their caste and the third is the individual's given name. TzHaar given names are typically very short with one syllable.. For example, a TzHaar-Hur might be called TzHaar-Hur-Lek. TzHaar will typically refer to creatures of other species by their given name preceded by "JalYt". This prefix translates literally to "cold foreigner". Given Names: Ak, Brekt, Ix, Jal, Kah, Lek, Lor, Roh, Tel, Zuh. Races of Gielinor — DragonZaid 68


Appearance TzHaar vary greatly in appearance depending on their caste. All of them, however, have bulky bodies made of jagged, black obsidian and glowing orange magma. The magma forms swirling or jagged patterns on the surface of their bodies. They wear very little clothing or armor, if any. TzHaar typically wear just a few ornamental metal objects such as decorative bracelets and chains. TzHaar Traits Ability Score Increase. Your Constitution score and Wisdom score both increase by 1. Age. TzHaar don't age in the same way most humanoids do. Their true natural lifespan is not known for certain, but many have been known to live for centuries. Alignment. TzHaar value honor and chivalry above all else. Throughout their history, no TzHaar has ever committed a crime. As such, TzHaar are incredibly lawful. They typically range between neutral and good. Size. TzHaar vary widely in height, weight, and appearance based on their subrace. Your size is Medium. Speed. TzHaar are big and incredibly heavy creatures that aren't as swift as most humanoids. Your base walking speed is 25 feet. Natural Armor. Your rocky body provides you with natural protection, but you cannot wear regular armor except for a shield. Your AC is equal to 12 + your Constitution modifier, and a shield's benefits apply as normal. You can't use your body to ignite or burn creatures or objects. Volcano Body. You have resistance to fire damage. Hybrid Nature. You have two creature types: humanoid and elemental. You can be affected by a game effect if it works on either of your creature types. Many Arms. TzHaar have four arms. One pair acts as the primary arms, behaving normally, and the other pair are secondary arms. Your secondary arms are much smaller than your primary arms and not as strong or mechanically skilled. You can grasp things with your secondary arms with a reach of 5 feet, and they each can lift a number of pounds equal to three times your Strength score. You can use them to do the following simple tasks: lift, drop, hold, push, or pull an object; open or close a door or a container; or make an unarmed strike. The GM might allow other simple tasks to be added to this list of options. Your secondary arms can't wield weapons or shields or do anything that requires manual precision, such as using magic items, performing the somatic components of a spell, or grappling or shoving creatures. Languages. You can speak, read, and write Common and TzHaar. The TzHaar language is mutually intelligible with Ignan, Primordial, and Terran. TzHaar speak with a unique accent that can occasionally make it difficult to understand them. They lack the system of internal muscles and organs used by most humanoids to create speech, and rely on twisting, contorting, and grinding the rocky interiors of their bodies to replicate the sounds as best they can. The TzHaar accent can best be described as normal sounding speech of a very deep pitch, overlaid with scratching and crumbling earthy noises. Subrace. Each TzHaar is born into a caste based on their shape, size, and ability. Each of the TzHaar castes is considered equal in power and respectability, but differs in its role in society. By dividing themselves, the TzHaar are able to effectively manage their people and retain a power balance. Choose one of these subraces. TzHaar-Ket The TzHaar-Ket are the guardians and police force of the TzHaar. If ever a TzHaar city were threatened, TzHaar-Ket would be the first to defend it. With their tall and wide stature, TzHaar-Ket are fearsome soldiers that follow a code not unlike the concept of chivalry. TzHaar-Ket have very bulky legs and primary arms. Their heads sit in the center of their large, round torsos. They are the bulkiest of the TzHaar. They are between 7 feet and just under 8 feet tall and weigh between 1,000 and 1,500 pounds. Ability Score Increase. Your Strength score increases by 1. Earthly Grip. You can use both of your secondary arms together to grapple a single creature. Burly. You gain proficiency in Athletics. TzHaar-Xil Races of Gielinor — DragonZaid 69


The TzHaar-Xil are the hunting caste, being agile, yet adept in combat. They are primarily in charge of gathering food by hunting prey that live underground. Like the TzHaar-Ket, they take great pride in their skills in combat. TzHaar-Xil have hunched torsos with long limbs. They have small heads at the end of their long necks, which slope forward and downward from the top of their torsos. Their long arms make them particularly skilled with thrown weapons. Their long legs and tails also make them more light-footed than the other castes. They are between 7 feet and just under 8 feet tall and weigh between 700 and 1,000 pounds. Ability Score Increase. Your Strength score increases by 1. Skilled Hunter. You have proficiency with the javelin and handaxe. You aren't imposed disadvantage when you make a thrown weapon attack at long range. You can also draw a thrown weapon as part of your attack action, either before or after attacking, without using your free object interaction so long as at least one of your secondary arms is free. Strong and Swift. TzHaar-Xil are swift on their feet despite their massive weight. Your base walking speed increases to 30 feet, and you gain proficiency in the Acrobatics and Stealth skills. TzHaar-Mej The TzHaar-Mej are the mystic class of the TzHaar, although they are also the race's leading and governing class. As mystics, TzHaar-Mej are generally the wisest, and are responsible not only for governing the TzHaar, but for recording their people's history in their libraries. TzHaar-Mej are slightly taller and less bulky than the other TzHaar. They have thin, cone-shaped torsos, and small feet and hands. Their thin primary arms are only slightly larger than their secondary arms. Atop their torsos sit their pointed heads, which are flanked by two wide, arched spikes. Between these spikes, directly above their heads, lies a large floating ball of magma. They are between 7 and 8 feet tall and weigh between 500 and 700 lbs. Ability Score Increase. Your Wisdom score increases by an additional 1, for a total bonus of 2. Comes in Handy. You can use either of your secondary arms to satisfy the somatic components of spells you cast, provided at least one of them is free. Fire Mage. You know the dancing lights cantrip. When you reach 3rd level, you can cast flaming sphere at 2nd-level once with this trait, and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells. Whenever you cast a spell using this trait, the spells' effects appear as spheres of bubbling lava rather than their normal appearance. TzHaar-Hur The TzHaar-Hur are the craftsman class of the TzHaar. If pressed to combat, a TzHaar-Hur will often prefer to use only their fists. Despite their lack of innate combat ability, TzHaarHur are incredibly important to the TzHaar and are capable of forging weaponry from obsidian found in the volcanoes where they dwell. In addition, TzHaar-Hur are excellent miners, architects, and sculptors. TzHaar-Hur are the smallest of the TzHaar, standing much shorter than the other castes. They have no legs, instead using a rotating ball of magma at the bottom of their torsos to push themselves across the ground. Their small heads poke out from between their shoulders. They have smaller primary arms which, like the TzHaar-Mej, are only slightly larger than their secondary arms. They average barely 4 feet tall and weigh between 400 and 600 lbs. Ability Score Increase. Your Intelligence score increases by 1. Skilled Artisan. You gain proficiency with one type of artisan's tools of your choice, and your proficiency bonus is doubled for any ability check you make using it. You can operate tools using your secondary arms. Scholar. You gain proficiency in two of the following skills of your choice: Arcana, History, Investigation, and Religion. Volcanic Touch. Using an action, you can touch a weapon or up to 5 pieces of ammunition, causing them to heat up and glow with pale orange light. For the next 1 minute, attacks made with the weapon or ammunition deal an extra 1d4 fire damage. The weapon or ammunition must be made of or tipped with metal, stone, or another inflammable material. Once you use this trait, you can't use it again until you finish a short or long rest. Races of Gielinor — DragonZaid 70


Ugthanatos The Ugthanatos are a strange race, the creation of a powerful being in need of an army of desert-dwelling warriors. Also known as Camel Warriors, these creatures have a similar anatomy to the centaur, though they do not share a direct relation. They roam the remote areas of the Kharidian Desert, where they gather in small groups, grazing on and cultivating desert plantlife. A few live in larger desert establishments, but a creature as odd as an Ugthanatos would be a rare sight even to someone native to the desert. Creation Wishing to form an army capable of conquering the desert, a powerful Mahjarrat called Akthanakos stumbled upon a type of semi-intelligent and aggressive camel. Choosing to depict himself with the head of a camel, he allied himself with the creatures, naming them the Ugthanki. The Ugthanki praised Akthanakos and did his bidding, but Akthanakos was not yet satisfied. Using his magic, he then created a new creature from the Ugthanki; one that was wiser, more intelligent, and of a different form that would make for much more powerful and capable warriors. Thus, the Ugthanatos were born, named after their predecessors and their creator. The Ugthanatos also followed the will of Akthanakos, praising him and even going so far as to call him "the camel god". Appearance No less strange than their origin is the Ugthanatos's appearance. The lower half of their bodies is nearly identical to that of a camel. They have four long, thin legs ending in large hooves. Their backs have a single hump, and thin tails reach down to their knees. Their upper bodies are similar in shape to those of Humans, but with the large, pointed head of a camel. They have long arms that allow them to reach the ground when bending down despite their height, and their hands have three large fingers each. Their entire bodies are covered in light beige fur, the same color as the desert sand. They often clothe themselves with colorful textiles which help protect them from the harsh desert heat, and sometimes wear lightweight leather or padded armors. Races of Gielinor — DragonZaid 71


Behold, the ritual was successful and my mighty Ugthanatos are now here. They are everything I had hoped they would be. They have all the beauty and grace of their Ugthanki origins. Their faces possess that noble camel profile. Their backs adorned with magnificent humps. Their voices a delightful nasal ogulation. Then they have the powerful warrior skills denied to the Ugthanki because of their depressing lack of manipulating limbs. Perfection. It was a genius idea to take spiritual creatures and swap them with creatures from our plane, even if I do say so myself. Getting the Ugthanki to tell each other stories of these marvellous beasts caused them to slowly manifest in the spiritual realm. It's a novel way of recreating an army, though perhaps not without its flaws. I really should find a way to mask the smell. They're very personable creatures and seem quite happy to call me 'the camel god', which is very touching I must say. They do make marvellous cups of tea and are surprisingly witty. Why only the other day Syrus was telling me a hilarious joke about an insect worker and a penguin. Apparently they really don't like penguins, not quite sure where that one has come from. These Ugthanatos are intelligent, noble and deadly warriors. Let's see Enakhra deal with these. Ugthanatos Names Ugthanatos use a single given name and use mostly gendered names, typically of two or three syllables. Male Names: Ali, Darius, Hassan, Karim, Syrus, Urluk, Ximen. Female Names: Ali, Dorri, Hana, Hestia, Maryam, Melody, Zenja. Ugthanatos Traits Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1. Age. Ugthanatos reach maturity at the same age as humans, and live just over a century on average. Alignment. Ugthanatos rarely sway strongly toward good or evil. Their willingness to follow their creator's will demonstrates their natural lawful tendencies. Size. Ugthanatos are similar in size to the centaur, but slightly more lean. The average Ugthanatos is between six and nine feet tall. They have been known to weigh between 800 and 1200 pounds. Your size is Medium. Speed. Your base walking speed is 40 feet. Kick. Your feet are natural melee weapons you can use to make unarmed strikes in the form of forceful kicks. If you hit with a kick, the target takes bludgeoning damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Equine Build. You count as one size larger when determining your carrying capacity and the weight you can push or drag. In addition, any climb that requires hands and feet is especially difficult for you because of your hooves. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot. Control Mirages. You can control ambient heat in the air around you in order to create illusions. You can cast silent image with this trait. When you reach 3rd level, you can also cast mirror image with it. Once you cast a spell with this trait, you can't cast it again until you finish a long rest. Wisdom is your spellcasting ability for these spells. Desert Dweller. You were born to travel the scorching Kharidian Desert and can do so with relative ease. You are naturally adapted to hot climates. Hybrid Nature. You have two creature types: humanoid and monstrosity. You can be affected by a game effect if it works on either of your creature types. Languages. You can speak, read, and write Common and Ugthanki. Races of Gielinor — DragonZaid 72


Vampyre Vampyres are cruel, bat-like creatures who originated from a plane called Vampyrium. Most are created through a magical vampyrization process, granting them innate abilities and an altered appearance. They are the ruling race of Morytania, led by the ruthless Lord Lowerniel Vergidiyad Drakan. Many Forms Vampyres have a highly structured society consisting of several classes, each corresponding to a different socioeconomic status. The many forms of the Vampyres, including true-born Vampyres and several forms of turned Vampyres, determine each individual's social class. Each type of the turned, or human-born, Vampyres are created through a Vampyrization process involving the use of powerful blood magic known as haemalchemy. Feral Vampyres are a devolved type of Vampyre that typically roam within the haunted forest of Morytania. These Vampyres are perhaps better described as beasts than as Vampyres, and are treated as such by Vampyre society. The lowest class of Vampyres are the Vampyre Juveniles, short and fiendish creatures that can move with impressive speed. The next highest class is the Vampyre Juvinates, more cunning Vampyres that are more humanoid-looking than the other human-borns. The remaining classes of turned Vampyres are known as Vyres, possessing large bat-like wings and a powerful precognitive ability to foresee other creatures' intentions, making them nearly impossible to defeat by conventional means. The Vyrewatch, Vampyres who patrol the Sanguinesti region, as well as the higher-ranking Vyrelords and Vyreladies, fit within this tier of social status. Finally, the highest tier of the social hierarchy is the trueborn Vampyres. True-borns are not created through Vampyrization, but are born in a similar fashion to most humanoids. They make up the very top of the ruling class of the Vampyres, including Lord Drakan himself. Very few trueborn Vampyres are known to exist on Gielinor, and they possess extremely potent innate powers that have allowed them to keep the entirety of Morytania under their strict rule. Blood Tithes Vampyre society within Morytania enforces a strict blood tithe, a type of taxation in which residents must occasionally pay not in currency, but in blood. The blood is collected by tithers and distributed amongst the Vampyres. In place of giving their own blood to fulfill a tithe, some citizens of Morytania opt to have others to give blood in their place, sometimes by means of force. Sanguinesti Almost all Vampyres hail from the evil lands of Morytania, and of those, most live within the Sanguinesti region. The dark clouds that loom over all of Morytania are concentrated most thickly over Sanguinesti, preventing any trace of natural sunlight from reaching the ground. Sanguinesti is comprised of two adjacent cities, Darkmeyer and Meiyerditch, the former being where the Vampyres make their residence. Meiyerditch is a massive ghetto, rivaling the size of large cities, in which hoards of Humans are imprisoned by the Vampyres to be bred and raised like cattle in order to satisfy their unending thirst for blood. These Humans live in squalor and are barely given enough food and drink to survive, all while being forced by the Vampyres to endure frequent blood tithing. Many of these Humans are also put to work in mines below Meiyerditch, few of which having been known to return. Locked in by high walls and constantly patrolled by Vyres, the citizens of Meiyerditch have little hope of escape. Some non-Vampyric citizens of Sanguinesti are able to live marginally safer and more comfortable lives by working as servants or personal blood tithes for high ranking Vampyres. Vampyre Names Vampyres typically use one to two gendered given names and a single last name. Male Names: Albertus, Alexei, Dessous, Grigan, Malachi, Mischa, Sanguinus, Solomon, Tenebra, Vanstrom. Female Names: Genevieve, Misdrievus, Mornid, Nadezhda, Valentina, Vanescula. Last Names: Bloodmortis, Draemus, Gorthaur, Kaninus, Kaust, Klause, Lamescus, Malak, Mortshade, Noctantine, Plaguemanst, Remanis, Vakan, Varnis. Races of Gielinor — DragonZaid 73


Vampyre Traits Ability Score Increase. Your Charisma score increases by 1. Age. Human-born Vampyres don't age in the same way that most humanoids do. Many have been known to live as long as 400 years after being turned. Alignment. Vampyres typically value their own benefit above the benefit of anyone else. Their ways of living often force them to take from others what they cannot easily gain themselves, inclining them towards evil. The highly structured society in which they live typically causes them to be lawful, as most wouldn’t dare to defy the laws and hierarchies Lord Drakan has set in place. Size. Vampyres' shape and size depends on their subrace. Speed. Your base walking speed is 30 feet. Darkvision. Your vampyric transformation has granted you improved vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Vampyric Resistance. You have resistance to necrotic damage. Vampyre Bite. You can drain blood and life energy from a willing creature—or one that is grappled by you, restrained, or incapacitated—by biting it. As a bonus action, you can make a melee attack against such a creature. If the attack hits, you deal piercing damage equal to 1 + your Strength modifier and 1d6 necrotic damage, you regain hit points equal to the necrotic damage dealt, and you cant use this feature again until you finish a short or long rest. Languages. You can speak, read, and write Common, Infernal, and one other language of your choice. Subrace. While there are more types of Vampyres present on Gielinor besides the two listed here, they possess innate abilities which make them far too powerful for a blanaced playable race, but too characteristic to be removed while still retaining their identity. Thus, they have not been included. Choose one of these subraces. Vampyre Juvenile Vampyre Juveniles are small, feral-looking vampyres that are quick and dangerous. They have pale skin of a light beige tint and stand with a hunched posture. They have flat noses, pointed teeth, long ears, and no hair on their large, round heads. They are the lowest ranking of the Vampyres, yet still have considerable innate Vampyric abilities. Ability Score Increase. Your Dexterity score increases by 2. Size. Vampyre Juveniles are small and agile, averaging about 3 to 4 feet tall and weighing about 40 pounds. Your size is Small. Dextrous Bite. When you attack using your Vampyre Bite trait, you can add your Dexterity modifier to the attack roll and piercing damage instead of your Strength modifier. Additionally, instead of grappling a creature, you can jump and grab onto it. Make grapple checks as you would normally, but use Dexterity (Acrobatics) checks instead of Strength (Athletics) checks. If you do, the target isn't grappled, but its speed is reduced by half and you can use your Vampyric Bite on it using a bonus action. Quick Footed. When you take the dash action on your turn, your speed increases by an additional 10 feet until the end of your turn. Vampyre Juvinate Vampyre Juvinates look much more similar to Humans. They have pale, gray skin and slim figures. Vampyre Juvinates are slightly more high-ranking Vampyres than the Juveniles, but still low in the hierarchy of social status. Ability Score Increase. Your Constitution and Charisma scores each increase by 1, for a total Charisma score increase of 2. Size. Vampyre Juveninates are very similar in size to Humans, standing between 5 and 6 feet tall and weighing between 120 and 160 pounds. Your size is Medium. Misty Escape. When you are reduced to 0 hit points and not killed outright, you can transform into a cloud of mist instead of falling unconscious, provided that you aren’t in sunlight. If you can't transform, you begin rolling death saving throws normally. While in mist form, you can't take any actions, speak, or manipulate objects. You are weightless, have a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, you can do so without squeezing, and you can't pass through water. You have advantage on Strength, Dexterity, and Constitution saving throws, and you are immune to all nonmagical damage. You transform back into your normal form at the end of your next turn, becoming unconscious and stable. Once you use this trait, you can’t use it again until you finish a long rest. Races of Gielinor — DragonZaid 74


Werewolf Werewolves are a race of people from the evil lands of Morytania that have the ability to shapeshift between a humanoid and humanoid-wolf hybrid form. They are aggressive, blood hungry creatures that possess great physical strength and agility. Appearance While in their humanoid form, Werewolves appear almost identical to humans. The only real distinguishing features they have in this form are their intimidating, blood-red eyes and a faint beastly odor. In their hybrid form, their bodies are covered in gray or brown fur, and they grow bulkier and taller. Their heads change to the shape of a wolf's, with pointed ears, sharp teeth, and canine snouts. Village of Werewolves Werewolves are most densely populated in Canfiis, a small village in northern Morytania. Almost every inhabitant of Canifis is a Werewolf, and they despise outsiders who visit the village. Canifis is governed by a powerful Vampyre noble named Lord Malak, who is hated and feared by its inhabitants. Some Werewolves also live in Darkmeyer, the city of Vampyres. Among the Vampyres, Werewolves are considered to be of low social ranking status, almost as low as Humans, but many have still been able to make a living there, some even operating businesses. Other Werewolves might live elsewhere in Morytania, with few having successfully been able to pass to the west of the River Salve. Races of Gielinor — DragonZaid 75


Devoted to Chaos Most Werewolves proudly devote themselves to the god of chaos, Zamorak. In the God Wars of the Fourth Age, many Werewolves fought in Zamorak's armies, where they made for vicious and formidable soldiers. In modern times, Werewolves celebrate a holiday called the Festival of Zamorak every year in his honor. Coming of Age Werewolves have a much lower rate of breeding compared to Humans and many other humanoids. They treasure each and every newborn pup, considering it to be a great blessing. Because of this, harming a female Werewolf of breeding age is considered to be a particularly heinous crime among Werewolves. It is known that Werewolves are capable of interbreeding with Humans, and the resulting child is always a Werewolf. However, these cases are very rare, due in part to the Werewolves' disdain for Humans. Young Werewolves speak the Werewolf language until they come of age, at which point they learn the Common tongue, which they will use primarily during their adult life. When a Werewolf child enters adulthood, they participate in a ritual involving the hunting and killing of an innocent person. In doing so, they pledge their devotion to Zamorak and gain the full potential of their innate abilities. Werewolf Names Werewolves use a single given name. Their names are gendered and typically have two to three syllables. Male Names: Boris, Eduard, Gar'rth, Imre, Jeroen, Joseph, Jerrod, Lev, Nikolai, Roavar, Rufus, Sbott, Yuri. Female Names: Alexis, Galina, Irina, Ksenia, Liliya, Milla, Nikita, Sofiya, Svetlana, Vera, Yadviga, Zoja. Werewolf Traits Ability Score Increase. Your Strength score increases by 2, and your Dexterity score increases by 1. Age. Werewolves reach adulthood at about the same age that humans do, but can live for several centuries. Alignment. Most Werewolves praise Zamorak and fully embrace his chaotic ideologies. They often put others in harm's way in order to benefit themselves, and are more often evil than neutral or good. Size. In their humanoid form, Werewolves have very similar builds to humans and range from barely 5 to over 6 feet tall. In their hybrid form, they grow slightly bulkier and taller. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. Werewolves are accustomed to lurking in the night to hunt their prey, giving them superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Keen Senses. You have proficiency in the Perception skill. Menacing. You have proficiency in the Intimidation skill. Shapechanger. As a bonus action, you can polymorph into your humanoid-wolf hybrid form or back into your true form, which is humanoid. Your statistics are the same in each form. You revert to your true form if you are reduced to 0 hit points or die. When you transform, you gain temporary hit points equal to your level + your Constitution modifier. Any temporary hit points that remain when you revert to your humanoid form are lost, but the amount left over is regained if you transform into your hybrid form again. You can gain the full amount of temporary hit points once with this trait, and regain the ability to do so when you finish a long rest. Bite. While you are in your hybrid form, you can make a bite attack as an unarmed strike. If you hit with your bite, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Blood Hunger. The sight, smell, and taste of blood and destruction can occasionally empower your animalistic strength. When you reduce a creature to 0 hit points with a melee attack, you can choose to gain advantage on the next bite attack you make before the end of your next turn. If this attack hits, it deals an extra 1d6 piercing damage and you can't use this trait again until you finish a short or long rest. Languages. You can speak, read, and write Common and Werewolf. Races of Gielinor — DragonZaid 76


Magic Items of Gielinor Magic Items of Gielinor — DragonZaid 77


Gielinor is home to many interesting and unique magical items. Some are extra sharp weapons only able to be crafted by the finest smiths. Others are incredibly durable armors with ancient origins or items crafted from the bones of powerful monsters. While it would be impossible to detail all of Gielinor's unique items in this section, background information and statistics for many of the world's most common and most iconic magical items are provided. Many of of the magic items from standard 5th edition are similar enough to items that exist or could conceivably exist on Gielinor. For a campaign set on Gielinor, the items listed in this section may be considered more as a supplement to the complete list of 5th edition magic items rather than a replacement for it. Additionally, many 5th edition magic items can be renamed or altered slightly to better resemble well known items from Gielinor. For instance, if a character obtains a magical longsword, the GM may choose to present it as a rune longsword rather than a longsword, +1. Weapons All manner of unique and interesting magical weapons can be found throughout Gielinor. Some are available in many weapon or magic shops, such as rune and yew weapons, though most are not very easy to come by. Abyssal Whip Weapon (whip), very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this weapon. The whip has 3 charges. When you hit a creature with an attack using the whip, you can expend a charge to use its magic to drain the creature's energy. The creature must succeed on a DC 16 Constitution saving throw or have their speed reduced by 10 feet until the start of your next turn. The whip regains 1d3 expended charges daily at dawn. This deadly red whip is covered with black spikes. It is made from the spine of an abyssal demon. Ancient Mace Weapon (mace), uncommon (requires attunement) The mace has 3 charges. When you hit a creature with this magic weapon, you can expend a charge to use its power to decrease the creature's AC by 1 for 1 minute. A creature's AC can't be reduced by more than 1 in this way. The mace regains 1d3 expended charges daily at dawn. This mace was crafted by Goblins many years ago and has ancient symbols of their language carved into it. Its magic can be used to help penetrate the target's defenses. Armadyl Crossbow Weapon (hand crossbow), very rare You gain a +3 bonus to attack and damage rolls made with this weapon. This crossbow is one of the most powerful and elegant ranged weapons known to Gielinor. Its magic and quality of craftsmanship makes it extremely accurate and deadly compared to typical crossbows. It has a blue stock and is beautifully adorned with silver, gold, and large sapphires. The crossbow once belonged to General Kree'arra of Armadyl's army, but was stolen by Saradomin's Commander Zilyana during the God Wars. Balmung Weapon (greataxe), rare You gain a +1 bonus to attack and damage rolls made with this weapon. When you hit a dagannoth with this weapon, the dagannoth takes 3d6 additional damage. For the purpose of this weapon, "dagannoth" refers to any creature with dagannoth in its name. This dual-bladed greataxe is extremely powerful when used against dagannoth. It belongs to Queen Sigrid of the island of Etceteria in the sea north of the Fremennik Province. Barrows Weapons This set of six ghastly weapons is used by the six Barrows Brothers, powerful wights created by the Mahjarrat Sliske. Each barrows weapon has a matching armor set also used by the wights. When you are wearing a barrows armor set and using the corresponding barrows weapon, you gain the use of an additional effect. You must attune to the weapon and armor set (counts as attuning to one item) to unlock the set's additional effect. Ahrim's Staff Staff, rare (requires attunement by a spellcaster) You gain a +1 bonus to spell attacks while holding this staff. It can also be used as a magic quarterstaff. Blighted Aura. Ahrim's equipment causes the wearer's magic to drain the fortitude of their enemies. When you are wearing Ahrim's battle robes and use Ahrim's staff to hit a creature with a spell attack on your turn, the primary target must succeed on a DC 13 Wisdom saving throw or suffer a -2 penalty to Constitution saving throws for 10 minutes. The penalty does not increase if a creature is hit more than once, but the duration is reset. You must be attuned to this staff and robes set (counts as attuning one item) to use this feature. Belonging to Ahrim the Blighted, this massive staff emanates a ghastly aura. When combined with Ahrim's robes, it can drain the fortitude of enemies when they are hit with spells. Dharok's Greataxe Weapon (greataxe), rare You gain a +1 bonus to attack and damage rolls made with this weapon. Magic Items of Gielinor — DragonZaid 78


Wretched Strength. Dharok's equipment causes the wearer to grow in strength as they sustain damage in battle. When you are wearing Dharok's half plate and deal damage with Dharok's greataxe during your turn, you gain bonus damage while your hit points are low. The bonus damage equals 1d6 while below half your hit point maximum, or 1d12 while below one quarter your hit point maximum. You must be attuned to this weapon and armor set (counts as attuning one item) to use this feature. Belonging to Dharok the Wretched, this massive greataxe emanates a ghastly aura. The base of the blade is decorated with a green-eyed skull design. When combined with Dharok's armor, it can deliver brutally strong attacks while the user is badly injured. Guthan's Warspear Melee weapon (martial), rare Damage: 2d6 Damage Type: Piercing Properties: Heavy, two-handed Weight: 6 lb. You gain a +1 bonus to attack and damage rolls made with this weapon. Infestation. Guthan's equipment causes the wearer to heal as they inflict damage on their enemies. Once per turn, when you are wearing Guthan's chain mail and use Guthan's warspear to reduce a creature to 0 hit points, you can regain 2d6 hit points. You must be attuned to this weapon and armor set (counts as attuning one item) to use this feature. Belonging to Guthan the Infested, this large spear emanates a ghastly aura. Its massive pointed blade makes it more powerful and consistent than similar thrusting weapons, such as the pike, though it can't quite reach as far. When combined with Guthan's armor, it can heal the user as they damage their foes. Karil's Crossbow Ranged weapon (martial), rare Damage: 1d10 Damage Type: Piercing Properties: Ammunition (range 100/400), heavy, twohanded Weight: 18 lb. You gain a +1 bonus to attack and damage rolls made with this weapon. Tainted Shot. Karil's equipment causes the agility of the wearer's enemies to be drained. When you are wearing Karil's leather armor and hit a creature with Karil's crossbow, the creature must succeed a DC 13 Consitution saving throw or suffer a -2 penalty to Dexterity saving throws for 10 minutes. The penalty does not increase if a creature is hit more than once, but the duration is reset. You must be attuned to this weapon and armor set (counts as attuning one item) to use this feature. Belonging to Karil the Tainted, this bulky crossbow emanates a ghastly aura. It uses a combination of clever mechanical parts and magic to load multiple bolts at once without the need for reloading between each shot. Its magic can cause those struck by it to be more susceptible to certain spells and attacks that could otherwise be dodged. Torag's Hammers Melee weapon (martial), rare Damage: 1d6 Damage Type: Bludgeoning Properties: Light Weight: 2 lb. You gain a +1 bonus to attack and damage rolls made with this weapon. Corruption. Torag's equipment causes the wearer's enemies to be slowed when damaged. When you are wearing Torag's plate armor and wielding both of Torag's hammers and hit a creature with one of them, the creature's speed is reduced by 5 feet until the start of your next turn for each successful hit. You must be attuned to this weapon and armor set (counts as attuning one item) to use this feature. Once belonging to Torag the Corrupted, this pair of hammers emanates a ghastly aura. They are almost as large as a typical warhammer, but are excellently balanced, swinging through the air almost effortlessly. Magic Items of Gielinor — DragonZaid 79


Verac's Flail Weapon (flail), rare You gain a +1 bonus to attack and damage rolls made with this weapon. Defiler. Verac's equipment causes the wearer's attacks to be particularly potent. When you are wearing Verac's brassard armor and hit a creature with Verac's flail, the attack ignores any resistances and immunities to bludgeoning damage. Also, if you roll a 1 or a 2 on the damage die, the attack deals an additional 1d8 damage. You must be attuned to this weapon and armor set (counts as attuning one item) to use this feature. Belonging to Verac the Defiled, this spiked flail emanates a ghastly aura. Its magic allows it to strike with consistent force against almost any target. Crystal Weapons Weapon (dagger, halberd, handaxe, longbow, or shortbow), rare You gain a +2 bonus to attack and damage rolls made with this weapon. When you draw a crystal longbow's or crystal shortbow's bowstring without first nocking an arrow, a magical crystal arrow appears on the string, ready to fire. The crystal arrow acts as an ordinary arrow, but it disappears a few moments after first striking something. Instead of handaxes, Elves use crystal chakrams. For the crystal chakram, use the statistics of a handaxe, +2. Crystal weapons are crafted through a delicate type of chanting called crystal singing. Only Elves and a few extraordinary individuals of other races are able to perform the necessary techniques to magically transform crystal seeds into useful objects. Common crystal weapons used by Elves are daggers, halberds, chakrams, longbows, and shortbows. They also use crystal to make shields, staves, wands, orbs, tools, armor, and even buildings. These elegant weapons are cyan in color and much more powerful than ordinary ones. Crystal shortbows and longbows produce their own ammunition when their strings are drawn, which disappears after use. Crystal chakrams are ring shaped weapons with a sharp outer edge capable of melee combat and throwing. Magic Items of Gielinor — DragonZaid 80


Dark Bow Ranged weapon (martial), very rare (requires attunement) Damage: 2d6 Damage Type: Piercing Properties: Ammunition (range 150/600), heavy, twohanded Weight: 3 lb. You gain a +2 bonus to attack and damage rolls made with this weapon. While you are holding this bow, you gain darkvision out to a distance of 60 feet. If you already have darkvision, holding the bow increases its range by 60 feet. This massive longbow comes from a darker dimension home to the dark beasts. It is red and black and covered in wide spikes. Its magic allows the user to fire two arrows simultaneously, making it far more devastating than any ordinary bow. Dragon Weapons Mysterious weapons made from red metal can be found all throughout Gielinor. These dragon weapons were created by the Dragonkin, a mysterious and ancient race of lizard-like humanoids whose power is rivaled only by the gods. Dragon weapons come in many different forms. They are more powerful than typical weapons and possess innate magic that gives them a variety of different properties. Dragon Battleaxe Weapon (battleaxe), rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this weapon. Rampage. Before you attack, you can raise this battleaxe into the air and let out a furious roar. If you do, you gain advantage on any attacks made with the battleaxe until the start of your next turn. If you roll a 1 or a 2 on a damage die for an attack you make with it during this time, you can reroll that die, but you must use the new result. Also during this time, the next attack roll made against you is made with advantage. You can use this feature once, and can't use it again until the next dawn. Fashioned from a strange red metal and decorated with spikes, this dual-bladed battleaxe exhibits a very foreign style of craftsmanship. Its magic can be harnessed to sacrifice the wielder's defenses for increased strength. Dragon Claw Melee weapon (martial), rare (requires attunement) Damage: 1d4 Damage Type: Slashing Properties: Finesse, Light Weight: 3 lb. You gain a +1 bonus to attack and damage rolls made with this weapon. Slice & Dice. This pair of weapons has 3 charges. When you are wielding a pair of dragon claws and hit a creature with them on your turn, you can consume a charge to perform a flurry of blindingly fast swipes. When you do so, the attack deals an extra 2d4 damage. This extra damage isn't increased as a result of a critical hit. The claws regain 1d3 expended charges daily at dawn. Fashioned from a strange red metal and decorated with spikes, these massive claws exhibit a very foreign style of craftsmanship. They are worn on the wielder's hands to be used in up-close, brutal combat and allow them to attack with incredible speed. The claws are flexible enough to allow for simple physical interactions like opening doors and pushing objects, but not enough to allow the wielder fine control, such as the ability to hold and use another weapon or tool while wearing them. You can attune to one claw or a pair of claws using a single attunement slot. Dragon Dagger Weapon (dagger), rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this weapon. Puncture. This dagger has 5 charges. When you attack a creature with this dagger on your turn, you can consume a charge to perform a second strike immediately. When you do so, you make one additional attack with this dagger against the same creature. You can only use this feature once per turn. The dagger regains 1d4 + 1 expended charges daily at dawn. Magic Items of Gielinor — DragonZaid 81


Fashioned from a strange red metal and decorated with spikes, this deadly dagger exhibits a very foreign style of craftsmanship. It's magic allows the wielder to perform surprisingly swift attacks. Dragon Defender Weapon (dagger), rare You gain a +1 bonus to attack and damage rolls made with this weapon. When this dagger is wielded as an offhand weapon with another weapon in your main hand, you gain a +1 bonus to your AC. Fashioned from a strange red metal and decorated with spikes, this small weapon exhibits a very foreign style of craftsmanship. It has a thick blade and the hilt is fashioned with multiple guards to allow for it to be used defensively. Dragon Halberd Weapon (halberd), rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this weapon. Sweep. The halberd has 3 charges. When you attack with it, you can forgo one of your attacks to consume a charge and perform a sweeping attack in front of you, aided by the halberd's magic. If you do, any creatures within a 15-foot cone originating from you must make a DC 13 Dexterity saving throw, taking 2d10 slashing damage on a failed save, or half as much on a successful one. The halberd regains 1d3 expended charges daily at dawn. Fashioned from a strange red metal and decorated with spikes, this long weapon exhibits a very foreign style of craftsmanship. Its magic can propel it in a sweeping shape, allowing it to strike many enemies at once. Dragon Longsword Weapon (longsword), rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this weapon. Cleave. The longsword has 5 charges. Before attacking with it, you can consume a charge to perform a swift downward blow. If you do, the sword's damage dice become 2d6 (or 2d8 if wielded in two hands) for that attack. The longsword regains 1d4 + 1 expended charges daily at dawn. Fashioned from a strange red metal and decorated with spikes, this long blade exhibits a very foreign style of craftsmanship. Its magic allows it to be used to make powerful cleaving strikes. Dragon Mace Weapon (mace), rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this weapon. Shatter. The mace has 3 charges. Before you make an attack with it, you can expend a charge to wind up a magicallypowered blow before striking in an upward motion. If you do, you gain advantage on the next attack you make with it. The mace regains 1d3 expended charges daily at dawn. Fashioned from a strange red metal and decorated with spikes, this bulky mace exhibits a very foreign style of craftsmanship. Its magic allows it to make highly accurate upward strikes. Dragon Scimitar Weapon (scimitar), rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this weapon. Sever. The scimitar has 3 charges. When you hit a creature with it, you can expend a charge to use its power to give the creature a penalty to the next saving throw it makes within 1 minute equal to 1d4. The scimitar regains 1d3 expended charges daily at dawn. Fashioned from a strange red metal and decorated with spikes, this sharp, curved blade exhibits a very foreign style of craftsmanship. Its magic allows it to be used to make a foe more susceptible to certain spells and attacks. Dragon Spear Weapon (spear), rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this weapon. Shove. When you hit a creature with this spear, you can utilize its magic to follow up the attack by quickly bashing the creature with its shaft. If you do, the creature must succeed on a DC 13 Strength saving throw or be shoved 5 feet away from you and be stunned until the end of its next turn. You can use this feature once, and can't use it again until the next dawn. Fashioned from a strange red metal and decorated with spikes, this pointed weapon exhibits a very foreign style of craftsmanship. Its sturdy hilt can be used to quickly bash foes, potentially stunning them. Dragon Two-handed Sword Weapon (greatsword), rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this weapon. Powerstab. When you attack with this sword on your turn, you can forgo one of your attacks and thrust the sword into the ground, causing it to erupt around you. Each creature within 5 feet of you must make a DC 13 Dexterity saving throw, taking 3d6 bludgeoning damage on a failed save or half as much on a successful one. You can use this feature once, and can't use it again until the next dawn. Fashioned from a strange red metal and decorated with spikes, this huge sword exhibits a very foreign style of craftsmanship. Its magic allows it to be thrust into the ground to deal damage in an area around the wielder. Dragon Warhammer Weapon (warhammer), rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this weapon. Bash. The warhammer has 3 charges. When you hit a creature with it, you can expend a charge to use its power to decrease the creature's AC by 1 for 1 minute. A creature's can't be reduced by more than 1 in this way. The warhammer regains 1d3 expended charges daily at dawn. Fashioned from a strange red metal and decorated with spikes, this bulky warhammer exhibits a very foreign style of craftsmanship. Its magic allows it to be used to weaken a foe's defenses. Magic Items of Gielinor — DragonZaid 82


Excalibur Weapon (longsword), rare (requires attunement) While you are holding this magic longsword, you can use a bonus action to activate it, raising it into the air and shouting "for Camelot!" If you do, you gain a +2 bonus to your AC for 1 minute or until you stop holding the sword. You can use this feature once, and can't use it again until the next dawn. If you obtain a special blessing from the Lady of the Lake at Lake Crystalmere in Asgarnia, the sword becomes enhanced. The enhanced Excalibur gains the following bonuses when you wield it: You gain a +1 bonus to attack and damage rolls made with this weapon. When you use a bonus action to activate the sword, you also regain 1d4 hit points immediately and at the start of each of your turns while its effect is active. Excalibur is a sword once wielded by the legendary King Arthur, who rules over Camelot, north of Kandarin. It is in the possession of the Lady of the Lake who resides at Lake Crystalmere. If the Lady of the Lake deems someone worthy to wield Excalibur, she may gift it to them. The sword is simple in appearance, very similar to an ordinary longsword, but its pommel is decorated with a large ruby. Gadderhammer Weapon (maul), uncommon When you hit a shade with this magic weapon, the shade takes an extra 2d6 bludgeoning damage. The gaddderhammer is a magic maul that was created by Gadderanks, a Human man in charge of collecting blood tithes for the ruling Vampyres of Morytania. He is terribly afraid of shades, so he invented the maul to be able to dispatch them easily. It has a rectangular head and is made of wood and gold. Godsword Weapon (greatsword), legendary (requires attunement) You gain a +3 bonus to attack and damage rolls made with this magic weapon. This weapon was constructed during the God Wars to be capable of killing a god. Each of the four primary forces of the wars, Armadyl, Bandos, Saradomin, and Zamorak, created their own hilt to fit the blade. Each hilt changes the appearance and magical properties of the sword. Attaching a hilt to a godsword blade is permanent, and only one hilt can be fitted to a single blade. Once the hilt has been attached, the godsword is complete and gains one of the following properties. Armadyl Godsword The godsword has 3 charges. When you make an attack with it, you can attempt to cast down Armadyl's judgement, performing an upward swipe with immense force. If the attack hits a creature, the creature takes an additional 4d6 force damage, the creature is knocked into the air and must succeed on a DC 18 Dexterity saving throw or land prone, and a charge is consumed. The godsword regains 1d3 expended charges daily at dawn. This weapon is created by attaching an Armadyl hilt to a godsword blade. Once complete, the sword takes on its new appearance. The blade appears reminiscent of a massive feather. The hilt is curved slightly and marked with the symbol of Armadyl on its pommel. Bandos Godsword The godsword has 3 charges. When you make an attack with it, you can attempt to perform a warstrike, slamming the sword downwards onto the creature. If the attack hits a creature, the creature takes an additional 2d6 bludgeoning damage, it must succeed on a DC 18 Constitution saving throw or its AC is reduced by 3 for 10 minutes, and a charge is consumed. A creature's AC can't be reduced more than once in this way. The godsword regains 1d3 expended charges daily at dawn. This weapon is created by attaching a Bandos hilt to a godsword blade. Once complete, the sword takes on its new appearance. The blade is flat on one side and hooked on the other, and is decorated with chains and horns. It is marked with the symbol of Bandos on its pommel. Magic Items of Gielinor — DragonZaid 83


Saradmomin Godsword The godsword has 3 charges. When you make an attack with it, you can attempt to call upon Saradomin's grace to mend your wounds. If the attack hits, the creature takes an extra 2d6 radiant damage, you regain hit points equal to twice the radiant damage dealt, and a charge is consumed. The godsword regains 1d3 expended charges daily at dawn. This weapon is created by attaching a Saradomin hilt to a godsword blade. Once complete, the sword takes on its new appearance. The blade is thin with a wider tip, and is decorated with gold trim, an elaborate crossguard, and bright blue gems. It is marked with the symbol of Saradomin on its pommel. Zamorak Godsword The godsword has 3 charges. When you make an attack with it, you can attempt to perform a swift thrust, causing magical ice to form around the creature. If the attack hits, the creature takes an extra 2d6 cold damage, it must succeed on a DC 18 Strength saving throw or be restrained by the ice for 1 minute, and a charge is consumed. The creature can use an action to repeat the saving throw or another creature can make a DC 18 Strength check, ending the effect on a success. The godsword regains 1d3 expended charges daily at dawn. This weapon is created by attaching a Zamorak hilt to a godsword blade. Once complete, the sword takes on its new appearance. The blade red and black and is decorated with several spikes. It is marked with the symbol of Saradomin on its pommel. Granite Maul Weapon (maul), uncommon (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. The maul has 3 charges. When you attack with this weapon on your turn, you can use a bonus action to consume a charge and make one additional attack with it. The maul regains 1d3 expended charges daily at dawn. This maul is incredibly heavy, but can be swung at great speeds due to its innate magic. Granite mauls can sometimes be found where gargoyles reside. Guthix Bow Weapon (longbow), uncommon (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. The longbow has 3 charges. When you hit a creature with this bow, you can consume a charge to invoke the balance of Guthix. If you do, you deal an extra 1d6 force damage to the target and regain hit points equal to the force damage dealt. The longbow regains 1d3 expended charges daily at dawn. This green bow is carved to look like a twisted branch. It was used long ago by Guthixians to hunt and to fight to restore balance to Gielinor. Its magic allows the user to deal additional damage and heal themselves at the same time. Keris Weapon (dagger), uncommon You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a kalphite with this weapon, the kalphite takes an extra 1d6 piercing damage. This dagger has a wavy blade. It was created by followers of the Menaphite god Elidinis to be used against the kalphites that worshipped Scabaras. Magic Bow Weapon (longbow or shortbow), uncommon (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bow has 3 charges. When you make the attack action on your turn, you can use a bonus action to consume a charge, using the bow's magic to attack incredibly swiftly. If you do, you can make one extra attack with the bow. The bow regains 1d3 expended charges daily at dawn. Constructed from the wood of a magic tree, this bow has a natural pale blue color. Only the most skilled of artisans can craft the tough, yet delicate magic wood into a bow. Not only is it of higher quality than a typical bow, but its magic can be utilized to attack more rapidly than normally possible. Obsidian Weapons Weapon (dagger, handaxe, mace, maul, quarterstaff, or sword), uncommon You gain a +2 bonus to damage rolls made with this magic weapon. Magic Items of Gielinor — DragonZaid 84


These weapons can only be forged by the TzHaar people that live deep underground beneath the Karamja volcano. They are very heavy, extremely durable, and are more deadly than even rune weaponry, though not as accurate. Most obsidian weapons closely resemble typical weapons, but are constructed from jagged chunks of black obsidian rather than brightly polished metal. The Toktz-xil-ak, or obsidian sword, however, has two parallel blades. Additionally, while the Toktzxil-ul behaves much like a handaxe, it resembles a large ring with a sharp outer edge. Finally, the Toktz-mej-tal, or obsidian quarterstaff, can also be used as an arcane focus. TzHaar exclusively refer to obsidian weapons by their names in the TzHaar language, which are shown in the table below. Obsidian Weapon TzHaar Names Weapon Type TzHaar Name Name Meaning Dagger Toktz-xil-ek Obsidian sharp knife Handaxe Toktz-xil-ul Obsidian sharp ring Mace TzHaar-ket-em Sacred fire blunt mace Maul TzHaar-ket-om Sacred fire blunt maul Quarterstaff Toktz-mej-tal Obsidian mage staff Sword Toktz-xil-ak Obsidian sharp twin Rune & Yew Weaponry Weapon (any), uncommon You gain a +1 bonus to attack and damage rolls made with this magic weapon. Runite is a very durable type of ore that can be forged into blue rune metal to make all sorts of useful items, including weapons. Any weapon made of metal could potentially be found in rune form, though it takes a highly skilled smith to make one. Similarly, the wood from yew trees is particularly durable and can be made into some of the highest quality ranged weaponry that is widely available. Rune and yew weaponry are excellent ways to reflavor +1 weapons. Magic Items of Gielinor — DragonZaid 85


Saradomin Bow Weapon (longbow), uncommon (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. The longbow has 3 charges. When you hit a creature with this bow, you can consume a charge to invoke the nourishment of Saradomin. If you do, you regain 2d6 hit points. The longbow regains 1d3 expended charges daily at dawn. This blue and white bow is marked on its ends with the fourpointed star of Saradomin. It was used long ago by Saradominist forces to fight for their god. Its magic allows the user to heal themselves when they use it. Saradomin Sword Weapon (greatsword), very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you attack with this sword on your turn, you can forgo one of your attacks and raise it into the air, causing blue bolts of lightning to rain down all around you. Each creature within 10 feet of you must make a DC 16 Dexterity saving throw, taking 4d10 lightning damage on a failed save or half as much on a successful one. You can use this feature once, and can't use it again until the next dawn. This massive blade was constructed by the Icyene people of Saradomin's army during the time of the God Wars. Commander Zilyana of the Saradominist army is one of few creatures known to still possess one. Its gold hilt is shaped like the star of Saradomin and the base of the blade has notches which cause it to resemble a feather from an Icyene's wing. Its powerful magic can be harnessed to cause holy lightning to erupt around the wielder. Seercull Weapon (shortbow), uncommon (requires attunement) This magic weapon has 3 charges. When you hit a creature with this shortbow, you can expend a charge to impose disadvantage on any spell attacks the creature makes until the start of your next turn. The shortbow regains 1d3 expended charges daily at dawn. This shortbow was created by the Fremennik people to slay the mages of the Moon Clan, a tribe they despised for their use of magic. The Fremennik believed that only the gods were worthy of using magic, and that any mortals who utilized magic must be stopped, even if it meant destroying them. Silverlight Weapon (longsword), uncommon When you hit a demon with this magic weapon, the demon takes an extra 2d6 slashing damage. This elegant silver longsword gives off a faint blue glow down the center of the blade. During the early Fifth Age, it was used by a commoner named Wally Prysin to slay the demon Delrith and banish him to the Infernal Dimensions. It was passed down to Wally's descendants, and currently resides with Sir Ehntor Prysin at Varrock palace in Misthalin. Wolfbane Weapon (dagger), uncommon (requires attunement) When you hit a Werewolf with this magic weapon, it must make a DC 13 Constitution saving throw. On a failed save, the Werewolf is immediately forced into its Human form if it was not in it already, and it cannot transform for 1 minute. This unusual silver dagger has two sharp prongs. It belongs to Drezel, the priest of Paterdomus temple in northeast Misthalin. It is extremely useful when dealing with Werewolves, as it can prevent them from transforming into their more powerful hybrid form. Zamorak Bow Weapon (longbow), uncommon (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. The longbow has 3 charges. When you hit a creature with this bow, you can consume a charge to invoke the flames of Zamorak. If you do, you deal an extra 2d6 fire damage. The longbow regains 1d3 expended charges daily at dawn. This red bow is marked on its ends with the horns of Zamorak. It was used long ago by Zamorakian forces to fight for their god. Its magic allows the user to burn their foes with unholy flames when they use it. Magic Items of Gielinor — DragonZaid 86


Armor All manner of unique and interesting magical armor sets can be found throughout Gielinor. Some are available in many armor shops, such as mithril, adamant, rune, and dragonhide armor, though most are not very easy to come by. Armadyl Armor Armor (studded leather), very rare While wearing this armor, you gain a +2 bonus to AC, and you have advantage on Dexterity (Acrobatics) checks against being grappled. This white and gold set of armor was worn by some of the highest ranking members of Armadyl's army during the God Wars. While it is mostly made of metal, its design allows for the complete flexibility one would normally only expect from leather armors. The helmet resembles an aviansie's head, and is decorated with wings. Bandos Armor Armor (half plate), very rare While wearing this armor, you gain a +2 bonus to AC, and you have advantage on Strength (Athletics) checks against being shoved. This brutish set of armor was worn by some of the highest ranking members of Bandos' army during the God Wars. It is constructed of metal and thick leather and decorated with several horns and a large symbol of Bandos. The chest is asymmetrical with a massive spiked left shoulder piece and the helmet has a pair of large, curved horns. The armor's magic makes it more protective than it would seem at first glance, while still allowing for some mobility. Barrows Armor This group of six ghastly armor sets is used by the six Barrows Brothers, powerful wights created by the Mahjarrat Sliske. Each barrows armor set has a matching weapon also used by the weights. When you are wearing a barrows armor set and using the corresponding barrows weapon, you gain the use of an additional effect. You must attune to the weapon and armor set (counts as attuning to one item) to unlock the set's additional effect, which is detailed below. Ahrim's Battle Robes Wondrous item, rare (requires attunement by a spellcaster) If you aren't wearing armor, your base Armor Class is 12 + your Dexterity modifier. Blighted Aura. Ahrim's equipment causes the wearer's magic to drain the fortitude of their enemies. When you are wearing Ahrim's battle robes and use Ahrim's staff to hit a creature with a spell attack on your turn, the primary target must succeed on a DC 13 Wisdom saving throw or suffer a -2 penalty to Constitution saving throws for 10 minutes. The penalty does not increase if a creature is hit more than once, but the duration is reset. You must be attuned to this staff and robes set (counts as attuning one item) to use this feature. Belonging to Ahrim the Blighted, this set of robes emanates a ghastly aura. It is comprised of fabric with chain links woven into it and is worn as clothing while providing a minimal amount of protection. When combined with Ahrims's robes, it can drain the fortitude of enemies when they are hit with spells. Dharok's Half Plate Armor (half plate), rare While wearing this armor, you gain a +1 bonus to AC. Wretched Strength. Dharok's equipment causes the wearer to grow in strength as they sustain damage in battle. When you are wearing Dharok's half plate armor and deal damage with Dharok's greataxe during your turn, you gain bonus damage while your hit points are low. The bonus damage equals 1d6 while below half your hit point maximum, or 1d12 while below one quarter your hit point maximum. You must be attuned to this weapon and armor set (counts as attuning one item) to use this feature. Belonging to Dharok the Wretched, this armor set emanates a ghastly aura. It consists of a breastplate, helmet, shoulder and forearm guards, and greaves. When combined with Dharok's greataxe, the wearer can deliver brutally strong attacks while badly injured. Guthan's Chain Mail Armor (chain), rare While wearing this armor, you gain a +1 bonus to AC. Infestation. Guthan's equipment causes the wearer to heal as they inflict damage on their enemies. Once per turn, when you are wearing Guthan's chain armor and use Guthan's warspear to reduce a creature to 0 hit points, you can regain 2d6 hit points. You must be attuned to this weapon and armor set (counts as attuning one item) to use this feature. Belonging to Guthan the Infested, this armor set emanates a ghastly aura. It consists of a horned helmet, chain mail body, chain skirt, and greaves. When combined with Guthan's warspear, the wearer can heal themselves as they damage their foes. Magic Items of Gielinor — DragonZaid 87


Karil's Leather Armor Armor (studded leather), rare While wearing this armor, you gain a +1 bonus to AC. Tainted Shot. Karil's equipment causes the agility of the wearer's enemies to be drained. When you are wearing Karil's leather armor and hit a creature with Karil's crossbow, the creature must succeed a DC 13 Consitution saving throw or suffer a -2 penalty to Dexterity saving throws for 10 minutes. The penalty does not increase if a creature is hit more than once, but the duration is reset. You must be attuned to this weapon and armor set (counts as attuning one item) to use this feature. Belonging to Karil the Tainted, this armor set emanates a ghastly aura. It consists of a hood and a studded leather body and legs. When combined with Karil's crossbow, its magic can cause those struck by it to be more susceptible to certain spells and attacks that could otherwise be dodged. Torag's Plate Armor Armor (plate), rare While wearing this armor, you gain a +1 bonus to AC. Corruption. Torag's equipment causes the wearer's enemies to be slowed when damaged. When you are wearing Torag's plate armor and wielding both of Torag's hammers and hit a creature with one of them, the creature's speed is reduced by 5 feet until the start of your next turn for each successful hit. You must be attuned to this weapon and armor set (counts as attuning one item) to use this feature. Once belonging to Torag the Corrupted, this armor set emanates a ghastly aura. It consists of bulky plate mail that covers the wearer from head to toe. When used alongside Torag's hammers, its magic can slow the wearer's enemies. Verac's Brassard Armor Armor (breastplate), rare While wearing this armor, you gain a +1 bonus to AC. Defiler. Verac's equipment causes the wearer's attacks to be particularly potent. When you are wearing Verac's brassard armor and hit a creature with Verac's flail, the attack ignores any resistances and immunities. Also, if you roll a 1 or a 2 on the damage die, the attack deals an additional 1d8 damage. You must be attuned to this weapon and armor set (counts as attuning one item) to use this feature. Belonging to Verac the Defiled, this armor set emanates a ghastly aura. It consists of a brassard, chain skirt, greaves, and helmet. When combined with Verac's flail, its magic allows it to strike with incredibly consistent force. Dragon Armor Armor (medium or heavy, but not hide), very rare While wearing this armor, you gain a +2 bonus to AC. Mysterious armor made from red metal can be found all throughout Gielinor. These pieces of dragon armor were created by the Dragonkin, a mysterious and ancient race of lizard-like humanoids whose power is rivaled only by the gods. Dragon armor sets come in multiple forms. They are more far more durable than typical armor. Dragonhide and Rune Armor Armor (any), rare While wearing this armor, you gain a +1 bonus to AC. Dragonhide armor is light armor crafted from the hide of green, blue, red, or black dragons, taking on the dragon's color. It is more durable than typical armor without sacrificing any of the wearer's mobility. Runite is a very durable type of ore that can be forged into blue rune metal to make all sorts of useful items, including armor. Any armor made of metal could potentially be found in rune form, though it takes a highly skilled smith to make one. Dragonhide and rune armor are particularly durable and are some of the highest quality armors that are widely available on Gielinor. They are excellent ways to reflavor armor, +1. Magic Items of Gielinor — DragonZaid 88


Fighter Torso Armor (breastplate), rare (requires attunement) While wearing this armor, you gain a +1 bonus to AC and melee weapon damage rolls. This breastplate is shaped to have the appearance of a muscular chest. It offers slightly increased protection compared to a typical breastplate while also slightly increasing the wearer's ferocity with melee weapons. This armor is used by some Fremennik warriors. Ganodermic Armor Armor (half plate), rare (requires attunement) While wearing this armor, you gain resistance to poison damage. You also gain darkvision out to a range of 60 feet. If you already have darkvision, wearing the armor increases its range by 60 feet. This armor is crafted from materials harvested from the fungal creatures of the Polypore Dungeon. It is dark turquoise in color and covered in fungi, consisting of a visor, body, and legs. Together, they help to protect the wearer from poison and allow them to see in the dark. Lunar Armor Armor (leather), rare While wearing this armor, you gain a +1 bonus to AC. You are considered proficient with this armor even if you lack proficiency with light armor. This armor is the ceremonial attire of the Moon Clan, a group of magic-using Fremennik that reside mainly on Lunar Isle in the sea north of Kandarin. It consists of several pieces of dyed leather armor, typically in dark shades of blue, green, and maroon. It similar to leather armor, but is easier to use, allowing it to be worn by some mages that lack training with armor. Shields All manner of unique and interesting magical shields can be found throughout Gielinor. Some are available in many armor or shield shops, such as adamant and rune shields, though most are not very easy to come by. Anti-dragon Shield Armor (shield), uncommon You have advantage on saving throws against the breath weapons of dragons while you wield this shield. The front of this shield depicts a dragon being impaled in the neck with a sword, and it has deep claw marks on it. It belongs to Duke Horacio of Lumbridge. Its magic can help to protect the wielder from dragonfire. Armadyl Buckler Armor (shield), rare You gain a +2 bonus to AC while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. The buckler is strapped to the wrist, keeping your hand partly free. You can use this hand to perform simple interactions, determined at the GM's discretion, such as holding, pushing, or pulling an object, opening a door, or loading a hand crossbow. You can also use it to make an unarmed strike. You can't use this hand to operate a weapon, tool, or magic item or to grapple or shove a creature. This special white and gold buckler was used by some of the highest ranking members of Armadyl's army during the God Wars. It is shaped like wings and beautifully adorned with silver, gold, and a large sapphire. Unlike ordinary shields, it keeps the hand partly free, an especially helpful trait for those who wish to use a crossbow with the opposite hand. Its magic makes it far superior to ordinary shields despite its small size. Bandos Warshield Armor (shield), rare You gain a +2 bonus to AC while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet. Magic Items of Gielinor — DragonZaid 89


This brutish kiteshield was wielded by some of the highest ranking members of Bandos' army during the God Wars. It is constructed of metal decorated with several chains and a large symbol of Bandos. The shield's magic makes it far superior to an ordinary shield and can help to prevent the wielder from being pushed around on the battlefield. Crystal Shield Armor (shield), rare (requires attunement) You gain a +1 bonus to AC while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. The shield has 3 charges. When you are subjected to a Dexterity saving throw while you are wielding it, you can expend a charge to gain advantage on the throw. The shield regains 1d3 expended charges daily at dawn. Crystal shields are crafted through a delicate type of chanting called crystal singing. Only Elves and a few extraordinary individuals of other races are able to perform the necessary techniques to magically transform crystal seeds into useful objects. They also use crystal to make weapons, staves, wands, orbs, tools, armor, and even buildings. This elegant shield is cyan in color and much more protective than an ordinary shield. Its magic can also enhance the wielder's evasiveness. Dragon Shield Armor (shield), rare You gain a +2 bonus to AC while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. Mysterious shields made from red metal can be found all throughout Gielinor. These shields were created by the Dragonkin, a mysterious and ancient race of lizard-like humanoids whose power is rivaled only by the gods. They come in square and kite shapes. Half of a dragon square shield is in possession of the Legends' Guild in Kandarin, but the location of the other half is a mystery. They are more far more durable than typical shields. Dragonfire Shield Armor (shield), very rare (requires attunement) You gain a +1 bonus to AC and resistance to fire damage while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. Additionally, you have advantage on saving throws against the frightful presence and breath weapons of dragons and skeletal wyverns while you wield this shield. When you are wielding it, you can use a bonus action to expel a blast of dragonfire from the shield in the shape of a 30- foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 4d8 fire damage on a failed save, or half as much on a successful one. You can use this feature once, and can't use it again until the next dawn. This shield is created by forging together an anti-dragon shield with a draconic visage, which can only be done by the most skilled of blacksmiths. Once complete, the square shield's face has the appearance of an elaborate dragon's head with its mouth open wide. Much like the anti-dragon shield, it can protect the wearer from dragons' breath attacks. It can also protect the wielder from dragons' ability to frighten, can expel extremely hot flames and offers superior protection compared to any ordinary shield. Elemental Shield Armor (shield), uncommon You have advantage on saving throws against the breath weapons of skeletal wyverns while you wield this shield. This large, circular shield was forged from metal infused with the four elements. It is translucent with a purple outer edge and center. The wielder is partly protected from the icy breath of skeletal wyverns. Mind Shield Armor (shield), rare (requires attunement) You have advantage on saving throws against the breath weapons of skeletal wyverns and gain resistance to psychic damage while you wield this shield. Magic Items of Gielinor — DragonZaid 90


This large, circular shield was forged from metal infused with the four elements and enchanted with mind magic. It is translucent with an orange outer edge and center. The is partly protected from psychic harm and the icy breath of skeletal wyverns. Rune Shield Armor (shield), uncommon You gain a +1 bonus to AC while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. Runite is a very durable type of ore that can be forged into blue rune metal to make all sorts of useful items, including shields, though it takes a highly skilled smith to make one. Rune shields are particularly durable and are some of the highest quality shields that are widely available on Gielinor. They are excellent ways to reflavor shields, +1. Spirit Shield Armor (shield), very rare (requires attunement) You gain a +2 bonus to AC while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. The shield has 5 charges. When you take damage while holding this shield, you can use a reaction to expend a charge and halve the amount of damage taken. The shield regains 1d4 + 1 expended charges daily at dawn. This powerful shield is created by combining a blessed spirit shield with a special sigil obtained from the corporeal form of the spirit beast of the Wilderness. It is far superior to any ordinary shield and the wielder can use its connection with the spirit world to reduce the amount of harm done to the wielder. It it is translucent and has a peculiar curved shape, and can be a number of different colors, depending on the type of sigil added. Toktz-ket-xil Armor (shield), rare (requires attunement) You gain a +1 bonus to AC and resistance to fire damage while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. This shield can only be forged by the TzHaar people that live deep underground beneath the Karamja volcano. It is very heavy and extremely durable. It resembles a circular shield constructed from jagged chunks of black obsidian. Its name means "obsidian sharp defender". Staves & Wands A variety of of unique and interesting magical staves and wands can be found throughout Gielinor. Some are available in many magic shops, such as mystic focuses and elemental staves, though most are not very easy to come by. Ancient Staff Staff, uncommon (requires attunement by a spellcaster) The staff has 3 charges. While holding it, you can expend 1 charge as an action to cast one of the following spells from it, using your spell attack modifier and save DC: arms of hadar, fog cloud, ice knife, or inflict wounds. The staff regains 1d3 expended charges daily at dawn. This purple staff was once used by mages of the Zarosian empire before the God Wars. The top of the staff has a large symbol of Zaros. It is imbued with the four elements of the ancient magicks: blood, ice, shadow, and smoke. The wielder can use the staff to cast basic spells of each of these elements. Armadyl Battlestaff Staff, very rare (requires attunement by a spellcaster) The staff has 10 charges. The staff can be wielded as a magic quarterstaff. While holding it, you gain a fly speed of 50 feet, and you can expend 1 or more charges as an action to cast one of the following spells from it, using your spell save DC: gust of wind (2 charges), storm sphere (4 charges) wind wall (3 charges). You can also expend a charge as a reaction to cast feather fall. The staff regains 1d6 + 4 expended charges daily at dawn. This battlestaff was formed from shards of the Staff of Armadyl, an unfathomably powerful Elder God Artifact. It is gold and the top has a set of wings with a large green gem. It allows the wielder to fly and control potent wind and storm magic. Magic Items of Gielinor — DragonZaid 91


Elemental Staves Elemental staves are staves that have an orb imbued with one of the four elements—air, water, earth, or fire—attached to the top. These staves can also be enchanted to upgrade their power to become elemental mystic staves. The weaker versions of elemental staves can be found in some magic shops throughout Gielinor. Mystic Air Staff Staff, rare (requires attunement by a spellcaster) The staff has 7 charges. It can also be used as a magic quarterstaff, +1. While holding it, you can use an action to expend one or more charges to cast the following spells, using your spell save DC: gust of wind (2 charges), wind wall (3 charges). You can also use a reaction to expend a charge and cast featherfall. The staff regains 1d6 + 1 expended charges daily at dawn. Mystic Earth Staff Staff, rare (requires attunement by a spellcaster) The staff has 7 charges. It can also be used as a magic quarterstaff, +1. While holding it, you can use an action to expend one or more charges to cast the following spells, using your spell save DC: earth tremor (1 charge), erupting earth (3 charges), Maximillian's earthen grasp (2 charges). The staff regains 1d6 + 1 expended charges daily at dawn. Mystic Fire Staff Staff, rare (requires attunement by a spellcaster) The staff has 7 charges. It can also be used as a magic quarterstaff, +1. While holding it, you can use an action to expend one or more charges to cast the following spells, using your spell save DC: burning hands (1 charge), fireball (3 charges), scorching ray (2 charges). The staff regains 1d6 + 1 expended charges daily at dawn. Mystic Water Staff Staff, rare (requires attunement by a spellcaster) The staff has 7 charges. It can also be used as a magic quarterstaff, +1. While holding it, you can use an action to expend one or more charges to cast the following spells, using your spell save DC: ice knife (1 charge), wall of water (3 charges), water breathing (3 charges). The staff regains 1d6 + 1 expended charges daily at dawn. Staff of Air Staff, uncommon (requires attunement by a spellcaster) The staff has 3 charges. It can also be used as a magic quarterstaff. While holding it, you can use a reaction to expend a charge and cast featherfall. The staff regains 1d3 expended charges daily at dawn. Staff of Earth Staff, uncommon (requires attunement by a spellcaster) The staff has 3 charges. It can also be used as a magic quarterstaff. While holding it, you can use an action to expend a charge and cast earth tremor using your spell attack modifier and save DC. The staff regains 1d3 expended charges daily at dawn. Staff of Fire Staff, uncommon (requires attunement by a spellcaster) The staff has 3 charges. It can also be used as a magic quarterstaff. While holding it, you can use an action to expend a charge and cast burning hands using your spell attack modifier and save DC. The staff regains 1d3 expended charges daily at dawn. Staff of Water Staff, uncommon (requires attunement by a spellcaster) The staff has 3 charges. It can also be used as a magic quarterstaff. While holding it, you can use an action to expend a charge and cast ice knife using your spell attack modifier and save DC. The staff regains 1d3 expended charges daily at dawn. Magic Items of Gielinor — DragonZaid 92


Guthix Staff Staff, rare (requires attunement by a spellcaster of lawful neutral, true neutral, or chaotic neutral alignment) The staff has 7 charges. It can also be used as a magic quarterstaff. While holding it, you can use an action to expend a charge and strike a creature you can see within 60 feet with the claws of Guthix. The creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes 4d10 force damage and suffers a -2 penalty to their AC for 10 minutes. Lesser restoration can remove this effect, and a creature cannot receive this penalty more than once at a time. On a successful save, the creature takes half the damage and suffers no further effects. The staff regains 1d6 + 1 expended charges daily at dawn. This small staff is marked at the top with the symbol of Guthix. It is used by Guthixian mages at the Mage Arena in the northern Wilderness. The staff can be used to strike foes with purple, magical claws of Guthix that burst from the ground, weakening the target's defenses. Iban's Staff Staff, uncommon (requires attunement by a spellcaster) The staff has 5 charges. While holding it, you can use an action to expend a charge and launch a magical, flaming skull at a creature you can see within 60 feet. Make a ranged spell attack against the creature using your spell attack modifier. If it hits, the target takes 2d6 fire damage plus 2d6 necrotic damage. The staff regains 1d4 + 1 expended charges daily at dawn. This staff is used by Iban, an evil mage that lives deep within the underground pass between West Ardougne and Tirannwn. It can be used to fire an Iban blast, a magical skull covered in red flames which burns and drains the life force of a foe at the same time. Master Wand Wand, rare (requires attunement by a spellcaster) While holding this wand, you gain a +2 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack. This wand can be obtained from the mages of the Mage Training Arena northeast of Al Kharid. They won't give them away to just anyone, however. They only allow them to be purchased by mages that have proven that they possess the skills necessary to skillfully wield such a wand. The wand makes some of the wielder's spells much more accurate. Mystic Focuses Arcane focus (wand, staff, or orb), uncommon (requires attunement by a spellcaster) While holding this focus, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack. Mystic focuses are ordinary focuses that have been magically enhanced to make some of the wielder's spells more accurate. They can be purchased at some magic shops throughout Gielinor. Pharoah's Sceptre Staff, very rare (requires attunement by a spellcaster) You gain resistance to fire damage while holding this staff. The staff has 7 charges. While holding it, you can use an action to expend one or more charges to cast the following spells, using your spell save DC: blight (4 charges), create or destroy water (1 charge), dust devil (2 charges), heat metal (2 charges). The staff regains 1d6 + 1 expended charges daily at dawn. Legends tell that this staff used to belong to one of the sons of the desert god Tumeken. It is gold and adorned with several rubies. It makes the wielder more resilient against fire and can be used to cast a variety of spells reminiscent of the desert from which it came. Polypore Staff Staff, very rare (requires attunement by a spellcaster) You gain immunity to the poisoned condition while holding this staff. The staff has 10 charges. While holding it, you can use an action to expend one or more charges to cast the following spells, using your spell save DC: cloudkill (5 charges), moonbeam (2 charges), sleep (1 charge), stinking cloud (3 charges). The staff regains 1d6 + 4 expended charges daily at dawn. This large staff is crafted from materials harvested from the fungal creatures of the Polypore Dungeon. It is dark turquoise in color, covered in fungi, and is hooked at the top. The staff prevents the wielder from becoming poisoned and can cast a variety of spells reminiscent of the dungeon from which it came. Saradomin Staff Staff, rare (requires attunement by a spellcaster of good alignment) The staff has 7 charges. It can also be used as a magic quarterstaff. While holding it, you can use an action to expend a charge and strike a creature you can see within 60 feet with Saradomin's lightning. The creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes 4d10 lightning damage and suffers a -2 penalty to saving throws for 10 minutes. Lesser restoration can remove this effect, and a creature cannot receive this penalty more than once at a time. On a successful save, the creature takes half the damage and suffers no further effects. The staff regains 1d6 + 1 expended charges daily at dawn. This small staff is marked at the top with the symbol of Saradomin. It is used by Saradominist mages at the Mage Arena in the northern Wilderness. The staff can be used to strike foes with magical blue lightning. Magic Items of Gielinor — DragonZaid 93


Skull Sceptre Staff, uncommon (requires attunement by a spellcaster) The staff has 3 charges. While holding it, you can use an action to expend a charge and cast inflict wounds using your spell save DC. The staff regains 1d3 expended charges daily at dawn. This bizarre staff is constructed from two mismatched halves of skulls and a long rod, all of which can be found at the dungeon beneath the barbarian village of Gunnarsgrunn in Misthalin. It can be used to cast basic necromantic magic. Staff of Light Staff, very rare (requires attunement by a spellcaster) You gain resistance to radiant damage while holding this staff. The staff has 7 charges. While holding it, you can use an action to expend one or more charges to cast the following spells, using your spell save DC: daylight (3 charges), faerie fire (1 charge), guiding bolt (1 charge), wall of light (5 charges). The staff regains 1d6 + 1 expended charges daily at dawn. You can use a bonus action to hit the base of the staff against the ground, erecting a shimmering barrier of light around yourself. When you do, you gain resistance to bludgeoning, piercing, and slashing damage for 10 minutes. You can use this feature once. You can't use it again until the next dawn. This large silver and gold staff is marked with a symbol of Saradomin above the grip and pointed at the tip. It protects the wielder partly from radiant harm, and can be used to cast light magic and protect oneself from physical harm. Wand of Treachery Wand, rare (requires attunement by a spellcaster) While holding this wand, you gain a +2 bonus to spell attack rolls and a +1 bonus to your spell save DC. In addition, you ignore half cover when making a spell attack. Curse. This wand is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the wand, keeping it within reach at all times. You also have disadvantage on spell attack rolls using focuses other than this one, and creatures have advantage on saving throws against spells you cast using focuses other than this one. When you cast a spell with this wand that targets one or more hostile creatures, you must first make a DC 16 Wisdom saving throw. On a failed save, you instead target the same number of random allies within range of the spell, which may include yourself. If the spell was intended to be cast on one or more allies, you must make the same saving throw, and on a failed save instead target the same number of hostile creatures within range. If there are not enough new targets within range, the spell is not cast for any excess amount of initial targets. On a successful save, you cast the spell normally. This twisted, black wand greatly enhances the wielder's magic ability. However, it is imbued with a powerful curse that can cause the user to betray their allies, casting harmful spells on them while casting helpful spells on their enemies. The curse also fills the user's mind with tempting thoughts of treachery. Zamorak Staff Staff, rare (requires attunement by a spellcaster of evil alignment) The staff has 7 charges. It can also be used as a magic quarterstaff. While holding it, you can use an action to expend a charge and strike a creature you can see within 60 feet with Zamorak's flames. The creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes 4d10 fire damage and suffers a -2 penalty to attack rolls for 10 minutes. Lesser restoration can remove this effect, and a creature cannot receive this penalty more than once at a time. On a successful save, the creature takes half the damage and suffers no further effects. The staff regains 1d6 + 1 expended charges daily at dawn. This small staff is marked at the top with the symbol of Zamorak. It is used by Zamorakian mages at the Mage Arena in the northern Wilderness. The staff can be used to strike foes with magical flames that weaken them. Magic Items of Gielinor — DragonZaid 94


Wondrous Items A huge variety of wondrous items can be found throughout Gielinor. They are very diverse, ranging from skill enhancing amulets to magical books containing ancient knowledge. Some are available in many magic shops, though most are not very easy to come by. Amulet of Accuracy Wondrous item, uncommon (requires attunement) You gain a +1 bonus to ranged weapon attack rolls while wearing this amulet. This orange amulet has been magically enchanted to increase the wearer's accuracy with ranged weapons. It belongs to Wizard Mizgog of the Wizards' Tower in Misthalin. Amulet of Defence Wondrous item, rare (requires attunement) You gain a +1 bonus to AC and saving throws while wearing this amulet. This gold amulet contains a magically enchanted emerald. Its magic provides the wearer with slight protection from all manner of harm. Amulet of Fury Wondrous item, very rare (requires attunement) You gain a +2 bonus to attack rolls and weapon damage rolls while wearing this amulet. This black amulet contains a magically enchanted onyx, one of the rarest gems known to Gielinor. Its magic greatly bolsters the wearer's combat ability. Amulet of Glory Wondrous item, rare (requires attunement) You gain a +1 bonus to attack rolls and weapon damage rolls while wearing this amulet. This gold amulet contains a magically enchanted dragonstone, a very rare purple gem. Its magic increases the wearer's combat ability. Amulet of Magic Wondrous item, uncommon (requires attunement) You gain a +1 bonus to spell attack rolls while wearing this amulet. This gold amulet contains a magically enchanted sapphire. Its magic increases the wearer's accuracy with some spells. Amulet of Power Wondrous item, uncommon (requires attunement) You gain a +1 bonus to melee weapon attack rolls while wearing this amulet. This gold amulet contains a magically enchanted diamond. Its magic increases the wearer's accuracy with melee weapons. Amulet of Strength Wondrous item, uncommon (requires attunement) You gain a +2 bonus to melee weapon damage rolls while wearing this amulet. This gold amulet contains a magically enchanted ruby. Its magic increases the wearer's physical strength with melee weapons. Archer's Ring Wondrous item, rare (requires attunement) While wearing this ring, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons. This gold ring has an elaborate arrow symbol on the top. Its magic causes the wearer's attacks with bows to be much more effective. Ardougne Cloak Wondrous item, uncommon While you wear this cloak with its hood up, you have advantage on Dexterity (Sleight of Hand) checks made to steal items and pick pockets, as the cloak's magic gently guides the movement of your hands. Pulling the hood up or down requires an action. This dark cloak is used by a few of the wealthiest and most skilled thieves of the city of Ardougne to aid primarily in picking pockets and stealing from market stalls. Ava's Accumulator Wondrous item, uncommon The device can be used as a quiver. While you wear it on your back, any ammunition fired from a weapon you are holding is magically pulled back into your quiver 1 round after it stops moving. The ammunition doesn't move fast enough to deal damage upon returning. The ammunition doesn't return if it is more than 120 feet away, destroyed, held securely by a creature or object, or if there is no unblocked path between you and it. For instance, an arrow fired through a doorway that is closed before 1 round has passed cannot return, and isn't affected by Ava's Accumulator unless it is fired again, even if the door is opened. This strange device is worn like a backpack. It was designed by the inventor Ava and made from a special magnet, the branches of an undead tree, and an undead chicken. The device magically attracts ammunition back to the wearer after it has been fired. Berserker Ring Wondrous item, rare (requires attunement) While wearing this ring, you have proficiency with the mace, maul, and warhammer, and you gain a +2 bonus to damage rolls on melee attacks made with such weapons. This silver ring has an elaborate warhammer symbol on the top. Its magic causes the wearer's attacks with bludgeoning weapons to be much more effective. Magic Items of Gielinor — DragonZaid 95


Black Mask Wondrous item, very rare (requires attunement) The mask has 5 charges. While wearing this mask, you can use a bonus action to expend a charge and designate a creature you can see within 60 feet as a slayer target. You have advantage on melee weapon attack rolls against the slayer target, and your melee weapon attacks to them deal an extra 2d6 damage of the weapon's damage type. Once you designate a slayer target, you can't designate a new one until the next dawn or until it is destroyed. The mask regains 1d4 + 1 expended charges daily at dawn. This black, wooden mask is worn by cave horrors. Its magic allows the wearer to designate a creature as a target to be slain, greatly increasing their melee skills against it. Cape of Legends Wondrous item, rare (requires attunement) You gain a +1 bonus to AC and you have advantage on saving throws against becoming frightened while wearing this cape. This long, white cape is bestowed to only the noblest of heroes by the members of the Legends' Guild in Kandarin. Its magic provides a small amount of additional protection and bolsters the wearer's courage. Desert Amulet Wondrous item, common While you wear this amulet, you are adapted to hot climates. You must be wearing the amulet for at least 1 hour for the adaptation to take effect. This amulet holds a large diamond in the shape of a heart. Its magic protects the wearer from hot climates, such as the harsh conditions of the Kharidian Desert. Explorer's Ring Wondrous item, uncommon While you wear this ring, you and your group can travel 4 miles in the time you would have traveled 3 miles otherwise, so long as you assist with navigation. This plain-looking ring is made from bronze, silver, gold, or platinum. It helps the wearer and their group to travel at a quicker pace during long-distance travel while the wearer is navigating. Fire Cape Wondrous item, very rare (requires attunement) While you wear this cape, you gain the following benefits: You have resistance to cold damage. You ignore difficult terrain created by ice or snow. You can tolerate temperatures as low as -50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as -100 degrees Fahrenheit. You can use a bonus action to cause the cape to ignite with magical flames. While the cape is lit, it emits bright light in a 30-foot radius and dim light for another 30 feet. Additionally, your weapon attacks deal an extra 1d6 fire damage while it is lit. The cape remains lit for 1 hour or until you douse it as a bonus action. This orange cape protects the wearer from many of the dangers of cold environments. It can be lit with magical flames to enhance the wearer's weapons with its flames. The cape is awarded by the TzHaar to only the strongest of warriors. Focus Sight Wondrous item, very rare (requires attunement) The sight has 5 charges. While wearing this sight, you can use a bonus action to expend a charge and designate a creature you can see within 60 feet as a slayer target. You have advantage on ranged weapon attack rolls against the slayer target, and your melee weapon attacks to them deal an extra 2d6 damage of the weapon's damage type. Once you designate a slayer target, you can't designate a new one until the next dawn or until it is destroyed. The sight regains 1d4 + 1 expended charges daily at dawn. Magic Items of Gielinor — DragonZaid 96


This magical device is shaped like an eyepatch, covering one eye with a special sight. It can be created from parts of a desert strykewyrm. Its magic allows the wearer to designate a creature as a target to be slain, greatly increasing their aim with ranged weapons against it. God books Wondrous item, very rare These ancient books come in several varieties, each associated with a different god and containing information concerning a physical or mental trait. Its binding can be found at the lighthouse west of Rellekka, but its pages have been scattered throughout Gielinor. Once the entire book is assembled, its words become charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, one of your ability scores increases by 2, as does your maximum for that score. The book then loses its magic, but regains it in a century. The ability score increased is determined by type of book, as described in the table below. God Books Book Ability Score Armadyl's Book of Law Dexterity Bandos' Book of War Strength Guthix's Book of Balance Your lowest ability score (determined randomly if a tie) Saradomin's Book of Wisdom Wisdom Zamorak's Book of Chaos Charisma Zaros' Ancient Book Intelligence God Cloaks Wondrous item, uncommmon These white cloaks come in several varieties, each associated with a different god and able to aid the wearer in certain activities. The cloak has 3 charges. While you are wearing it, you can use a bonus action to consume a charge and wrap yourself in the cloak, drawing from the blessing placed on it. When you do, you gain advantage on the next ability check you make using the ability associated with the cloak within 10 minutes, as described by the table below. The cloak regains 1d3 expended charges daily at dawn. God Cloaks Cloak Ability Ancient Cloak Intelligence Armadyl Cloak Dexterity Bandos Cloak Strength Guthix Cloak Any skill with which you are not proficient Saradomin Cloak Wisdom Zamorak Cloak Charisma Hexcrest Wondrous item, very rare (requires attunement by a spellcaster) The hexcrest has 5 charges. While wearing this item, you can use a bonus action to expend a charge and designate a creature you can see within 60 feet as a slayer target. You have advantage on spell attack rolls against the slayer target and it has disadvantage on saving throws against your spells. In addition, you ignore half cover when making a spell attack against the slayer target. Once you designate a slayer target, you can't designate a new one until the next dawn or until it is destroyed. The mask regains 1d4 + 1 expended charges daily at dawn. This magical device is shaped like a headband with a long point coming up from the forehead and is decorated with several sapphires. It can be created from parts of a jungle strykewyrm. Its magic allows the wearer to designate a creature as a target to be slain, greatly increasing the accuracy of their spells against it. Infinity Robes Wondrous item, rare (requires attunement by a spellcaster) You gain a +1 bonus to spell attack rolls and your spell save DC while you wear these robes and you aren't wearing armor. These bright and colorful robes, consisting of a top, skirt, and hat, can be purchased from the Mage Training Arena northeast of Al Kharid. They won't give them away to just anyone, however. They only allow them to be purchased by mages that have proven that they possess the talent necessary to skillfully use them. The robes make many of the wearer's spells slightly more accurate. Obsidian Cape Wondrous item, uncommon (requires attunement) You gain a +1 bonus to AC and saving throws while you wear this cape. This heavy cape is made from black obsidian by the TzHaar. Its magic offers the wearer a small amount of protection against all manner of threats. Phoenix Necklace Wondrous item, rare When you are reduced to 0 hit points and not killed outright while wearing this necklace, you instantly regain 2d8 hit points and the necklace is destroyed. This gold necklace is decorated with a large diamond. It bursts into magical flames and heals the wearer before crumbling into ash if they would have been killed otherwise. Ring of Charos Wondrous item, uncommon (requires attunement) The ring has 3 charges. While you are wearing it, you can use an action to cast charm person or command from it, using a spell save DC of 13. The ring regains 1d3 expended charges daily at dawn. This plain-looking, brass ring is said to have been created by Charos, a mysterious Morytanian man best known for being unusually persuasive. The ring was at some point stolen by Dr. Fenkenstrain, a strange scientist who lives in northern Morytania. Magic Items of Gielinor — DragonZaid 97


Ring of Recoil Wondrous item, uncommon (requires attunement) The ring has 10 charges. When you take damage from a creature within 60 feet, a charge is automatically expended and the creature takes 1d6 force damage as a bolt of magical energy bursts from the ring. When the ring reaches 0 charges, it is destroyed. This gold ring holds a magically enchanted sapphire. Its magic retaliates against those who attack the wearer a limited number of times before crumbling into dust. Ring of Visibility Wondrous item, rare (requires attunement) The ring has 3 charges. As an action, you can rub the ring and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you press the ring against your temple. The ring regains 1d3 expended charges daily at dawn. This gold ring gives the wearer the ability to see invisible creatures and objects. It is currently in the possession of Rasolo, a wandering merchant of Kandarin. Robes of Subjugation Wondrous item, very rare (requires attunement by a spellcaster) When you wear these robes while not wearing armor, you gain a +1 bonus to spell attack rolls and your spell save DC, your AC becomes 14 + your Dexterity modifier, and you can understand and speak Infernal. Curse. These robes are cursed, and donning them for the first time after becoming attuned to them extends the curse to you. As long as you remain cursed, you are unable to remove the robes. While wearing the robes, if you cast a spell that harms a demon or an undead creature, you must make a DC 16 Wisdom saving throw. On a failure, you take 4d8 psychic damage and are stunned until the start of your next turn. On a successful save, you take half the damage and aren't stunned. During the God Wars, Zamorak was paranoid that his underlings would betray him just as he betrayed Zaros. He gave the mages of his army these black robes so that anyone who wished to turn their back on him would suffer excruciating pain. The robes provide magical protection and enhance the wearer's magical abilities, but they are cursed so that casting spells on demonic or undead creatures causes intense psychic harm. Magic Items of Gielinor — DragonZaid 98


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