Spells A-Z
A Glass Darkly Ascension
6th-level Divination 9th-level conjuration
“For now we see as through a glass darkly,
but then we shall see face to face. “A chariot of fire came between them,
and Elijah was taken up to heaven.”
Now I know partially, then shall I know fully.”
-1 Corinthians 13:12 -2 Kings 2:11
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: Self
Components: V, S Components: V, S
Duration: 1 hour Duration: Instantaneous
You touch a willing creature and speak words in an angelic You attempt to enter - body and soul - into the heavenly
tongue, granting the creature the ability to see the influences realm. You can specify a target destination in general terms,
from beyond the veil. For the duration, the creature can see into such as “on the bank of the Glassy Sea” or “in the presence of
the spiritual realm, noticing angels, demons, and other spiritual Cherubim,” and you may arrive near that destination, at the GM’s
creatures that would normally be invisible to the mortal eye discretion. Your body is physically transported with you as you
out to a range of 120 feet. The creature is also aware of the enter heaven.
presence of angels or demons who are disguised by magic, or
who have a physical form or simulacrum that would otherwise be If you cast this spell with selfish or evil intent, as determined
undetectable out to a range of 120 feet. by the GM, the spell fails and you take 12d12 radiant damage and
are knocked prone in the space where you cast the spell.
Additionally, you can see a faint glow around creatures who
are actively telling a lie or withholding important information, Aura of Temptation
and a faint glow around creatures who have a deeply buried
secret. The stronger the feeing of guilt (or the more the secret is 9th-level Enchantment
eating away at them), the stronger the glow becomes.
“They are falling into temptation which will plunge
Annunciation them into ruin and destruction.”
-1 Timothy 6:9
6th-level Conjuration
“The angel of the Lord appeared to them and the Casting Time: 24 hours
glory of the Lord shone around them.” Range: Self
-Luke 2:9 Components: V, S, M (a ripe piece of fruit and the skin of
a snake, which the spell consumes)
Casting Time: 1 action Duration: Until Dispelled
Range: Self
Components: V, S, M (Some dirt taken from Holy Ground, You call upon the innate stain of original sin in the human
and 500 gp worth of incense, which the spell consumes) heart, causing all humanoids in the area to feel an inclination to
Duration: Instantaneous commit sins of a specified type with greater frequency. When you
cast this spell, you specify a type of sin (lust, greed, sloth, etc.),
You open a momentary rift in the veil between the creating an aura of temptation toward that sin which radiates out
spiritual and mortal realms, allowing celestial beings of the in a 1-mile-radius sphere. Creatures who enter this area for the
heavenly host a few moments to speak to you. The angels first time on a turn or begin their turn there must make a Wisdom
proclaim good news of great joy for all people. It takes 10 saving throw against your spell save DC or have their mind filled
minutes for the angels to proclaim their message, and at the with thoughts that tempt them to commit sins of the specified
end of the 10 minutes the angels disappear and the rift closes. type. In addition, you cause any of the following effects to take
Any creatures who were present to hear this announcement hold within 1 mile:
immediately forget the exact words that the angels spoke, but
the feeling of the words remain with them for the next 24 hours, • A harmless sensory effect associated with the chosen sin
granting the following benefits. (example: the smell of baked goods in an aura of Gluttony).
• The creature becomes immune to being charmed or • A recurring minor illusory effect associated with the chosen
frightened sin (such as posters that advertise a local gambling hall in
an aura of Greed).
• The creature gains advantage on all ability checks
• The creature’s speed increases by 10 feet. • Harmless recurring events that mimic the effects of a spell
of first level or lower (such as fog cloud, prestidigitation, or
similar).
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Bind with Water location of a fond memory of the caster. The room smells of fresh
herbs and spices, and is kept warm by a large stone fireplace set
4th-level Conjuration into the far wall. A long wooden table dominates the center of the
space, with place settings and enough space to accommodate 15
“Moses stretched out his hand and the water covered people. The table is already prepared with bread, wine, and any
Pharaoh’s army, and not even one escaped.” other foods you specify when you cast the spell.
-Exodus 14:28
Cushions and blankets are neatly folded and placed along
Casting Time: 1 action the outside of the room, and the walls are adorned with any
Range: 120 feet pictures, trinkets, or decorations you choose when you cast the
Components: S spell. Any food or objects created by this spell are nourishing
Duration: Concentration, up to 1 minute and functional, but may not be removed from the upper room.
A creature that takes a Long Rest in this room is immune to any
You stretch out your hand, causing tendrils of water to erupt effects that would interfere with its sleep, such as a Night Hag’s
from the earth at a point within range. Any creatures within a 20- “Nightmare Haunting,” the Dream spell, or a demon lair’s “Aura
foot wide, 50-foot tall cylinder centered on that point must make of Temptation.”
a Strength saving throw. A creature who succeeds on the save is
When the spell ends, any creatures inside the upper room or
ejected to the nearest empty space outside of the cylinder. On a staircase are expelled into the open spaces nearest to the entrance.
All objects and uneaten food created by this spell vanish when
failed save, a creature is restrained and held aloft by the tendrils the spell ends.
of water. The cylinder can restrain up to 8 “points” worth of
creatures. The number of “points” it takes to restrain a creature is Covenant
determined by its size, shown in the chart below.
5th-level Divination
Size Cost
“We have not forgotten you,
Tiny or Small 1 point nor been disloyal to your covenant.”
Medium 2 points -Psalm 44:18
Large 4 points Casting Time: 1 action
Huge 8 points Range: Self
Components: V, S
Gargantuan 16 points Duration: 30 days
At the end of each of its turns, a restrained target can repeat You make a promise or contract, binding any number of
creatures you choose within range with magic of covenant
the saving throw, ending the effect on itself on a success. language. The contract must be spoken out loud as the verbal
At Higher Levels: When you cast this spell using a spell slot component of the spell, but may take the form of a song, an
impassioned speech, or a stern exhortation. If a creature can see,
of 5th level or higher, the cylinder can restrain two additional hear, and understand you, the spell marks that creature.
“points” worth of creatures for each slot level above 4th.
As part of this contract you specify a triggering behavior,
Cenacle action, or course of activity. Examples of triggers include “if
you break your promise,” “if you speak my name out loud,” or
5th-level Conjuration “if any harm comes to this child.” If a creature marked by this
spell performs the triggering action before the spell ends, you are
They locked the doors of the upper room, for they immediately alerted to this fact. If you are sleeping, this mental
were afraid of those who persecuted them. alert wakes you up.
-John 20:19
At Higher Levels: When you cast this spell using a spell slot
Casting Time: 10 minutes of 6th level, you are also alerted to the identity of the creature that
Range: 60 feet performed the triggering action. When you cast this spell using a
Components: V, S, M (a jar of water) spell slot of 7th level or higher, you are alerted to the creature’s
Duration: 12 hours distance and direction at the time of the triggering event, as well
as its identity.
You conjure a doorway to an extradimensional space within
range. The door is 5 feet wide and 8 feet tall, and you designate Create Golem
its location when you cast the spell. You and any creature you
designate when you cast the spell can open and close the door 5th-level Transmutation
to the extradimensional space, but when the door is closed, it “You saw that I was unformed, as a golem”
-Psalm 139:16
becomes magically locked as though through the Arcane Lock
Casting Time: 1 hour
spell. The door is immune to all damage, and spells and other Range: Touch
magical effects cannot pass through the door. Components: V, S, M (350 pounds of clay, earth, or other
Inside the doorway is a simple stone staircase that leads into 245
an upper room. The upper room is 20 feet wide and 40 feet long,
with windows that give the illusion of looking out over any city
or landscape you choose when you cast the spell. If no landscape
is chosen when the spell is cast, the illusion takes the form of a
substance) performing a favor for a town priest), you can use your reaction
Duration: 24 hours to consecrate the act as a truly selfless offering to God.
You shape the clay used in the material component into the If the act was done out of concern for the wellbeing of the
form of a golem. During the casting of this spell, you etch the creature rather than out of selfish gain (at the discretion of the
Hebrew letter aleph “ ”אinto the forehead of the golem, imbuing GM), then the fabric of universe shifts in your favor. At some
it with a semblance of life force. The type of golem is chosen time in the next 3 days, aid will be given to you in kind taking a
by you during the casting of the spell and must have a challenge form chosen by the GM. Typically, the aid you receive will reflect
rating of 4 or lower. Any golem created with this spell obeys your your original selfless action (if you make an offering of money,
commands without question for the duration of its existence. you may stumble upon some hidden fortune; if you cast a 3rd-
level spell to heal a creature’s affliction, you may receive a boon
As a bonus action on each of your turns you can issue a equal to the effects of another 3rd-level spell); however, the aid
command to the golem if it is within 120 feet and can hear you. you receive is determined by the GM and is not restricted by the
Once given a command, the golem will continue to obey it until original action you performed.
the task is complete.
You may also cast this spell as a reaction to your own
The golem exists for 24 hours, after which it collapses back inaction. For example, if a pickpocket steals your party’s Bag of
into a pile of shapeless earth. To maintain the golem’s existence Holding and you cast this spell as a reaction rather than giving
for another 24 hours, you must cast this spell on the golem again chase or seeking revenge, then the spell functions as normal,
before the current 24-hour period ends. This use of the spell treating the contents of the theft as it would an offering to a
restores the golem’s hit points to full and maintains the golem’s beggar. Similarly, casting this spell as you choose not to engage
existence, rather than creating a new golem. in a bar fight or other warranted act of aggression may result
in bandits choosing not to attack your party the road during the
Deluge following evening.
3rd-level Conjuration Every Knee Shall Bend
“You cannot see! 1st-level enchantment
A deluge of water covers you.”
“Every knee should bend, of those in heaven and on
-Job 14:2 earth and under the earth.”
-Philippians 2:10
Casting Time: 1 action
Range: 120 feet Casting Time: 1 action
Components: V, S, M (A vial of rainwater) Range: 30 feet
Duration: Instantaneous Components: V
Duration: Concentration, up to 1 hour
You conjure a deluge of water that crashes down in a 10-foot-
radius, 40-foot-high cylinder centered on a point you can see You speak one of the names of God to a creature who can hear
within range. Each creature in this area must make a Dexterity you within 30 feet. The target must succeed on a Wisdom saving
saving throw. On a failed save, a creature takes 5d8 bludgeoning throw or drop to one knee out of respect for the name. On a failed
damage and is knocked prone. On a successful save, a creature saving throw, the target’s speed becomes 0, and it is unable to
takes half as much damage and is not knocked prone. The water stand up for the duration.
then spreads across the ground in all directions, extinguishing
unprotected flames within 30 feet of it, and then vanishes. At the end of each of its turns, and each time it takes damage,
the target can make another Wisdom saving throw. The target
At Higher Levels: When you cast this spell using a spell slot has advantage on this saving throw if it is triggered by taking
of 4th level or higher, the damage increases by 1d8 for each slot damage. On a success, the spell ends.
level above 3rd.
Greater Atonement
Do Unto Others
5th-level abjuration (ritual)
1st-level enchantment
“Abraham looked up and saw a ram, which he made
“Give to anyone who begs from you. as a burnt offering in place of Isaac.”
Do unto others as you would have them do to you.” -Genesis 22:13
-Luke 6:30 Casting Time: 10 minutes
Range: 1 mile
Casting Time: 1 reaction Components: V, S, M (incense worth 150 gp and a
Range: Special sacrificial ram which appears during the casting, both of
Components: V, S, M (a selfless action, done out of which are consumed)
concern for another’s wellbeing) Duration: Instantaneous
Duration: Instantaneous
During the casting of this spell, a spectral ram appears in
You weave magic into a simple action, sending ripples into an unoccupied space within 30 feet. The ram then becomes the
the metaphysical world. After you offer aid to a creature in need
of help (offering money to a beggar, healing a wounded animal,
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material component of the spell. At the conclusion of the casting, it is envious in subtle ways. The target will not attack the
all sin within range is dispelled, regardless of type. creature or use violence, but will eavesdrop, spy, gossip, and
blackmail in order to undermine the creature’s status and plans.
This spell dispels the magic of sins that have already been Any check made to persuade or deceive the target may be made
committed, but does not prevent future sinful action. All creatures with advantage if the target perceives the course of action to be
within range are forgiven for their sins; however, creatures are detrimental to the creature of whom it is envious.
still responsible for the consequences of such sins. For example,
a creature that commits theft can be forgiven for the sin of greed, The spell lasts for the duration, or until the target takes
but the theft has still occurred and the creature may still receive damage. When the spell ends, the target is aware that it has
punishment. been acting strangely, but is unable to identify the reason for its
behavior.
Any magic within range that requires sin as a material
component is instantly dispelled, and any simulacra created Induce Gluttony
by the spell Weave Sin are instantly reduced to 0 hit points and
destroyed. 3rd-level Enchantment
Hail and Fire “Gluttony brings only sickness.”
-Sirach 37:30
7th-level evocation
Casting Time: 1 action
“Such heavy hail as had never been seen before Range: 30 feet
rained down destruction, with flashes of fire and light Components: V, S, M (something edible within 30 feet)
Duration: Concentration, up to 1 minute
in the midst of it.”
-Exodus 9:24 You point to a morsel of food, a flagon of ale, a platter of
dessert, or other edible substance within range, imbuing it with
Casting Time: 1 action the magic of temptation. Each creature within a 20-foot-radius
Range: 1000 feet sphere, centered on the object must make a Wisdom saving
Components: V, S throw. On a failed save, a creature is Charmed by you. A creature
Duration: Instantaneous Charmed in this way is overcome with hunger and will use its
movement and action to move as close to the food or drink as
Fist-sized chunks of ice begin raining down to the ground at possible and attempt to consume it. If there is not enough food or
four points you can see within range. Each creature in a 30-foot drink to be shared by all creatures Charmed, they may argue over
radius, 40-foot-high cylinder centered on each point you choose who gets the last bite or sip, but will not become violent.
must make a Dexterity saving throw. Each cylinder spreads
around corners. A creature in the cylinder takes 2d6 bludgeoning At the end of each of its turns, an affected creature may
damage and 2d6 radiant damage on a failed save, or half as much repeat the saving throw. The effect ends early for a creature that
damage on a successful one. The spell also deals double damage succeeds on its saving throw, or that takes any damage before the
objects and structures in the area. spell ends.
A creature in the area of more than one cylinder is affected by Induce Greed
each one. For example, a creature simultaneously in the area of
all four cylinders takes 8d6 bludgeoning damage and 8d6 radiant 3rd-level Enchantment
damage on a failed save, or half as much on a successful one.
“This is the way of everyone greedy for loot:
Induce Envy It takes away their lives.”
-Proverbs 1:19
3rd-level enchantment
Casting Time: 1 action
“Then I saw that all toil and all skill in work Range: 30 feet
come from one person’s envy of another.” Components: V, S, M (any object within 30 feet worth at
-Ecclesiastes 4:4 least 10 gp)
Duration: Concentration, up to 1 minute
Casting Time: 1 action
Range: 60 feet You point to an object within range, imbuing it with the magic
Components: V, S of temptation. Each creature within a 20-foot-radius sphere,
Duration: Concentration, up to 8 hours centered on the object must make a Wisdom saving throw. On
a failed save, a creature is charmed by you. A creature charmed
You reach into the subconscious of a creature you can see in this way is overcome with a desire to possess the object and
within range, filling its mind with the magic of temptation. will use its movement and action to move as close to the object
The target must succeed on an Intelligence saving throw or be as possible and attempt to pick it up. If multiple creatures are
Charmed by you for the duration. While Charmed in this way, the charmed at the same time, they may squabble over possession of
target becomes envious of another creature you specify when you the object, but will not cause damage to each other.
cast the spell.
At the end of each of its turns, an affected creature may
The target will actively work against the creature of whom
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repeat the saving throw. The effect ends early for a creature that it strikes a pose. It can still take actions this turn.
succeeds on its saving throw, or that takes any damage before the While a creature is affected in this way, it has disadvantage on
spell ends. Wisdom (Perception and Insight) checks. At the end of each of its
turns, an affected creature may repeat the saving throw. The effect
Induce Lust ends early for a creature that succeeds on its saving throw, or that
takes any damage before the spell ends.
3rd-level Enchantment
Induce Sloth
If you look at a woman with lust, you have already
committed adultery with her in your heart. 3rd-level Enchantment
-Matthew 5:28
“This is the way of everyone greedy for loot:
Casting Time: 1 action it takes away their lives.”
Range: Touch -Proverbs 1:19
Components: V, S, M (a bottle of perfume)
Duration: Concentration, up to 1 minute Casting Time: 1 action
Range: 60 feet
You touch a creature, imbuing it with the magic of temptation. Components: V, S, M (a sprig of lavender)
When you cast the spell, you designate any number of creatures Duration: Concentration, up to 1 minute
you can see to be unaffected by it. When a creature sees the target
for the first time or starts its turn with the ability to see the target, You force a creature you can see within 30 feet to be
it must make a Wisdom saving throw or become Charmed. A overwhelmingly lazy. The creature must succeed on a
creature Charmed in this way is incapacitated, has a speed of Constitution saving throw or gain one level of exhaustion. A
0, and cannot speak as it stares dumbfounded at the beauty of creature that has one or more levels of exhaustion automatically
the target. Creatures of a different creature type than the target succeeds on its saving throw against this spell.
automatically succeed on their saving throw. Creatures that would
not normally be attracted to the sex of the target may make their Induce Wrath
saving throw with advantage.
3rd-level Enchantment
At the end of each of its turns, an affected creature may
repeat the saving throw. The effect ends early for a creature that “A harsh word stirs up wrath.”
succeeds on its saving throw, loses sight of the target, or that -Proverbs 15:1
takes any damage before the spell ends.
Casting Time: 1 action
Induce Pride Range: 30 feet
Components: V
3rd-level Enchantment Duration: Concentration, up to 1 minute
“Pride goes before disaster, You cause wrath and violence to break out unexpectedly
and a haughty spirit before a fall.” among allies. Each creature within a 20-foot-radius sphere,
centered on a point you choose within range, must make a
-Proverbs 16:18 Wisdom saving throw. On a failed save, a creature is Charmed
by you and draws a weapon. A creature affected in this way
Casting Time: 1 action perceives all creatures it can see as enemies, and will use its
Range: 60 feet action on its turn to attack the nearest creature to it. If a creature
Components: V, S, M (A peacock feather) it perceives as an enemy provokes an opportunity attack, it must
Duration: Concentration, up to 1 minute use its reaction to make an opportunity attack.
You cause creatures in a certain area to become At the end of each of its turns, an affected creature may repeat
embarrassingly prideful. Each creature within a 30-foot-radius the saving throw. If the creature has taken damage, it makes the
sphere, centered on a point you choose within range, must saving throw with advantage. The effect ends early for a creature
make a Charisma saving throw. On a failed save, a creature is that succeeds on its saving throw.
Charmed by you for the duration. A creature Charmed in this
way is overcome with pride in its appearance, strength, and Lesser Atonement
accomplishments. During its turn, an affected creature must
perform a random prideful action determined by rolling a d4. 2nd-level abjuration
1. Boast. The creature spends its breath proclaiming how “Those who ministered to the Lord
great it is. It cannot use actions that require a mouth offered the daily burnt offering.”
(including bite attacks, breath weapons, and spells with a -Judith 4:14
verbal component) this turn. Creatures that are unable to
speak simply roar a prideful roar. Casting Time: 1 action
Range: Self
2. Strut. The creature spends its entire movement to show off Components: V, S, M (a burnt offering, specific to the type
its figure, moving at half speed in a random direction. of sin to be forgiven, which is consumed)
Duration: Concentration, up to 1 hour
3. Flex. The creature spends its action to make an Athletics
or Acrobatics check to show off its physical power. Cleansing energy radiates out from you in a 30-foot radius.
4. Pose. The creature’s movement becomes 0 for this turn as
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Until the spell ends, the aura moves with you, centered on you. that you cannot quite place, and tastes of wafers made with
The magic of sin is dispelled inside of this radius, and any wild honey. A creature that eats the manna gains 1d6 temporary
creature that enters this area for the first time on its turn or begins hit points and enough nourishment for 1 day, regardless of the
its turn there is instantly forgiven for sins associated with the amount eaten. This spell provides enough manna to nourish 6
chosen type. creatures.
When you cast this spell, you name a specific type of sin Manna cannot be stored overnight, and spoils the following
to be dispelled. The type can be pride, wrath, envy, gluttony, day at dawn, becoming filled with worms and giving off a foul-
greed, sloth, or lust. The type named also determines the material smelling odor.
component (shown in the table below), which must be burnt and
consumed during the casting of the spell. If this spell is cast in the moonlight, the manna instead takes
the form of spectral quail that cover the ground. The effects of
Any magic within this aura that requires sin as a material eating the quail are the same as eating the manna.
component is instantly dispelled, and any simulacra created by
the spell Weave Sin (using sin of the chosen type) take 27 (6d8) Mark of Cain
force damage when it enters this space for the first time on a turn
or ends its turn there. 6th-level necromancy
Sin Burnt Offering “If anyone harms Cain,
Cain shall be avenged 7 times.”
Envy A rare, or rarer magic item
Greed A gem worth 500 gp or more -Genesis 4:15
Gluttony
Lust The fangs of a dragon Casting Time: 1 action
Pride The heart of a creature killed in self-defense Range: 30 feet
Sloth Components: S
Wrath The spellcasting focus of the caster Duration: Concentration, up to 1 minute
A stone taken from the peak of a mountain
The Hebrew letter “Vav” appears on your forehead as you
The tears of a unicorn, freely given point at a creature you can see within range. An identical mark
burns itself into the forehead of the target, magically tethering
Magnificat itself to the mark on your own. Whenever you take damage, the
target must make a Constitution saving throw. On a failed save,
1st-level abjuration you take half of the damage (rounded down), and the target takes
the remaining damage.
“My soul magnifies the Lord, and my
spirit rejoices in God my savior.” Paraclete
-Luke 1:46
5th-level conjuration
Casting Time: 1 action
Range: Self “The Father will send you a paraclete,
Components: V he will teach you and remind you.”
Duration: 1 hour -John 14:26
A protective aura surrounds you as you sing a song of praise Casting Time: 10 minutes
to God. For the next hour, if a creature targets you with a spell Range: Self
or ability that requires you to make a saving throw, the creature Components: V, S, M (an olive branch)
instantly takes 2d10 radiant damage and this spell ends. Duration: 24 hours
At Higher Levels: When you cast this spell using a spell slot A pure white dove descends from above to perch on your
of 2nd level or higher, the damage increases by 1d10 for each slot shoulder. The dove remains with you for the next 24 hours, or
level above 1st. until you dismiss it as a bonus action. The dove has a fly speed
of 40, and follows your movements unless you request that it
Manna and Quail go elsewhere. The dove is immune to all damage, cannot be
targeted by spells, cannot have its speed reduced, and is immune
1st-level conjuration to being paralyzed or restrained. The dove understands all spoken
languages but cannot speak.
“I will rain down bread from heaven.”
-Exodus 16:4 The dove may perform simple actions for you (such as
delivering a letter or retrieving an item), but the dove is entirely
Casting Time: 1 action devoted to the will of God. If you or any of your companions
Range: 30 feet attempt to trick or coerce the dove into performing an evil action,
Components: V it vanishes and the spell ends. As long as the dove remains with
Duration: Instantaneous you, you gain the following benefits:
You offer a prayer to the heavens, and suddenly the ground • You, and up to 8 other creatures you designate when you
is covered with a flaky white substance called “manna” at a cast the spell, may add 1d4 to all ability checks, as though
point you choose within range. The manna has a familiar texture by the guidance cantrip
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• The dove sheds bright light out to a radius of 30 feet. As a unrelated to the landscape, and you may still run into a group of
bonus action, you can request the dove to dim or extinguish bandits waiting to ambush you, violent weather, or unfriendly
the light. beasts in the wilderness.
• Once before the spell ends, when you cast a spell with a Pillar of Fire
range of Touch, the dove can deliver the spell for you as if
it had cast the spell. If the spell requires an attack roll, you 4th-level evocation
use your attack modifier for the roll. Once you have cast a
spell through the dove in this way, the dove immediately “Then the Pillar of Fire moved between Israel and
vanishes and the spell ends. the army of Egypt, so that Pharaoh could not attack
Pentecost during the night.”
-Exodus 14:19
9th-level divination
Casting Time: 1 action
“There came a noise like a strong driving wind, Range: 30 feet
and tongues of fire came to rest on each of them.” Components: V, S
Duration: Concentration, up to 8 hours
-Acts 2:2
You call down a pillar of swirling flame from heaven. The
Casting Time: 1 action pillar hovers in a space you can see within range. The pillar of
Range: 1 mile fire sheds bright light in a 20-foot radius and dim light for an
Components: V, S, M (a dove’s feather) additional 20 feet. Any creature hostile to you that comes within
Duration: Concentration, up to 10 minutes 5 feet of the pillar, or ends its turn there, must succeed on a
Dexterity saving throw. The creature takes 10 fire damage on a
Dark clouds form in the sky, and a violent wind shakes failed save, and half as much on a successful one. Each time the
structures within 1 mile. Motes of fire appear in the sky and come pillar deals damage to an enemy its form becomes smaller, and
to hover over 12 creatures within range that you designate when its light, dimmer. When the pillar has dealt a total of 80 damage,
you cast the spell (one of which can be you). Creatures affected in it fades away entirely and the spell ends. As a bonus action, you
this way gain the following benefits: can command the pillar to move up to 25 feet in a turn. The pillar
deals damage to enemies as it moves, but has no effect on objects
• You are immune to the Frightened condition. or structures.
• Any creature that can understand a language can understand
Scapegoat
you, regardless of the language you speak.
• You can understand all spoken languages. 3rd-level abjuration
• You have advantage on Charisma checks and Charisma
You shall bring forward a goat,
saving throws. And lay upon its head the iniquities of the people.
If you maintain concentration on this spell for the duration,
the effects become permanent. -Leviticus 16:20
Pillar of Cloud Casting Time: 1 action
Range: 30 feet
6th-level divination Components: V, S
Duration: Concentration, up to 1 hour
“By day the Lord went ahead of them in a Pillar of
Cloud to guide them on their way.” You call forth a celestial spirit that takes the shape of a
-Exodus 13:21 spectral goat in a space you can see within range. The scapegoat
is a small celestial with an AC of 10 and 4d8 hit points. When
Casting Time: 1 action a creature you can see within 30 feet of the goat would take
Range: 30 feet damage, you may use your reaction to transfer half of the
Components: V, S damage, rounded up, to the goat. You may transfer this damage
Duration: Concentration, up to 1 day even if the total damage the goat would receive is greater than
its remaining hit points. When the goat drops to 0 hit points or
Your prayers for guidance are answered as a swirling pillar of fewer, it vanishes and the spell ends.
pure white cloud reaches down from the heavens and hovers in a
space you can see within range. You speak the name of a creature, The goat has a hovering speed of 30, and follows your
location, or item with which you are familiar, or which you can movements for the duration. As a bonus action, you may
describe with sufficient detail. The pillar of cloud instantly moves command the goat to use its movement to follow an ally, stay in
in the direction of the most efficient path toward the target, but a specific location, or follow you. The scapegoat is unaffected
stops to wait if it moves further than 30 feet ahead of you. The by difficult terrain, cannot have its speed reduced, is immune to
pillar leads you in the most direct and efficient physical path to being paralyzed or restrained, and does not need to make climb
the target, but this path will not necessarily be the safest. As a checks. Since the scapegoat is technically hovering above the
rule, the pillar will automatically lead you around any terrain that ground, it also does not trigger traps or other effects that respond
would require an ability check to pass, leading you to a bridge to a creature’s weight. The scapegoat is incorporeal, and cannot
to cross difficult waters or to a hidden goat path to avoid a rocky
mountain climb. However, the pillar is not aware of threats
250
interact with items or its environment in any way. The cherubim is obedient to the will of God alone, and is
Casting at Higher Levels. When you cast this spell using a under no compulsion to behave in any particular way. You may
respectfully request the cherubim’s aid, but it is not obliged to
spell slot of 4th level or higher, the scapegoat’s hit points increase help you.
by 1d8 for each spell slot above 3rd.
Cherubim may agree to answer a question or questions,
Summon Angel deliver a message, or enter combat against a demon. The
cherubim have existed since before the creation of the world, and
6th-level conjuration thus possess near infinite knowledge. However, a Cherubim will
not share knowledge that could be used for selfish gain or evil
“The Lord commands his angels intent. A cherubim will also not commit any act that it perceives
to guard you wherever you go.” to be contrary to the will of God. If you are rude to the cherubim,
or if it deems your request to be against the will of God, there is
-Psalm 91:11 an equal chance that it will either disappear or attempt to strike
you down.
Casting Time: 1 action
Range: 30 feet Tehom
Components: V, S, M (a piece of parchment or other
material onto which is inscribed the true name of an angel) 5th-level conjuration
Duration: Instantaneous
“Now you are swallowed up by the seas,
You call out the name of an angel of the Lord. You choose the in the depths of the waters.”
angel’s type, which must be of challenge rating 5 or lower, such -Ezekiel 27:34
as a Messenger Angel, Guardian Angel, or Challenger Angel.
The angel appears in an unoccupied space you can see within Casting Time: 1 action
range. The angel disappears when it drops to 0 hit points or when Range: 60 feet
it decides to return to the heavenly realm. Components: V, S, M (a vial of water taken from any body
of water)
The angel is obedient to the will of God alone, and is under Duration: Concentration, up to 1 minute
no compulsion to behave in any particular way. You may
respectfully request the angel’s aid, but it is not obliged to help A swirling whirlpool of 5-foot-deep water appears in a 30-foot
you. radius centered on a point you can see within range. The point
must be on the ground or in a body of water. Until the spell ends,
Examples of tasks that an angel may willingly perform that area is difficult terrain, and any creature that enters it for the
include: delivering a message, providing advice, rescuing an first time on its turn or starts its turn there must make a Strength
innocent person from danger, or engaging in combat with a saving throw. A creature takes 4d8 bludgeoning damage and
demon. An angel will not commit an act of violence against a is pulled 15 feet toward the center on a failure. A creature that
mortal creature unless in defense of another mortal creature’s life, succeeds its saving throw takes half as much damage and is not
and even then will use nonlethal damage. An angel can provide pulled.
excellent and insightful advice, but it is not omniscient and its
advice is limited to its own experience of the universe. If a creature begins its turn at the center of the whirlpool and
fails its saving throw, it immediately disappears and is magically
If the angel decides that it is the will of God that it should teleported into a distant body of water, in the exact spot from
assist you, it will remain on earth until your request is complete. which you drew the vial of water used as the material component
If you are rude to the angel, or if it deems your request to be of the spell. The target remains there until the spell ends, at which
against the will of God, the angel will disappear at once. point the target reappears in the nearest unoccupied space to the
one it left.
Summon Cherubim
If you maintain concentration on this spell for the full
9th-level conjuration duration, vanished creatures do not return.
Blessed are you who look upon the Cherubim. Torrent of Water
-Daniel 3:55
3rd-level conjuration
Casting Time: 1 action
Range: 30 feet “A river has swept away their foundations.”
Components: V, S, M (a piece of parchment or other -Job 22:16
material onto which is inscribed the true name of a
Cherubim) Casting Time: 1 action
Duration: instantaneous Range: 120 feet
Components: V, S, M (A smooth stone taken from a
You call out the true name of one of the guardians of the riverbed)
heavenly throne. All creatures (including you) within 120 feet Duration: Concentration, up to 1 minute
take 2d6 thunder damage as the fabric of reality is torn asunder
with a thunderous noise. A cherubim steps through this portal, A river flows up from the ground at a point you choose
appearing in a space you can see within range. The cherubim
disappears when it drops to 0 hit points or when it decides to 251
return to the heavenly realm.
within range. You can make the river up to 60 feet long and 10 Unum in Christo
feet wide, and the river can be shaped in any way you choose as
long as it makes a continuous path along the ground. The river is 5th-level transmutation
considered difficult terrain. You choose the direction the water is “We are now one body, one spirit.”
flowing when you cast the spell. The river lasts for the duration. -Ephesians 4:4
When the river appears, each creature within its area must Casting Time: 10 minutes
make a Strength saving throw. On failure a creature takes 2d10 Range: Touch
bludgeoning damage and is pushed 10 feet in the direction of the Components: V, S, M (a trinket gifted to you by the target)
water’s flow. On a successful saving throw, the creature takes half Duration: 24 hours
as much damage and is not pushed. A creature must make this
saving throw when it enters the area of the river for the first time You touch a willing creature with whom you are familiar,
on its turn, or when it begins its turn there. recognizing the spiritual bond you share with it and designating it
as the target.
Transubstantiation
Until the spell ends, you ignore the range and sight restrictions
7th-level transmutation on any spells with a range greater than Touch when this creature
is the target of the spell. This allows you to target the designated
“Aaron raised his staff and struck the waters creature over any distance, as long as it is on the same plane of
of the Nile, and it was changed to blood.” existence.
-Job 14:2
Visitation
Casting Time: 1 action
Range: 120 feet 6th-level conjuration
Components: S
Duration: Instantaneous Casting Time: 1 minute
Range: Special
You choose a volume of any nonmagical liquid that you can Components: V, S, M (an object or trinket, previously
see that fits within a 40-foot cube within range, permanently taken form the target)
changing it into an equal volume of a different nonmagical liquid. Duration: 10 minutes
Examples include turning water into wine or turning a river into
blood. Choose a creature or location with which you are familiar as
the target of the spell. The target must be on the same plane of
You must be intimately familiar with the type of liquid it is to existence as you. You enter a trance-like state as a copy of your
become. For example, you cannot produce a vintage of wine that physical form coalesces in an unoccupied space within 30 feet of
you have never tasted yourself, and if you transmute a liquid into the target. Creating this copy of yourself takes 1 minute, during
blood, the blood is identical to your own. which time you are incapacitated and cannot move. This copy
is identical to you in every way, and for the duration of the spell
Turn the Other Cheek you may move and act as normal in the form of this copy.
2nd-level abjuration The copy has your same game statistics and abilities, but
it does not possess any weapons, armor, or items from your
“When someone strikes you on your right cheek, inventory, appearing clothed in a simple white tunic. Your copy
turn the other one to him as well.” can cast spells of 3rd level or lower as normal, using your spell
-Matthew 5:39 slots. Your copy has 4d8 hit points.
Casting Time: 1 reaction For the duration of the spell you may move and take actions
Range: Self as normal, and can physically interact with your environment and
Components: S other creatures. If your copy is reduced to 0 hit points, it vanishes
Duration: 1 minute in a cloud of mist, and the spell ends early.
Whenever you take damage from a creature’s attack, you When the spell ends, your consciousness returns to your body
can use your reaction to turn the other cheek to your attacker. The and your trance ends. Any items worn or carried by your copy
attacking creature must succeed on a Wisdom saving throw or it remain where they are, dropping to the ground in the space where
is turned for the duration. your copy vanishes.
A turned creature must spend its turns trying to move as far Walk in Shadow
away from you as it can, and it cannot willingly move to a space
within 30 feet of you. It also cannot take Reactions. For its action, 5th-level transmutation
it can use only the Dash action or try to Escape from an Effect
that prevents it from moving. If there’s nowhere to move, the “Swift is the shadow that does not abide.”
creature can use the Dodge action. -Job 14:2
If the creature takes damage before the spell ends, it may Casting Time: 1 action
repeat the saving throw, ending the effect on itself with a success. Range: Self
Components: V, S
252 Duration: Concentration, up to 1 hour
Your body melts into two-dimensional darkness, appearing
as a mere shadow on the wall. Anything you are wearing or
carrying is absorbed into your shadow form. The shadow looks
like your normal shadow, but with no apparent source. While
in this form, you move across surfaces and up and down along
walls as a shadow does. Your shadow form is visible to creatures
who are looking for it, but you may make all Stealth checks
with advantage while in this form. You have darkvision out to
a range of 120 feet. Also, regardless of the light available in the
space, you are not able to see color and instead regard the world
in shades of gray. Similarly, sound becomes more obscured and
nearby voices sound muffled. You make all Perception checks
that rely on sound with disadvantage.
While moving as a shadow, you can move up, down, and
across vertical surfaces as well as along floors and ceilings at
your normal walking speed. You are also unaffected by difficult
terrain, cannot have your speed reduced, and are immune to being
paralyzed or restrained while in your shadow form. You can,
however, still take damage from attacks and can still suffer other
negative effects. You cannot pick up or physically interact with
objects while in this form.
You are treated as shadow for the purpose of determining
spaces you can occupy. You may be able to slide along the floor
to pass beneath a locked door, provided there is a gap, but you
cannot slide beneath an object that is sitting squarely on the
ground (your form would instead move up the side of the object
and across its top).
Weave Sin
8th-level Necromancy
“Thus death came to all,
because all have sinned.”
-Romans 5:12
Casting Time: 24 hours
Range: Touch
Components: V, S, M (Sinful acts of a certain type being
committed within a 1 mile radius of the spells casting)
Duration: Instantaneous
You shape the fabric of sin itself to create a magical construct
called a “simulacrum.” This simulacrum is the personifcation of
the accumulated sin, but otherwise appears to be a normal human
person. When the casting time for the spell is complete, your
body enters into a dormant state as your consciousness enters the
body of the newly created simulacrum. Once the effects of this
spell take hold, they last until the simulacrum is destroyed.
The process of casting this spell is difficult, and requires an
abundance of sinful acts being committed within a 1 mile radius
for the duration of the casting. The type of sin being committed
(lust, greed, sloth, etc.) affects the statistics and abilities of the
simulacrum produced. Only one simulacrum can be controlled at
a time. If you cast this spell again, any currently active simulacra
are instantly destroyed.
The created simulacrum is the physical manifestation of
sin, and is therefore extremely vulnerable to repentance and
forgiveness. A simulacrum that enters in the aura of a lesser
atonement spell or similar magic is instantly destroyed.
253
Miraculous Items
Gifts from Above them. Unless otherwise indicated, the character will use
their own spellcasting ability, adding any bonuses granted
Miraculous items will give characters abilities they by the item. If the character has more than one spellcasting
otherwise would not have access to. Rare items and ability, they may choose which one to use.
legendary artifacts are a great way to reward players at the
end of a difficult quest, and the abilities granted by these Some magic items have “Charges” that must be
items can contribute to a more interesting and rewarding expended to activate their properties. The number of
player experience. These items may be found in long-lost charges is known to the character when they attune to
cliff side caverns, bargained for along the trade routes the item, and they are also aware when the item regains
through the wilderness, or won in battle against powerful charges.
enemies.
Items A-Z
What makes the magic items in this book unique is the
depth of lore that comes with them. Most of these items All magic items used in this campaign setting are
are directly referenced in the Bible, and the abilities they presented here, in alphabetical order. The items description
grant are inspired by the stories from which they are taken. will give the item’s name, its category, its rarity, and its
The history these items carry with them will make it all magical properties.
the more exciting for player when a character discovers
Joseph’s Coat of Many Colors, or the Ark of the Covenant. Amulet of Babel
However, it is important to note that these items are an
OPTIONAL way to make the experience more immersive. Wondrous item, Rare
Characters do not need to find magic items in order to
progress in the story. For more information about biblical “Once the whole earth had one language, and the
or historical accuracy, see page 350. same words.”
-Genesis 11:1
Attunement
While you wear this amulet you can understand any
Some items require a character to form a bond with them language, spoken or written. When you speak, any creature
before their special properties can be used. This attunement that has the capacity to understand language can understand
requires a character to spend a short rest focused only you. While you can understand the literal meaning of words
on that item. This focus can be weapon practice, prayer, written in any language, this item does not reveal hidden
meditation, or some other appropriate activity. If the short messages or the meaning of arcane symbols. This item does
rest is interrupted, the attempt fails. Otherwise, at the end of not give you the ability to write in other languages, only to
the short rest, the character is considered attuned to the item be understood when you speak.
and has full knowledge of how the item is used, including
any command words or charges. Amulet of Priestly Blessing
An item can only be attuned to one creature at a time, Wondrous item, common
and a creature can be attuned to no more than three items
at a time. Attunement to an item ends if the creature dies, “The Lord bless you and keep you! The Lord let his
or if another creature attunes to the item. A creature can face shine upon you, and be gracious to you! The
voluntarily end attunement by taking another short rest, Lord look upon you kindly and give you peace!”
unless the item is cursed.
-Numbers 6:24
Using Items
This simply wrought gold amulet dates back to the days
Some items allow the character to cast spells through in the desert, when God taught the words of the Priestly
Blessing to Aaron, who in turn passed them on to the
priests of Israel.
As an action, you may speak the words of the Priestly
Blessing to activate the amulet. For the next hour you
are under the effects of the Bless spell, (no concentration
required). You may not use the amulet again until after
finishing a short or long rest.
254
The Ark of the Covenant Ark of the
Covenant
Wondrous item, artifact
for the Ark’s Holy Aura. A creature that manages to
“By this you shall know that the living God is among successfully open the lid takes 98 (28d6) Radiant damage
you... The ark of the covenant of the Lord shall pass and must succeed in a Constitution saving throw (DC 22)
or die instantly. The inside of the Ark, in stark contrast to
before you into the Jordan.” its ornate exterior, is modestly lined with simple acacia
-Joshua 3:10 wood. The Ark contains two stone tablets and a small clay
pot. The tablets bear ancient engravings, and a character
This gold-plated wooden chest is undoubtedly the who can read Hebrew knows that these are the Ten
Commandments. The clay pot contains a white, bread-like
most sacred and powerful artifact in existence. Built to substance. This is Manna that was taken from the desert,
specifications under the leadership of Moses himself, the miraculously preserved after over 1000 years.
ark contains the original stone tablets on which
God wrote the Ten Commandments, Lair Action. If the creatures bearing the Ark of the
as well as a jar holding Manna from the desert. These Covenant enter combat in defense of the Ark, they gain the
benefits of the Ark’s lair action. On initiative 20, a bolt of
items symbolize God’s faithfulness and physical lightning flashes down from above, as though cast from the
presence to the Israelites wandering the Wilderness of Zin, Call Lightning Spell at 3rd level. The lightning targets a
and continued to represent connection to God to the Jews random enemy within 60 feet.
hundreds of years later.
Destroying the Ark. According to legend, it is
Believed to be responsible for numerous military impossible to truly destroy the Ark. However, damage
from a spell of 8th level or higher, or an attack from a
victories over the years, the Ark became sought as a +4 legendary weapon will destroy the Ark for 1d10 x
100 years. After that time, the Ark will reappear in an
weapon of immeasurable power, even by those who did abandoned dungeon somewhere in the world, waiting to be
not share the faith of the Jewish people. Discord turned discovered by someone who is worthy.
to war, and the great temple of Solomon was eventually
Bag of Holding
razed by the Babylonian empire. Some believe the Ark was
destroyed along with the temple; others hold on to hope Wondrous item, uncommon
that the Ark was hidden by persons unknown and that it
Then Joseph said to his steward,
may yet be kept safe. “Fill their bags with as much as they can carry.”
Holy Aura. A creature that comes within 10 feet of the
Genesis 44:1
Ark of the Covenant must succeed in a Wisdom saving
throw (DC 20) or fall under the influence of the Ark’s Holy This bag has an interior space considerably larger than
Aura. A creature who resists the aura must repeat the save its outside dimensions, roughly 2 feet in diameter at the
mouth and 4 feet deep. The bag can hold up to 500 pounds,
for every 1 minute they spend within 10 feet of the Ark.
The effects of the Holy Aura last until the creature has been 255
away from the Ark for 24 hours.
Properties of the Holy Aura. While a creature is
under the influence of the Holy Aura, it is affected in the
following ways:
• You are immediately aware of God’s presence, even if
you did not previously believe in God.
• Your alignment changes to Good (you regain your old
alignment after the effects of the aura fade).
• You are immune to all diseases and poisons.
• You are immune to being Charmed, Frightened, or
Possessed.
• You become aware that opening the lid of the Ark
would be disrespectful. While you remain under the
influence of the Holy Aura, you are incapable of
attempting to open the lid.
• You are compelled to keep the Ark safe and to find it
a new resting place. You are unable to focus on any
other long term goals until the Ark is safely hidden
from those who would misuse it.
Opening the Ark’s Lid. A creature who attempts to
open the lid must immediately repeat the saving throw
not exceeding a volume of 64 cubic feet. The bag weighs Belt of Truth
15 pounds, regardless of its contents. Retrieving an item
from the bag requires an action. Belt of Truth
If the bag is overloaded, pierced, or torn, it ruptures and Wondrous item, rare (Requires attunement)
is destroyed, and its contents are lost. If the bag is turned
inside out, its contents spill forth, unharmed, but the bag “Stand therefore, and fasten the Belt of Truth
must be put right before it can be used again. Breathing around your waist.”
creatures inside the bag can survive up to a number of -Ephesians 6:14
minutes equal to 10 divided by the number of creatures
(minimum 1 minute), after which time they begin to This ornate silver belt fits comfortably around the waist,
suffocate. and seems to pulse with divine energy. While wearing this
belt, you gain the following benefits:
This item is derived from the “Bag of Holding” in the SRD 5.1 and reproduced under the OGL.
• Your Charisma score increases by 2, to a maximum
Bead of Force of 20.
Wondrous item, rare • You have advantage on Charisma (Persuasion)
checks when you are telling the truth.
This small black sphere measures 3/4 of an inch in
diameter and weighs an ounce. • You have advantage on Wisdom (Insight) checks to
detect a lie.
You can use an action to throw the bead up to 60 feet.
The bead explodes on impact and is destroyed. Each • Once per day, you may use an action to cast the
creature within a 10-foot radius of where the bead landed Zone of Truth spell from the belt.
must succeed on a DC 15 Dexterity saving throw or take
5d4 force damage. A sphere of transparent force then Boots of Chinese Silk
encloses the area for 1 minute. Any creature that failed
the save and is completely within the area is trapped Wondrous item, uncommon
inside this sphere. Creatures that succeeded on the save,
or are partially within the area, are pushed away from the These finely crafted boots are made from comfortable
center of the sphere until they are no longer inside it. Only Chinese silk. While you wear these boots, you have
breathable air can pass through the sphere’s wall. No attack advantage on Dexterity (Stealth) checks that rely on
or other effect can. moving silently.
An enclosed creature can use its action to push against Boots of Hinds’ Feet
the sphere’s wall, moving the sphere up to half the
creature’s walking speed. The sphere can be picked up, and Wondrous item, uncommon (requires attunement)
its magic causes it to weigh only 1 pound, regardless of the
weight of creatures inside. “God will make my feet like hinds’ feet, and let me
walk upon the high places.
This item is derived from the “Bead of Force” in the SRD 5.1 and reproduced under the OGL. -Habakkuk 3:19
Belt of Samson’s Strength While you wear these boots, your walking speed
becomes 40, unless your normal walking speed is higher.
Wondrous item, very rare (Requires attunement) You also gain the ability to jump up to 20 feet vertically
and 40 feet horizontally.
“Lord God remember me! Strengthen me only this
once that I may avenge myself” Boots of the Gospel
-Judges 16:28
Wondrous item, very rare (requires attunement)
This worn leather belt once belonged to the infamous
judge of Israel, Samson. Endowed with superhuman “Prepare your feet to spread the Gospel.”
strength from God, Samson performed many great feats -Ephesians 6:15
in combat, but eventually met his downfall when he broke
his Nazirite vow. Hopefully the new owner of this belt will These boots allow you to move with the speed of good
come to happier end. news. While wearing them, you can use an action to cast
the Teleport spell from them. Once you have used this
While attuned to the Belt of Samson’s Strength, your feature, you cannot do so again until the following day at
Strength score changes to 22. If your Strength score is dawn.
already 22 or higher, the belt has no effect on you.
Bracers of Archery
Wondrous item, uncommon (requires attunement)
While wearing these bracers, you have proficiency with
256
Boots of Breastplate of
Hinds’ Feet Righteousness
Boots of the
Gospel
Censer of
Atonement
the longbow and shortbow, and you gain a +2 bonus to
damage rolls on ranged attacks made with such weapons.
This item is derived from the “Bracers of Archery” in the SRD 5.1 and reproduced under the OGL.
Bracers of Defense Size Capacity Speed
Wondrous item, rare (requires attunement) 3 ft. x 5 ft. 200 lb. 80 ft.
While wearing these bracers, you gain a +2 bonus to AC 4ft. x 6ft. 400 lb. 60 ft.
if you are wearing no armor and using no shield.
5 ft. x 7 ft. 600 lb. 40 ft.
This item is derived from the “Bracers of Defense” in the SRD 5.1 and reproduced under the OGL.
6 ft. x 9 ft. 800 lb. 30 ft.
Breastplate of Righteousness
This item is derived from the “Carpet of Flying” in the SRD 5.1 and reproduced under the OGL.
Armor (light, medium, or heavy), legendary (Requires attunement)
Censor of Atonement
“Stand therefore, and put on the Breastplate of
Righteousness.” Wondrous item, rare
-Ephesians 6:15
“These are the offerings by fire that you are to
This ornate silver breastplate is surprisingly light and present to the Lord.”
bears writing in an angelic script that you cannot read. -Numbers 28:3
While wearing this armor, you gain the following benefits:
This ritual censor was constructed in ancient times to
• You have a +2 bonus to AC. atone for certain kinds of sins that the Israelites were prone
• Any critical hit against you counts as a regular hit. to committing. By making a burnt offering of the correct
• You are resistant to Radiant and Necrotic damage. component from the table below, you may cast the Lesser
Carpet of Flying Atonement spell from this item. The component used in the
burnt offering is consumed.
Wondrous item, very rare
Sin Burnt Offering
You can speak this carpet command word as an action to
make the carpet hover and fly. It moves according to your Envy A rare, or rarer magic item
spoken directions, provided that you are within 30 feet of Greed A gem worth 500 gp or more
it. Four sizes of carpet of flying exist. The GM chooses the Gluttony
size of a given carpet or determines it randomly. A carpet Lust The fangs of a Dragon
can carry up to twice the weight shown on the table, but it Pride The heart of a creature killed in self-defense
flies at half speed if it carries more than its normal capacity. Sloth
Wrath The spellcasting focus of the caster
A stone taken from the peak of a mountain
The tears of a unicorn, freely given
257
Circlet of Solomon’s Wisdom This garment is clearly used and very old, but also pulses
with an aura of divine magic.
Wondrous item, legendary (requires attunement)
Joseph, the dreamer, was gifted this colorful garment
“God gave Solomon wisdom, exceptional much to the envy of his brothers. Jealous of his gifts for
understanding and knowledge, as vast as the sand on interpreting dreams, they sold him into slavery and dipped
the coat in goat’s blood to make it appear as though he had
the seashore.” been killed. Over thousands of years, the Coat of Many
-1 Kings 5:9 Colors has passed from one owner to the next, and along
with it, a blessing from God that allows the wearer the gift
While wearing this circlet, your Wisdom score becomes of dreams.
27. If your Wisdom is already equal to or greater than 27,
the item has no effect on your Wisdom score. While wearing this Coat, you can cast the spell Dream
from it, requiring no material components. Once you have
As a bonus action, you can move the concentration of a used this feature, you cannot do so again for 1d4 days.
spell you have already cast to the circlet, which maintains
the concentration for you. This allows you to concentrate Each time you sleep while wearing this Coat, there is a
on up to two spells simultaneously. You may still need 25% chance that you receive a prophetic dream. This dream
to make saving throws to maintain concentration on a is chosen by the GM, or determined randomly by rolling on
spell maintained by the circlet, and if you fail to maintain the Visions table on page 136. The dream is always truthful,
concentration, the spell ends as normal. Ending a spell but its meaning is likely hidden behind symbolism and
maintained by the circlet takes a bonus action. cryptic imagery.
Cleopatra’s Brooch Cursed Silver Pieces
Wondrous item, very rare (requires attunement) Wondrous item, uncommon (cursed)
“I will not be triumphed over.” “They paid him 30 pieces of silver, and from that time
-Cleopatra on he looked for an opportunity to betray Jesus.”
-Matthew 26:15
This beautiful brooch of Egyptian design is shaped like
a blue and gold scarab beetle. The brooch has 3 charges. These coins appear just like any other currency in the
If you fail a saving throw, you may use your reaction to middle kingdoms, but they hide a dark secret. It took the
expend 2 charges and turn the failed save into a successful demon named Legion years of dark rituals in the caverns
one. The brooch regains 1d3 charges daily at dawn. under the Dead Sea to produce these coins, and they are
now in circulation throughout Judea.
Coat of Many Colors
Curse. A creature that touches a cursed silver piece must
Wondrous item, very rare (requires attunement) make a Wisdom saving throw (DC 16) or become Cursed
by Legion. While the target is Cursed in this way, the target
“Now Israel loved Joseph... and made for him a is under the effects of the Induce Envy spell, with the object
Coat of Many Colors.” of its envy being: “the Messiah.” Until the Curse ends, if
-Genesis 37:3
Faintly visible in the patchwork design of this colorful
garment is an old stain of what appears to be goat’s blood.
Coat of
Many Colors
Cleopatra’s
Brooch
Circlet of
Solomon’s Wisdom
258
Cursed Player Characters This magic item belonged to David, king of Israel and
the most famous psalmist of all time. While playing this
There are several ways to handle a player character who has instrument you may use an action to cast a spell from the
become cursed by these silver pieces. If the player enjoys role- list below. Each spell may be cast only once per day, and all
playing, it may be fun to let the player in on the curse and allow spells are regained each day at dawn. The spells use your
them to role-play the curse in their own way. However, if you normal spellcasting ability and spell save DC.
think a player may be hesitant or unsure about how to play a
cursed character, then it may be best to keep the curse a secret. 1/Day each: Glibness, Irresistible Dance, Sending.
Allow the player to move forward as they normally would,
unaware of the fact that their saving throw was a failure. Then, Dove’s Hope
wait for an opportunity to present itself before announcing
that the character is under a Suggestion spell and giving them Wondrous item, very rare (requires attunement)
directions for how to proceed.
“The dove came back to Noah in the evening, and
there in its beak was a freshly plucked olive branch.”
-Genesis 8:11
the creature becomes aware of the identity of the Messiah, This item appears to be a simple branch from an olive
it will actively work to bring about the Messiah’s downfall. tree. However, upon touching it you suddenly feel that it
Additionally, while the target is Cursed in this way, Legion exudes a feeling of pure hope. This is, in fact, the olive
can use an action to take control of the creature’s body as
though through the Dominate Person spell. This use of the branch that was brought back to Noah on the Ark at the
Dominate Person spell requires Legion’s concentration, conclusion of the great flood. In this simple branch the
but ignores range and duration restrictions as long as the dove carried the hope of the human race. Although Noah
creature is Cursed.
discarded this branch as he rushed out of the ark onto dry
Ending the Curse. The Curse lasts until it is dispelled,
or until the Messiah is arrested by Legion’s allies, at which land, the divine magic infused in this branch has preserved
time he will release all creatures under his curse. The curse it. Even today, thousands of years later, it still appears
can also be ended by a Remove Curse spell or similar. If green and healthy, as though freshly plucked from a tree.
this curse is removed from the creature, a swarm of fiendish
swine appear in an unoccupied space within 30 feet and If you are within 30 feet of it, you can use your bonus
move at full speed into the nearest body of water. action to speak its command word and cause the Beacon
David’s Harp of Hope spell to be cast from it. When cast in this way,
the spell’s range increases to 60 feet, and its duration
Wondrous item, Legendary (requires attunement by a Bard) increases to 1 hour. While the spell is in effect, the olive
branch begins to hover 5 feet off of the ground, leaving
“David and all the house of Israel danced before your hands free. It continues to hover within 20 feet of you.
the Lord with all their might, with singing, and with If you move more than 20 feet from the hovering branch,
it follows you until it is within 20 feet of you, taking the
lyres..” shortest route to do so.
-2 Samuel 6:5
Once you have used this feature, you cannot do so again
until the following day at dawn.
David’s Dove’s Hope
Harp
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Cursed Silver
Pieces
Dust of Disappearance remove the stopper, a cloud of thick smoke pours out in a
60-foot radius from the bottle. The cloud’s area is heavily
Wondrous item, uncommon obscured. Each minute the bottle remains open and within
the cloud, the radius increases by 10 feet until it reaches its
Found in a small packet, this powder resembles very fine maximum radius of 120 feet.
sand. There is enough of it for one use. When you use an
action to throw the dust into the air, you and each creature The cloud persists as long as the bottle is open. Closing
and object within 10 feet of you become invisible for 2d4 the bottle requires you to speak its command word as an
minutes. The duration is the same for all subjects, and the action. Once the bottle is closed, the cloud disperses after
dust is consumed when its magic takes effect. If a creature 10 minutes. A moderate wind (11 to 20 miles per hour) can
affected by the dust attacks or casts a spell, the invisibility also disperse the smoke after 1 minute, and a strong wind
ends for that creature. (21 or more miles per hour) can do so after 1 round.
This item is derived from the “Dust of Disappearance” in the SRD 5.1 and reproduced under the OGL. This item is derived from the “Eversmoking Bottle” in the SRD 5.1 and reproduced under the OGL.
Efficient Quiver Eyes of the Eagle
Wondrous item, uncommon Wondrous item, uncommon (requires attunement)
Each of the quiver’s three compartments connects to These crystal lenses fit over the eyes. While wearing
an extra-dimensional space that allows the quiver to hold them, you have advantage on Wisdom (Perception) checks
numerous items while never weighing more than 2 pounds. that rely on sight. In conditions of clear visibility, you can
The shortest compartment can hold up to sixty arrows, make out details of even extremely distant creatures and
bolts, or similar objects. The mid-size compartment holds objects as small as 2 feet across.
up to eighteen javelins or similar objects. The longest
compartment holds up to six long objects, such as bows, This item is derived from the “Eyes of the Eagle” in the SRD 5.1 and reproduced under the OGL.
quarterstaffs, or spears.
Gem of Brightness
You can draw any item the quiver contains as if doing so
from a regular quiver or scabbard. Wondrous item, uncommon
This item is derived from the “Efficient Quiver” in the SRD 5.1 and reproduced under the OGL. This prism has 50 charges. While you are holding it, you
can use an action to speak one of three command words to
Egyptian Armor cause one of the following effects:
Armor (medium or heavy), uncommon • The first command word causes the gem to shed
bright light in a 30-‐-foot radius and dim light for
Egyptian-made armor is light and flexible enough to an additional 30 feet. This effect doesn’t expend a
be worn under normal clothes. If the armor would normal charge. It lasts until you use a bonus action to repeat
impose disadvantage on Dexterity (Stealth) checks, the the command word or until you use another function
Egyptian armor doesn’t. of the gem.
This item is derived from the “Mithral Armor” in the SRD 5.1 and reproduced under the OGL. • The second command word expends 1 charge and
causes the gem to fire a brilliant beam of light at
Esau’s Bow one creature you can see within 60 feet of you. The
creature must succeed on a DC 15 Constitution
Weapon (longbow), rare (requires attunement) saving throw or become blinded for 1 minute. The
creature can repeat the saving throw at the end of
“Esau was a skillful hunter, a man of the open each of its turns, ending the effect on itself on a
country.” success.
-Genesis 8:11 • The third command word expends 5 charges and
causes the gem to flare with blinding light in a 30-‐-
Esau was renowned for his skill as a hunter. His weapon foot cone originating from it. Each creature in the
of choice was longbow, and according to legend it was so cone must make a saving throw as if struck by the
powerful that he was the only one who could string and beam created with the second command word.
unstring it.
When all of the gem’s charges are expended, the gem
You gain a +2 bonus to attack and damage rolls made becomes a nonmagical jewel worth 50 gp.
with this weapon.
This item is derived from the “Gem of Brightness” in the SRD 5.1 and reproduced under the OGL.
As a bonus action, you may cast Hunter’s Mark from
Esau’s Bow (no concentration required).
Eversmoking Bottle
Wondrous item, uncommon
Smoke leaks from the lead-stoppered mouth of this brass
bottle, which weighs 1 pound. When you use an action to
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Gladius of and the rededication that followed this victory formed the
the Centurion
foundation for a celebration that would eventually become
Gladius of the Centurion known as Hanukkah.
Weapon (shortsword or longsword), uncommon You gain a +2 bonus to attack and damage rolls made
You gain a +1 bonus to attack and damage rolls made with this magic weapon. You are also immune to the
Frightened condition while you wield the Hammer of
with this magic weapon. Maccabeus.
Gloves of Swimming and Climbing While holding the hammer aloft, you can use a bonus
action to cause the hammer to emit radiant light. Each
Wondrous item, uncommon (requires attunement) creature within 30 feet that can see you must succeed on a
While wearing these gloves, climbing and swimming do DC 15 Wisdom saving throw or become frightened of you
for 1 minute. While it is Frightened in this way, a creature
not cost you extra movement, and you gain a +5 bonus to
Strength (Athletics) checks made to climb or swim. must spend its turns trying to move as far away from you
This item is derived from the “Gloves of Swimming and Climbing” in the SRD 5.1 and reproduced under the OGL. as it can, and it can’t willingly move to a space within 30
feet of you. It also can’t take reactions. For its action, it can
Goggles of Night use only the Dash action or try to escape from an effect that
prevents it from moving. If it has nowhere it can move, the
Wondrous item, uncommon creature can use the Dodge action. At the end of each of
its turns, a creature can repeat the saving throw, ending the
effect on itself on a success.
Once you have used this feature, you cannot do so again
until you finish a Long or Short rest.
While wearing these dark lenses, you have darkvision Helm of Salvation
out to a range of 60 feet. If you already have darkvision,
wearing these goggles increases its range by 60 feet. Wondrous item, very rare (requires attunement)
This item is derived from the “Goggles of Night” in the SRD 5.1 and reproduced under the OGL. “Take your stand against the Devil’s schemes...
Put on the Helm of Salvation.”
Goliath’s Greatsword -Ephesians 6:11, 6:17
Weapon (greatsword), very rare (requires attunement) While you are wearing this helm, you have advantage on
all saving throws.
Taking up the sword of Goliath the Giant, David
said, “there is none like it.” The Helm of Salvation has 3 charges. When a creature
-1 Samuel 21:10 you can see fails a saving throw, you may use your reaction
and expend a charge to cause the creature to reroll the
You gain a +2 bonus to attack and damage rolls made saving throw. They must use the second roll. All charges
with this magic weapon. In addition, Goliath’s Greatsword are regained at dawn the following day.
ignores any resistance to slashing damage.
When you roll a 20 on an attack roll with this weapon,
the target takes an additional 4d8 slashing damage.
Hammer of Maccabeus Helm of
Salvation
Weapon (any hammer), rare (requires attunement)
“When the army realized that it was Maccabeus,
they fled before him.”
-1 Maccabees 5:34
The warhammer of the great rebel known as Maccabeus
has a valiant history. The great warrior of the Jewish
people fought furiously in defense of the temple. When
faced with overwhelming odds he refused to retreat, and
when Maccabeus was finally slain, he took thousands
of enemies with him. Although it claimed his life, the
conquest of Maccabeus led to the recovery of the Temple,
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Holy Ground in this way may only be used by the creature to whom they
were gifted. These items magically vanish and return to the
Location, artifact Font of Blessings if their wielder dies.
“Remove the sandals from your feet, for the place d12 Font of Blessings
where you stand is Holy Ground.”
-Exodus 3:5 1 You gain proficiency in all abilities.
2 Your hit point maximum increases by 25.
Once in a millennium, an event takes place that alters 3 You receive the Ring of Shadrach’s Faith.
4 You gain Truesight to a range of 30 feet.
the entire course of human history. God speaks to Moses, 5 You receive the Breastplate of Righteousness.
6 You are immune to all poison and disease, and
and gifts him with the divine law, inscribed on stone
tablets; an angel wrestles with Jacob to challenge his you have advantage on all Constitution saving
destiny; Noah’s ark comes to rest on dry land, fulfilling throws
God’s promised to preserve humanity. These events are
so holy and significant that they bend the fabric of reality, 7 Your receive David’s Lyre.
infusing the very earth and stones of a location with divine 8 Choose a spell of 4th level or lower. You can now
energy. These locations are forever changed to become cast this spell at its base level once per day with-
Holy Ground. out expending a spell slot.
Holy Ground normally occurs as an effect of God, or 9 You receive The Judge.
a powerful divine messenger, physically appearing on
10 Attack rolls against you have disadvantage.
earth to deliver a message (such as through the Burning
Bush). However, it may also occur as a consequence of a 11 You receive Miriam’s Cup.
significant human action that aligns with God’s will in a 12 You receive the Staff of Moses.
powerful way. Either way, locations like these are forever
altered in specific ways. Jael’s Dagger
A creature that enters Holy Ground for the first time Weapon (dagger), very rare (requires attunement)
is immediately aware, as though through the Detect Evil
Jael crept silently up to Sisera. She stabbed him
and Good spell, that this location has been consecrated by through his head, and he died.
-Judges 4:21
divine magic. A good-aligned creature who merely enters
Jael was the original rogue. In a time when combat
this area on their turn, or begins their turn there, gains the was dominated by men who boasted openly about feats
benefits of a short rest. A good-aligned creature that takes a of strength, she came out victorious through the use of
short rest here receives the benefits of a long rest, and may deception and stealth. Assassinating commander Sisera
also gain further benefits, detailed below. while he slept, Jael effectively won the war for the Israelite
people, and did so without risking any lives but her own.
A neutral aligned creature does not receive these
benefits, but can still enter the space and otherwise You gain a +3 bonus to attack and damage rolls made
treats the space as normal. An evil-aligned creature feels with this magic weapon. A target who is Surprised by your
attack must make a DC 17 Constitution saving throw,
compelled to leave the space immediately and must taking additional 6d6 piercing damage on a failed save, or
half as much on a success.
concentrate (as though concentrating on a spell) in order to
remain near space that is considered Holy Ground. Jokoto
Benefits of Holy Ground Weapon (shortsword or longsword), rare
Creatures who spend a prolonged period of time in this
space will discover that they do not need food or water for “Before you embark on a journey of revenge,
dig two graves.”
as long as they remain in the space. A creature who spends -Confucius
a short rest in prayer, meditation, or study of the scriptures This early predecessor of the katana is of east Asian
may attempt a DC 20 Grace check (or Wisdom check). On design. These straight, single-edged, steel blades are
a success, the creature receives a benefit from the “Font of forged and sharpened through a ritual that is much more
Blessings” table, as chosen by the GM. Alternatively, the time-consuming than traditional methods, but produces
item can be chosen randomly, but the result should be re- a superior weapon. The Jokoto of the Han dynasty are
characterized by an ornamental ring on the pommel, that
rolled if the blessing is detrimental to, or unusable by, the
recipient.
If an item is received through the Font of Blessings,
the item appears hovering in the space in front of them. The
creature is automatically attuned to any item received this
way. A creature may only receive a benefit from the Font
of Blessings once in their lifetime, and any items received
262
sometimes also bears the crest of a particular faction or its mouth as cracks begin to form in the ground and
military unit. The sword is incredibly sharp, light, and easy surrounding structures. Each creature in a 60-foot cone
to wield. must make a Constitution saving throw. A creature takes
8d8 thunder damage on a failed save, or half as much on
You gain a +3 bonus to attack and damage rolls with this a successful one. Constructs must make this saving throw
magic weapon. Additionally, while you wield this weapon, with disadvantage. Joshua’s Trumpet deals double damage
you can speak, read, and write Chinese. to objects not currently worn or carried and structures (such
Joseph’s Silver Goblet as walls).
Wondrous item, rare (requires attunement by a spellcaster) Once blown, this special action cannot be used again
until the following day at dawn. Until then, the trumpet
“Is this not the silver goblet of Joseph, functions as a normal trumpet.
which he uses for divination?”
-Genesis 44:5 The Judge
This goblet is made of silver and inlaid with intricate Weapon (longbow), legendary (requires attunement)
Egyptian artwork along its surface. While attuned to
this magic item, you can use an action to cast the spell “He has bent His bow and made it ready. He has
Divination from it, without requiring material components. prepared for Himself deadly weapons; He makes
Once you have used this feature, you cannot do so again
until you finish a Long Rest. His arrows fiery shafts.”
-Psalm 7:12
Joshua’s Trumpet
The surface of this longbow is etched with markings
Wondrous item, rare in an ancient Hebrew dialect. A character that can read
Hebrew knows that these are the names of famous judges
“At the sound of the trumpet, the wall collapsed and from the early days of Israel in Canaan. Among these
they took the city.” names are Deborah, Gideon, and Samson.
-Joshua 6:20
According to legend, this bow miraculously presents
This trumpet is made from a curved ram’s horn and itself to a Judge in times of great need. Any person chosen
hangs from a worn leather strap. This relic dates back to by God for a mission of great importance may wield The
the original conquest of Canaan when the Israelites were Judge, gaining the following benefits.
led by Joshua. When the Israelites came up against the
impenetrable walls of the city of Jericho, Joshua instructed • Your Dexterity score increases by 2, as does your
the people to blow trumpets and shout. The trumpet blasts, maximum for that score.
imbued with the power of the Israelite’s faith in God,
shattered the walls of Jericho, winning a decisive victory • You gain a +2 bonus to attack and damage rolls
and turning the tides of war. made with this weapon.
As an action, you may blow into the trumpet, causing • The Judge has 3 charges. As a bonus action you may
an intense and painfully loud sound to emanate from expend a charge to cause the next arrow you fire to
burst into flame on impact. A target hit by this arrow
takes an additional 4d6 fire damage. All charges are
regained the following day at dawn.
Jael’s Joshua’s
Dagger Trumpet
Jokoto
263
Khopesh of “Vav.” The tattoo is inscribed as part of a ritual that marks
Conquest you as a descendant of Cain, the first murderer. God placed
a mark similar to this one on the forehead of Cain, as a
warning to anyone who would do him harm. You can
cast the spell Mark of Cain form this tattoo, requiring no
material components. Once you have used this feature, you
cannot do so again until you finish a Long Rest.
Khopesh of Conquest Mark of the Guardian Tattoo
Weapon (any sword), rare (requires attunement) Wondrous item, Rare (requires attunement)
This sword is of Egyptian make, with Old Egyptian This is tattoo is a sequence of symbols and letters in
markings along the hilt and blade. You gain a +1 bonus to a celestial script that spells out the true name of your
attack and damage rolls with this magic weapon. Guardian Angel. Once per day, you can touch the tattoo
and cause an Angel Guardian to appear in an unoccupied
The Khopesh has 6 charges. When you hit a target with space within 30 feet, as though through the Summon Angel
a melee attack, you can expend up to 3 charges. For each spell. The angel is friendly to you, but does not follow
charge you expend, the target takes an extra 1d8 necrotic your commands and is under no obligation to act in any
damage. All expended charges are regained daily at dawn. particular way. The angel remains in its physical form for 1
minute and then returns to the spiritual realm. Once you use
Lydia’s Purple Cloak this feature, you cannot use it again until dawn the next day.
Wondrous item, rare (requires attunement) Medallion of Gomorrah
This masterwork garment is made of finely woven silk Wondrous item (cursed), rare (requires attunement)
that has been dyed royal purple. While wearing it, you gain
the following benefits: Gomorrah was destroyed, but Lot’s wife looked back,
and was turned to a pillar of salt.
• You have advantage on Persuasion checks -Genesis 19:26
• You have a +1 bonus to AC and saving throws.
• You have resistance to poison damage. Although the actual location of the city has been lost
to history, a small piece of stone from the infamous city
Mace of the Exorcist of Gomorrah was preserved inside of this medallion.
According to legend, anyone who looks at the stone
Weapon (mace), rare (requires attunement) directly will suffer the same fate as Lot’s unfortunate wife.
You have a +1 bonus to attack and damage rolls made As an action, you may open the small door in the front
with this magic weapon. This bonus becomes a +3 for of the medallion, revealing the stone of Gomorrah to a
attack and damage rolls that target fiends or undead. creature within 60 feet. If the creature can see you, it must
make a DC 16 Constitution saving throw. On a failed save,
While holding this magic item, you can cast the spell it becomes restrained as its body begins to slowly turn to
Dispel Evil and Good from it, no concentration required. salt. On a successful save it is unaffected.
Once you have used this feature, you may not do so again
until you finish a Long Rest. A creature that is restrained by the effects of the
medallion must repeat the saving throw at the beginning
Mantle of Spell Resistance of each of its turns. If it saves three times, the effect ends
and its body returns to normal. If it fails three times, it is
Wondrous item, rare (requires attunement) transformed into a pillar of salt permanently. The successes
and failures do not need to be consecutive.
You have advantage on saving throws against magic and
the effects of magic while you wear this cloak. Once the medallion has been used in this way, it may not
be used again until the following day at dawn.
This item is derived from the “Mantle of Spell Resistance” in the SRD 5.1 and reproduced under the OGL.
Curse. The stone that resides in this medallion is cursed,
Mark of Cain Tattoo and attuning to it extends the curse to you. As long as you
remain cursed you are unwilling to part with the medallion,
Wondrous item, Rare (requires attunement) wearing it at all times. You also start to have dreams of a
city you have never visited and feel strangely homesick, as
This is a tattoo on the forehead of the Hebrew letter though this city is your true home. Your obsession with this
264
Medallion of Pearl of Power
Gomorrah
Wondrous item, uncommon (requires attunement by a spellcaster)
While this pearl is on your person, you can use an action
to speak its command word and regain one expended spell
slot. If the expended slot was of 4th level or higher, the new
slot is 3rd level. Once you use the pearl, it can not be used
again until the next dawn.
This item is derived from the “Pearl of Power” in the SRD 5.1 and reproduced under the OGL.
Miriam’s Periapt of Health
Cup
Wondrous item, uncommon
You are immune to contracting any disease while
you wear this pendant. If you are already infected with a
disease, the effects of the disease are suppressed you while
you wear the pendant.
This item is derived from the “Periapt of Health” in the SRD 5.1 and reproduced under the OGL.
city begins to affect your focus, and you have disadvantage Persian Arrows
on all Wisdom saving throws.
Weapon (arrows), uncommon
Miriam’s Cup
You have a +1 bonus to attack and damage rolls made
Wondrous item, legendary (requires attunement) with this piece of magic ammunition. Once it hits a target,
the ammunition is no longer magical.
Miriam died, and from that day forward there was
no water for the congregation. Persian Chain
-Numbers 20:1
Armor (chain shirt), rare
This small stone vessel is hewn from granite with
primitive tools. If you were not aware of its history, it You gain a +1 bonus to AC while you wear this armor.
would be easy to overlook this item as a useless relic of You are considered proficient with this armor even if you
ancient times. However, this was once the most powerful lack proficiency in medium armor.
item carried by the Israelite leader named Miriam.
Potion of Healing
Along with Moses and Aaron, Miriam was one of
the great leaders of the Israelite people in their journeys Potion, Common
through the Wilderness of Zin, and it was from her that the
people received the gift of water. While attuned to the cup, The red liquid in this bottle shimmers when agitated.
you gain the following benefits: You regain 2d4+2 hit points when you drink this potion.
• The small stone vessel always appears empty, but This item is derived from the “Potion of Healing” in the SRD 5.1 and reproduced under the OGL.
by speaking the command word and tipping it
sideways, fresh water pours out of it. Potion of Resistance
• You gain innate control over water at all times, Potion, uncommon
as though through the Control Water spell (no
concentration required). When you drink this potion you gain resistance to one
type of damage for one hour. The GM chooses the type of
• As an action, you may throw the cup up to 30 feet damage. One time use.
away, where it immediately sinks into the ground.
Water begins to well up from this point, until it has This item is derived from the “Potion of Resistance” in the SRD 5.1 and reproduced under the OGL.
created a pool 20 feet in diameter and 10 feet deep.
Retrieving the cup takes an action, and after the cup Potion of Water Breathing
has been retrieved, the pool of water immediately
disperses. Potion, uncommon
You can breathe underwater for 1 hour after drinking
this potion. Its cloudy green fluid smells of the sea and has
a jellyfish-like bubble floating in it.
This item is derived from the “Potion of Water Breathing” in the SRD 5.1 and reproduced under the OGL.
265
Rebekah’s Cloak effect on a successful saving throw (such as banishment or
polymorph), and cannot be used to recover a spell that has
Wondrous item, rare an effect (such as dealing half damage) on a failed saving
throw. If a spell has more than one target (such as slow), all
Rebekah covered Jacob with a cloak and made him of the targets must succeed on their saving throw in order to
look like his brother, Esau. recover the spell.
-Genesis 27:15
Ring of the Pharaoh
While wearing this cloak of animal furs, you may use an
action to cast the Disguise Self spell from it at will. Ring, Rare (requires attunement)
Pharaoh took off his signet ring and put it on
Ring of Daniel’s Faith Joseph’s finger.
-Genesis 41:42
Ring, rare (requires attunement)
While wearing this ring, your Charisma score increases
“God sent angels to close the lions’ mouths by 2, as does your maximum for that score. If you wear the
so that they have not hurt me” ring openly while in the region of Egypt, you may make all
-Daniel 6:23 Charisma checks with advantage.
This ring has 2 charges, and it regains 1d2 expended Ring of
charges daily at dawn. While wearing the ring, you can Shadrach’s Faith
use an action to expend 1 of its charges to cast one of the
following spells: Ring of
Daniel’s Faith
• Animal Friendship (DC 16)
• Animal Messenger
Ring of Feather Falling
Ring, rare (requires attunement)
“The hands of angels will support you,
lest you dash your foot against a stone.”
-Psalm 91:12
When you fall while wearing this ring, you descend 60
feet per round and take no damage from falling.
This item is derived from the “Ring of Feather Falling” in the SRD 5.1 and reproduced under the OGL.
Ring of Shadrach’s Faith Ring of
The Pharaoh
Ring, legendary (requires attunement)
Ring of
He opened the white-hot furnace and Shadrach, The Scapegoat
Meshach, and Abednego walked out of the fire.
-Daniel 3:93
This gold ring of Babylonian design is warm to the
touch and set with a red stone that seems to glimmer even
in dim light. While wearing this ring you have immunity to
fire damage.
Ring of Second Chances Ring of
Second Chances
Ring, rare (requires attunement)
This ring can occasionally absorb the magical energy of
an unsuccessful spell, so that its power is not wasted. When
you cast a spell of 5th level or lower that has no effect if the
target succeeds on its saving throw, and the target’s saving
throw is a success, you may use your reaction to recover
the spell, storing it in the ring. The spell remains stored in
the ring until you use an Action to cast it again. This ring
can only store one spell at a time.
This ring can only be used to recover a spell that has no
266
Ring of the Ram spells may not be cast when the staff is in serpent form.
1/Day each: Expeditious Retreat, Insect Plague, Pillar
Ring, rare (requires attunement)
of Cloud, Transubstantiation.
This ring has 3 charges, and it regains 1d3 expended
charges daily at dawn. While wearing the ring, you can Roman Armor
use an action to expend 1 to 3 of its charges to attack
one creature you can see within 60 feet of you. The ring Armor (breastplate), uncommon
produces a spectral ram’s head and makes its attack roll
with a +7 bonus. On a hit, for each charge you spend, the The Roman empire has some of the greatest blacksmiths
target takes 2d10 force damage and is pushed 5 feet away in the world, and their armor is exceptional. This style of
from you. armor, known as the Lorica Segmentata was made of a
series of metal strips fastened together by leather straps to
Alternatively, you can expend 1 to 3 of the ring’s form an impenetrable, but still flexible, defensive layer.
charges as an action to try to break an object you can see Although the Parthians have used this style of armor for
within 60 feet of you that isn’t being worn or carried. The much longer than the Romans, the Romans have perfected
ring makes a Strength check with a +5 bonus for each it. By plating the outer layer of the armor with steel, Roman
charge you spend. smiths were able to make armor that was hardened against
attacks, yet still flexible.
This item is derived from the “Ring of the Ram” in the SRD 5.1 and reproduced under the OGL.
While you are wearing this armor, a critical hit against
Ring of the Scapegoat you becomes a normal hit.
Ring, uncommon (requires attunement) Sarah’s Lucky Necklace
You gain a +1 bonus to AC and saving throws while Wondrous item, common (requires attunement)
attuned to this ring. In addition, you may cast the spell “And now, Lord, I turn my face to you.”
Scapegoat at its base level from the ring, requiring no -Sarah of Teredon
material components or concentration. Once you use this
feature you may not use it again until dawn the following This colorful piece of Jewelery was handcrafted by
day. Sarah with Teredian beadwork in a traditional Persian style.
Once per day, you may reroll one ability check or saving
Rod of Aaron throw. You must use the second roll. Once used in this
way, you may not use the necklace again until dawn the
Staff, legendary (requires attunement by a spellcaster) following day.
Aaron threw his staff down before Pharaoh and his Scimitar of Speed
servants, and it turned into a serpent.
-Exodus 7:10 Weapon (scimitar), very rare (requires attunement)
Most people remember Moses confronting Pharaoh to You gain a +2 bonus to attack and damage rolls made
negotiate the releases of the Israelite slaves, but far fewer with this magic weapon. In addition, you can make one
remember that his brother Aaron was beside him the whole attack with it as a bonus action on each of your turns.
time. Charismatic and courageous, it was Aaron who often
spoke at the court of the Pharaoh and even performed many This item is derived from the “Scimitar of Speed” in the SRD 5.1 and reproduced under the OGL.
miracles with his staff, known as the Rod of Aaron.
Rod of
While attuned to the Rod of Aaron, your Charisma score Aaron
increases by 2, as does your maximum for that score. This
staff grants a +1 bonus to your spell attack rolls and spell
save DC.
As an action you may speak the staff’s command word
and throw it on the ground within 10 feet of you. The staff
becomes a Saraph Serpent under your control and acts on
your turn. You can issue mental commands to the serpent,
deciding what actions it takes and where it moves. If the
snake is reduced to 0 hit points, it reverts to its staff form
and the Rod of Aaron instantly reappears in your hand.
The Rod of Aaron can cast each of the following spells
once per day, requiring no material components and
without requiring concentration from the wielder. These
267
AC. You also have disadvantage on all Stealth checks.
Sica Shield of the Spartan
Weapon (dagger), rare (requires attunement) Armor (shield), rare
You gain a +1 bonus to attack and damage rolls made The shields of Spartans figure prominently in legendary
with this magic weapon. During the first round of combat, tales. As masters of combat, a true Spartan only releases
you have advantage on attack rolls made against any their shield in death. While holding this shield, you have a
creature that has not yet taken its turn. In addition, any hit +2 bonus to AC.
you score against a Surprised creature is a critical hit.
Sling of Slaying
Shield of Faith
Weapon, very rare (requires attunement)
Armor (shield), legendary (requires attunement)
David slung the stone, striking the Giant in the
“Take the Shield of Faith, with which you will be forehead. There was a hush in the crowd as Goliath
able to quench all the flaming arrows of the Evil
fell face down on the ground.
One.” -1 Samuel 17:49
-Ephesians 6:16
Any worthy soul who takes up this sling with faith in
While holding this shield, you have a +2 bonus to AC Lord has the power to conquer their enemies, no matter
and saving throws. You also have resistance to damage how overwhelming the odds may seem.
from ranged weapon attacks.
You gain a +2 bonus to attack and damage rolls made
As a bonus action, you may cast the Shield of Faith spell with this magic weapon. If you score a critical hit against a
from this item (no concentration required). You may also creature with fewer than 100 hit points, it must succeed on
use a bonus action to change the target of the spell, but this a DC 16 Constitution saving throw or die instantly.
spell can only affect one target at a time.
Song of Deborah
Shield of the Legionary
Wondrous item, very rare
Armor (shield), very rare
“When I, Deborah, arose, I arose a mother to
The shields of a Roman legion are like the walls of a Israel.”
fortress. While holding this shield, you have a +3 bonus to
-Judges 5:7
Carved into the surface of this ornate stone pedestal are
the lyrics to a 1000 year old song of victory. Written by
the legendary judge and military commander, Deborah, it
details the Israelite victory over the Canaanite commander
Sisera at the battle of Mount Tabor.
When you read the words of this beautiful and inspiring
Shield of Spear of
Faith Leonidas
Shield of
The Spartan
268
song, you can tell that the words are charged with magic. If coils down the shaft of the staff, with its tail ending
you spend a total of 6 hours in meditation with the words just above the grip. The bronze figure of the serpent is
of Deborah’s song, your Charisma score permanently ancient, having been constructed by Moses himself in
increases by 2, as does your maximum for that score. The the wilderness of Zin. However, the pole it is affixed to
song then loses its magic, but slowly regains it over the is newer construction, as the original pole was shattered
course of 3d6 months. by King Hoshea shortly before Israel was conquered by
Babylon.
Spear of Leonidas
The bronze serpent was later affixed to the top of a staff,
Weapon (spear), rare (requires attunement) and its current whereabouts are unknown. According to
legend, the bronze serpent symbolized the Israelite’s faith
You gain a +2 bonus to attack and damage rolls with in God, and was able to cure the afflictions of the Israelite
this magic weapon. According to legend, this spear once people.
belonged to the legendary king of Sparta, Leonidas, who
died defending Greece from insurmountable odds. While you are attuned to the Staff of the Bronze Serpent,
you are resistant to poison damage and have advantage on
When you hit a creature with an attack roll using this saving throws against becoming Poisoned.
spear, the creature takes and extra 1d6 Force damage and
must succeed on a DC 15 Strength saving throw, or be The staff has 9 charges. While holding this staff, you
knocked prone. can use an action to expend 1 or more of its charges to cast
one of the following spells from it, requiring no material
Staff of Moses components. The staff regains 3d6 expended charges daily
at dawn.
Staff, legendary (requires attunement)
Detect Poison and Disease (1 charge), Mass Cure
“Moses stretched out his staff toward the sky, and the Wounds (5 charges), Greater Restoration (5 charges),
Lord rained down hail and fire so fierce that nothing Protection from Poison (2 charges).
like it had been seen before.” Staff of the Messenger
-Exodus 9:23
Staff, uncommon (requires attunement)
This knotted wooden staff appears ordinary in almost
every way, as its original purpose was for guiding Midian This rugged wooden staff appears to be a mundane
sheep through the wilderness. However, after Moses’s walking stick. A powerful celestial enchantment hides
encounter with God in the burning bush, his simple the true nature of this weapon from even close physical
shepherd’s staff was transformed into one of the most inspection. This is the favored tool of Angel Messengers
famous items of legendary power in history. It was with this sent to earth in their human form. You can cast Message
staff that Moses rained down destruction upon Egypt and
parted the waters of the Red Sea. Staff of
Moses
This staff grants a +3 bonus to your spell attack rolls and
spell save DC. Staff of the
Bronze Serpent
The staff has 10 charges. While holding this staff, you
can use an action to expend 1 or more of its charges to cast
one of the following spells from it, using your spell save
DC and spell attack bonus. The staff regains 2d6 expended
charges daily at dawn.
Control Water (4 charges), Globe of Invulnerability (6
charges), Hail and Fire (7 charges), Manna and Quail (1
charge), Pillar of Fire (3 charges), Purify Food and Drink
(1 charge).
Staff of the Bronze Serpent
Staff, rare (requires attunement by a cleric or druid)
“Moses made a serpent of bronze, and put it upon a
pole.”
-Numbers 21:9
This ornate staff is topped with the bronze figure of
snake bearing its fangs to strike. The body of the snake
269
and Sacred Flame from this staff at will, requiring no Sword of Gideon
material components.
Weapon (cursed item, any sword), very rare (requires attunement)
Staff of the Pilgrim “This can only be the sword of Gideon, son of
Joash.”
Staff, uncommon (requires attunement by a magic user) -Judges 7:14
“Even though I walk through the valley of the Gideon was one of the legendary Judges of Israel. You
shadow of death, I fear no evil.” gain a +1 bonus to attack and damage rolls with this magic
-Psalm 23:4 weapon.
This polished staff of olive wood is well-worn from When you touch the sword of Gideon, your eyes flash
years of use. This staff has 5 charges. While holding this white, and all you look upon is revealed in its true form.
staff, you can use an action to expend 1 or more of its You have truesight for the next minute, allowing you to see
charges to cast one of the following spells from it, requiring through disguises and creatures or objects that are invisible.
no material components. The staff regains 2d4 expended Angels and demons that are disguised in human form are
charges daily at dawn. also revealed. Any secret doors or traps hidden by magic
are brightly outlined to you, out to a range of 120 feet.
Augury (2 charges), Comprehend Languages (2 After using this feature, you must take a short rest before
charges), Find Traps (2 charges), Locate Creature (4 using it again.
charges)
Curse. Gideon was notorious for his lack of self
Sword of Alexander the Great confidence and fear of not being good enough to be called
by God. His sword seems to have absorbed this curse, and
Weapon (longsword), very rare (requires attunement) as you attune to the Sword of Gideon, the curse extends
into you. While attuned to this sword, your faith in yourself
“Nothing is impossible to him who would try.” wavers and you begin to doubt your ability to succeed in
-Alexander the Great your current mission. Whenever you are required to make
a saving throw against becoming Frightened, you fail
You gain a +2 bonus to attack and damage rolls with this automatically.
magic weapon.
Sword of the Guardian
The sword has 3 charges. You may use your reaction and
expend a charge to reroll one attack roll, ability check, or Weapon (any sword), very rare (requires attunement)
saving throw you dislike. You must use the second roll. All
charges are regained at dawn the next day.
Sword of At your gates I have drawn the sword for slaughter,
Alexander the Great and made it flash with lightning.
-Ezekiel 21:20
Sword of
The Spirit Only twelve of these swords were forged from the
divine power of the heavens, created by the sheer force
of will of the Archangels that wield them. These twelve
Guardians were each charged with guarding a place of
sacred significance. When Lucifer rebelled, 5 of these
Guardians fell with him, leaving only 7 Guardians who
remained loyal to God. However, once made, a Guardian’s
sword cannot be unmade. The swords of these fallen
Guardians still exist somewhere in the cosmos, yearning for
the destruction of their former owners.
You gain a +2 bonus to attack and damage rolls when
you wield this magic weapon. If you target the sword’s
original owner with an attack, you gain a +4 bonus to attack
and damage rolls as the sword wills its owner’s death.
As a bonus action, you can speak this sword’s command
word, causing lightning to arc across the surface of the
blade. The sword deals an extra 2d8 lightning damage
while this effect is active. The effect ends when the sword
is sheathed, dropped, or when you choose do to so with a
bonus action.
270
Sword of the Spirit
Weapon (any weapon), legendary (requires attunement)
Take up the Sword of the Spirit.
For our struggle is with the cosmic powers
of this present darkness.
-Ephesians 6:17, 6:12
This sword is of otherworldly construction, forged Urim &
with a metal you cannot identify. Its surface is cold to Thummim
the touch, and seems almost to vibrate with energy. The
cross-guard is shaped like the wings of an dove, and every Urim
inch of the double-edged blade is etched with intricate
Hebrew lettering that spell out scripture verses. When the Wondrous Item, legendary (requires attunement by a cleric)
weapon first presents itself to you, it has the appearance of
a longsword, but as you attune to it, it takes on the shape “Better to wait until a priest
of any weapon of your choice. While attuned to this magic can consult the Urim”
weapon, you gain the following benefits: -Nehemiah 7:65
• You have a +3 bonus to attack and damage rolls. This small polished stone of white marble pulses with
• Whenever you make Persuasion or Religion checks, divine energy. Roughly translated as either “revelation”
or “curses,” the Urim was used in ancient times by priests
treat a roll of 14 or lower as a 15. as a method of divination. After the kingdoms of Israel
• You can use an action to cast Spirit Guardians from and Judah were destroyed by Babylon, the Urim and its
counterpart, the Thummim, were lost to history... until now.
the sword, no concentration required. Once you have
used this feature, you cannot do so again until you The Urim in your possession is imbued with residual
finish a Short or Long Rest. divination magic that grants you the following benefit:
Thummim • Once per day, you can cast the Augury spell from the
Urim, requiring no material components.
Wondrous Item, legendary (requires attunement by a cleric)
Developments: If you reunite the Urim and Thummim,
“If guilt lies within your people, Lord, becoming attuned to both simultaneously, their powers
respond with the Thummim.” combine to form a legendary artifact of tremendous power.
-1 Samuel 13:31 While attuned to both stones, you can see beyond the veil
and have the ability to peer into the immediate future. You
This small polished stone of black onyx pulses with gain the following benefits:
divine energy. Roughly translated as either “truth” or
“light,” the Thummim was used in ancient Israel by priests • You cannot be Surprised
as a method of divination. After the kingdoms of Israel and • You have Truesight out to a range of 30 feet.
Judah were destroyed by Babylon, the Thummim and its • You gain a bonus to your AC and Saving Throws
counterpart, the Urim, were lost to history... until now.
equal to your Wisdom modifier.
The Thummim in your possession is imbued with
residual divination magic that grants you the following Wind Fan
benefit:
Wondrous Item, uncommon
• Once per day, you can cast the Zone of Truth spell
from the Thummim. While holding this fan, you can use an action to cast the
gust of wind spell (save DC 13) from it. Once used, the fan
Developments: If you reunite the Urim and Thummim, shouldn’t be used again until the next dawn. Each time it
becoming attuned to both simultaneously, their powers is used again before then, it has a cumulative 20 percent
combine to form a legendary artifact of tremendous power. chance of not working and tearing into useless, nonmagical
While attuned to both stones, you can see beyond the veil tatters.
and have the ability to peer into the immediate future. You
gain the following benefits: This item is derived from the “Wind Fan” in the SRD 5.1 and reproduced under the OGL.
• You cannot be Surprised
• You have Truesight out to a range of 30 feet.
• You gain a bonus to your AC and Saving Throws
equal to your Wisdom modifier.
271
Monsters and NPCs
What is a Monster? CHALLENGE 0 Parthian Spahbed
Queen of Sheba
The word “monster” in the context of fifth edition refers Addax Roman Centurion
to any creature that can be interacted with during the story. Agama Shedim
By this definition, something harmless like a Barn Owl Barn Owl Sicarii
or friendly and docile like a Canaan Dog would still be Commoner T’ifiri
considered a “monster” for the purpose of organization. Hoopoe
Each monster has its own stat block, which lays out the Hyrax CHALLENGE 4
monster’s skills, abilities, weaknesses, and powers, so that Night Spirits
the GM knows what the monster can do when the party Angel Guardian
interacts with it. CHALLENGE 1/8 Dybbuk
Golem, Death
What is an NPC? Abyssal Fly Golem, Helper
Arabian Horse Golem, Sentry
NPC stands for “Non-Player Character,” and refers to Bandit Magi Researcher
any other humanoid characters in the story that the players Camel Nile Crocodile
may meet, negotiate with, battle, or befriend. Just like Canaan Dog Corrupted Simulacrum
monsters, NPCs have their own list of abilities that can help Donkey
or hinder the party, depending on how the story progresses. Guard CHALLENGE 5
The Commoner and the Roman Legionary are examples Noble
of NPCs. The following section is organized alphabetically, Angel Challenger
and features both monsters and NPCs. CHALLENGE 1/2 Angry Mob
Giant Warlord
Monsters by Challenge Rating Goat-Demon Golden Calf
Parthian Cataphract Seraphine (simulacrum)
For the convenience of the Game Master, all monsters Roman Legionary Spartan Mercenary
and NPCs included in this module are listed below by Saraph Serpent Unicorn
Challenge Rating. A monster’s Challenge Rating is a way Shadow Cultist Water Elemental
of calculating how dangerous it is in combat. The Challenge Zin’tori Veteran
Rating system presumes that a party of 4 adventurers CHALLENGE 1
can defeat a monster with a challenge rating equal to the CHALLENGE 6
party’s average level player level. However, there are two Arabian Tiger
important factors to consider before blindly following a Dire Wolf Mage
challenge rating. Feign Spider Magi Tactician
Murex Naamah (True Form)
First, not every encounter should be determined by Sunwing Queen of Sheba (with tigers)
combat. Just because a party is low-level does not mean that Zin’tori Scout
they only encounter creatures of their level. For instance, CHALLENGE 7
a powerful being such as a Cherubim may appear to a CHALLENGE 2
level 1 party simply to deliver a message. Second, some Buried Queen (Simulacrum)
monsters with a low CR, such as a Noble or Enchantress, Aurochs Captain Gula (Simulacrum)
can become a dangerous threat even to high-level parties Bandit Captain Shadow champion
because of the influence they wield. In both of these Enchantress Witch of Endor
examples, the harmless Cherubim messenger and the Priest
vindictive Noble pose very different levels of threat than Shadow Mage CHALLENGE 8
their CR would imply.
CHALLENGE 3 The Gardener (Simulacrum)
Itinerant Baptist
Angel Messenger Mušhuššu
Deepmaw Zenido
Magi Seeker
272
Beelzebub (True Form) CHALLENGE 12 CHALLENGE 23
Collector (Simulacrum)
Mammon (True Form) Tannin Cherubim
Moloch (True Form)
CHALLENGE 13 CHALLENGE 27
CHALLENGE 9
Lilith (true form) Behemoth
Abaddon (swarm) Lilith (Hellspawn) Leviathan
CHALLENGE 10 CHALLENGE 15
Archangel Abaddon (Corporeal)
Legion (True Form)
Witch of Endor (in lair)
Monsters A-Z
Abyssal Fly Addax
Harbingers of Decay. Abyssal Flies hail from the depths The addax resemble the graceful gazelle with their
of the rotting stench of the abyss. Unlike most fiends, who slender form and long, curving horns; however, the addax
were once celestials that have since fallen from grace, tend to be slightly slower and more docile. Led by an Alpha
Abyssal flies are spawned from the pure evil that emanates female, herds of addax can be found wandering the deserts
from their creator: Beelzebub, Lord of the Flies. of Zin, sometimes traveling hundreds of miles at a time.
Mindless Servants. Having no identity of their own, Peerless Adapters. The Addax have adapted to some
Abyssal flies share a consciousness with Beelzebub. of the harshest environments in the world. A specialized
This feature allows Beelzebub digestive system allows the addax to survive without a
water source almost indefinitely, and its ability to regulate
to slumber in the decaying its temperature and energy reserves allows travel over vast
distances without a need to rest or recuperate.
cavities of the earth while
still staying informed of
the world around him.
Abyssal Fly AC: 12
HP: 1
Small fiend, chaotic evil Speed: fly 20 ft.
STR DEX CON INT WIS CHA Addax AC: 12
HP: 14
+0 +2 +0 -4 +1 -3 Medium beast, unaligned Speed: 40 ft.
Senses: Darkvision 60 ft., Passive Perception 11 STR DEX CON INT WIS CHA
Challenge 1/8 (25 XP)
+0 +2 +1 -4 +2 -3
FEATURES
Loyal Scouts: Abyssal flies are born from the stench of rotting Condition Immunities: Exhaustion
Senses: Passive Perception 12
decay in the depths of the abyss. They serve the Lord of the Flies, Challenge 0 (10 XP)
Beelzebub with mindless loyalty. Anything seen or heard by an abys- ACTIONS
sal fly is automatically known by Beelzebub.
Horns: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit:
ACTIONS
5 (2d4) piercing damage.
Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1
piercing damage and the target must succeed on a DC 16 Constitution
saving throw or gain a level of exhaustion.
273
Angels
Agama The word “angel” is often mistakenly used as an
umbrella term for all of the celestial creatures of the
The agama is a species of small and brightly colored, spiritual realm. In actuality, Angels are one of many of
desert-dwelling lizards. The agama is accustomed to the the creature type “Celestial,” which includes Seraphim,
extreme temperatures of the desert and remains active even Cherubim, Archangels, and the other spiritual beings loyal
during the heat of the day. Its distinctive colorful scales are to the will of the Most High. Angels appear frequently in
constantly changing throughout the day. the scriptures, usually in service to one specific mission
which, once complete, signals the end of the Angel’s
“But of the following presence on the material plane.
you shall not eat... the Agama.”
“Looking up, he saw that three men
-Leviticus 11:29 had appeared standing near him.”
Chromatic Empathy. The agama’s vibrant rainbow -Genesis 18:2
skin will change colors throughout the day. Unlike the
chameleon, who uses this ability to blend in, the agama Messengers of the Divine. Angels serve primarily in
has no control over this change, and its color is always a the role of messenger and intermediary between God and
reflection of its mood, using a variety of vibrant colors to mortals. In fact, the word “angel” comes from a Greek
reflect its various emotional states. word that literally means “messenger.” Although celestial
in original, the appearance of angels is often very subtle.
Agama AC: 11 Unlike other celestials, such as the Cherubim, who arrive
HP: 2 in a flurry of wings, lightning, and thunder, Angels are
Tiny beast, unaligned Speed: 20 ft. not usually recognized for what they are to the mortals
they interact with. Angels do not have wings or other
STR DEX CON INT WIS CHA recognizable features and mortals who have encountered
Angels did not usually realize the identity of these beings
-4 +1 +1 -4 +0 -2 unless the Angel chose to reveal itself.
Senses: Darkvision 30 ft., Passive Perception 10 Unwavering Focus. Angels are among the least
Challenge 0 (10 XP) powerful of the celestials of the spiritual realm, but
what they lack in raw power they make up for with an
ACTIONS unwavering focus on serving the will of God. Once given
a mission, an Angel does not stop until that mission has
Bite: Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 been completed. Angels do not question the will of God, or
ask for any details beyond what they need to accomplish
piercing damage. their goal. This can, at times, lead to unusual conversations
between mortals (who are intrinsically curious) and Angels
Agamas as Familiars (who cannot comprehend the relevance of a mortal’s
question).
If a player character chooses an agama as an animal
companion or familiar, the agama may start to change colors Defenders of Mortals. Because they spend so much
as a reflection of its master’s mood as well as its own. At the of their time on the material plane, Angels have a special
discretion of the GM, player characters may even be able to affinity with mortals that is not always shared by other
train their agama to detect emotional signals from nearby celestials of the heavenly host. When Lucifer, a powerful
humanoids, changing its color in response to the emotional Seraphim, rebelled against the idea that humans would
one day be glorified in Heaven, it was the angels who first
temperature of a room or situation. leaped to their defense. Angels always act out of concern
for mortals, and will only engage in combat with mortals
out of self-defense, or the defense of another mortal. Even
then, Angels are far more likely to deal non-lethal damage
to their mortal assailants, hoping that one day these mortals
may be redeemed.
274
Challenger Angel
Angels are almost all peaceful beings focused on
guiding and protecting mortals against the evil forces of
darkness. However, sometimes a more direct approach is
needed. Although an Angel will never purposefully kill a
mortal, there are times when a little violence between allies
can go a long way.
“You have contended with divine
beings and have prevailed.”
-Genesis 32:29
Holiness Through Violence. Challenger Angels are
unique in that their method of communicating the will of
God is done through violence. On very rare occasions, an
Angel will challenge a mortal to combat as a test of the
mortal’s strength and willpower. This duel is not enacted
out of malice or anger, but rather as a an opportunity for
the mortal to learn something about themselves. Although
it seems unnecessary, some mortals find that it is only
through extreme situations that they learn the most about
themselves. The purpose of this combat is to equip the
mortal with the grit and confidence that only comes from
defeating an Angel in hand-to-hand combat.
A New Identity. Mortals who beat a Challenger Angel in
combat often receive a new identity as a reward. As in the
case of Jacob, he receive a new name: Israel. Other times,
the victor of the combat will receive a special calling from
God, be blessed with divine protection, or even be entrusted
with a Legendary magic item. Whatever the outcome of the
duel, a mortal who contends with a Challenger Angel will
never be the same.
Challenger Angel AC: 17 ma, and can innately cast the following spells, requiring no material
HP: 52 components:
Medium Celestial (Angel), Lawful Good Speed: 30 ft.
At will: Guidance, Light, Sacred Flame (Dex 16)(2d8 Radiant)
STR DEX CON INT WIS CHA
3/Day Each:
+3 -1 +2 +0 +2 +2 Inflict Wounds (+7 to hit; 4d10 Necrotic)
Prayer of Healing (2d8 + 4 HP)
Saving Throws: WIS +6, CHA +6
Skills: Religion +10, History +10, Perception +8 1/Day Each:
Damage Immunity: Radiant Flame Strike (Dex 16; 4d6 Fire + 4d6 Radiant)
Languages: All spoken languages Freedom of Movement (cast before entering combat)
Senses: Darkvision 60 ft., Passive Perception 18 Teleport (Self Only)
Challenge 5 (1,800 XP)
FEATURES ACTIONS
Truth Sense: The angel is automatically aware of any lie that it
Multiattack: The angel makes two melee attacks or casts a spell.
hears spoken (but not of one written down).
Sword of the Challenger: Melee Weapon Attack: +7 to hit,
Radiant Return: If the angel dies, it immediately reverts to its
reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage and 9 (2d8)
true form and returns to the spiritual realm. An angel killed this way Force damage.
may not return to the material plane for 1d4 years.
Restorative Touch (1/Day): As an action, the angel may
Innate Spellcasting: The angel’s spellcasting modifier is Charis-
touch a living creature. This touch restores 10 hit points, and removes
any one of the following conditions: cursed, poisoned, blinded, deaf-
ened, frightened, paralyzed.
275
Guardian Angel
Although most Angels move through the world
unnoticed, none are as adept at blending in as the Guardian
Angel. These covert celestials protect mortals in ways that
they will never know, and sometimes in ways that
they do not have the ability to understand.
“See, I am sending an angel before you,
to guard you on the way.”
-Exodus 23:20
Spiritual Warfare. Just as the forces of
darkness work to corrupt the hearts of humanity, so
do the Guardian Angels fight to preserve it. Often,
Guardian Angels are tasked with guarding locations
of great importance, such as a consecrated temple
or the site of an important event. However, they
are just as often found wandering the world,
watching over the daily activities of mortals. Of all
the Angels, none is as familiar with the ways of the
world as the Guardian Angel.
The Sword of the Guardian. Guardian Angels are
entrusted with a special weapon known as the Sword of
the Guardian. These weapons are not wrought from raw
materials, but are instead the physical manifestation of
an Angel’s raw willpower. Once made, a Sword of the
Guardian cannot be unmade, even if the Angel joined
Lucifer’s rebellion. According to legend, the swords of
these fallen angels still exist, yearning for the destruction of
their former owners.
Guardian Angel AC: 18 ma, and can innately cast the following spells, requiring no material
HP: 35 components:
Medium Celestial (Angel), Lawful Good Speed: 30 ft.
At will: Guidance, Light, Sacred Flame (Dex 16)(2d8 Radiant)
STR DEX CON INT WIS CHA
3/Day Each:
+3 -1 +2 +0 +2 +2 Sanctuary
Shield of Faith
Saving Throws: WIS +6, CHA +6
Skills: Religion +10, History +10, Perception +8 1/Day Each:
Damage Immunity: Radiant Cenacle
Languages: All spoken languages Flame Strike (Dex 16) (4d6 Fire) (4d6 Radiant)
Senses: Darkvision 60 ft., Passive Perception 18 Teleport (Self Only)
Challenge 4 (1,100 XP)
FEATURES ACTIONS
Truth Sense: The angel is automatically aware of any lie that it
Multiattack: The angel makes two melee attacks or casts a spell.
hears spoken (but not of one written down).
Sword of the Guardian: Melee Weapon Attack: +7 to hit, reach
Radiant Return: If the angel dies, it immediately reverts to its
5 ft., one target. Hit: 7 (1d8+3) piercing damage and 9 (2d8) Lightning
true form and returns to the spiritual realm. An angel killed this way damage.
may not return to the material plane for 1d4 years.
Restorative Touch (2/Day): As an action, the angel may
Innate Spellcasting: The angel’s spellcasting modifier is Charis-
touch a living creature. This touch restores 10 hit points, and removes
any one of the following conditions: cursed, poisoned, blinded, deaf-
ened, frightened, paralyzed.
276
Messenger Angel
By far the most common Angel encountered in the
biblical stories are Messenger Angels. Entrusted with
delivering messages on behalf of the Most High, these
celestials take their jobs seriously. However, sometimes
delivering a message is more complicated than it seems.
Tobias asked him, “Do you know the way to
Media?” “Yes,” the stranger replied,
“I have been there many times.”
-Tobit 5:5
Mysterious Ways. Mortals rarely learn information
that is simply told to them; they more often learn
through life lessons. Angels understand this
better than the mortals themselves, and thus
will often approach the delivering of their
message by an indirect path. For example, if
someone is called to a position of leadership,
an Angel might first deliberately lead that
person through a stressful situation to build
their confidence; if a person is called to
return to their homeland, the Angel might
first lead them into conversation with a
town elder who regrets never returning
home. In short, a Messenger Angel will
always attempt to teach a mortal by
creating life experiences, and will only
resort to words when necessary.
Messenger Angel AC: 15 Innate Spellcasting: The angel’s spellcasting modifier is Cha-
HP: 45
Medium Celestial (Angel), Lawful Good Speed: 30 ft. risma, and can innately cast the following spells, requiring no material
components:
STR DEX CON INT WIS CHA At will: Guidance, Light, Sacred Flame (Dex 16)(2d8 Radiant)
+1 -1 +2 +0 +2 +4 3/Day Each:
Animal Messenger
Saving Throws: WIS +6, CHA +8
Skills: Religion +10, History +10, Perception +8 Bless
Damage Immunity: Radiant
Languages: All spoken languages 1/Day Each:
Senses: Darkvision 60 ft., Passive Perception 18 Death Ward
Challenge 3 (700 XP) Revivify
Teleport (Self Only)
FEATURES
ACTIONS
Truth Sense: The angel is automatically aware of any lie that it
Lightning Strike: A bolt of lightning flashes down form the sky,
hears spoken (but not of one written down).
striking a point the angel can see within 60 feet. Each creature within
Special Equipment: Most messenger angels carry a Staff of the 5 feet of that point must make a DC 16 Dexterity saving throw, taking
17 (3d10) Lightning damage on a failed save, or half as much on a
Messenger.
successful one.
Radiant Return: If the angel dies, it immediately reverts to its
Restorative Touch (3/Day): As an action, the angel
true form and returns to the spiritual realm. An angel killed this way
may not return to the material plane for 1d4 years. may touch a living creature. This touch restores 10 hit points, and re-
moves any one of the following conditions: cursed, poisoned, blinded,
deafened, frightened, paralyzed.
277
Angry Mob Angry Mob AC: 10
HP: 165
“Jumping up, they mobbed Jesus and forced him to Huge swarm of humanoids, unaligned Speed: 20 ft.
the edge of the hill on which the town was built. They
STR DEX CON INT WIS CHA
intended to push him over the cliff.”
-Luke 4:28 +3 +0 +1 -1 +0 +5
Mob Mentality. Wherever a group of like-minded, angry Saving Throws: WIS +3, CHA +8
people congregate, there is a danger of an Angry Mob. Skills: Intimidation +8
While individuals may be rational, empathetic people, there Languages: Any language known to a member of the swarm
is a transformation that happens when they join together Senses: Passive Perception 13
into a crowd. The individual loses their inhibitions, and Challenge 5 (1,800 XP)
in some cases even their sense of right and wrong. When
feelings of panic or anger or bigotry or fear or even love FEATURES
grow strong enough, a thronging crowd ceases to be a
group of individuals and becomes an Angry Mob. Cast the First Stone: The Angry Mob adds +5 to initiative rolls,
First Century Vigilantism and wins ties in initiative order.
Even the most organized military units fear an Angry Swarm: The Angry Mob can move into and out of another
Mob. In the first century, Angry Mobs were even responsible
for violently enforcing laws within their communities. For creature’s space, and can fit through any opening large enough for a
example, in Judea many crimes were punishable by execution medium creature. The Angry Mob cannot regain hit points.
through a method known as “stoning” where the guilty party is
killed by having stones hurled at them by an Angry Mob. These Cowardly Dispersal: If the Angry Mob is reduced to 0 hit
public stonings were technically illegal in Roman-controlled
cities, but even the Romans knew better than to stand in the points, the mob disperses into individual humanoids who attempt to
way of an Angry Mob. flee. Each humanoid is a Commoner with 1 hit point and the Fright-
ened condition.
Arabian Horse AC: 11
HP: 12 ACTIONS
Large beast, unaligned Speed: 70 ft.
Multiattack: The Angry Mob makes three Throw Stones attacks
and one Overwhelm attack.
Throw Stones: Ranged Weapon Attack: +3 to hit, range 40/80 ft.,
one target. Hit: 7 (1d6+3) bludgeoning damage.
Overwhelm: Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 20 (5d6+3) bludgeoning damage. If the target is a Large
or smaller creature, it is grappled (escape DC 13). Until the grapple
ends, the target is restrained, and the Angry Mob cannot Overwhelm
another target.
STR DEX CON INT WIS CHA Arabian Horse
+2 +1 +1 -4 +0 -2 Bred for War. Many myths and legends have been
passed down by the Bedouin tribes about the horse referred
Senses: Passive Perception 10
Challenge 1/8 (25 XP) to simply as the “Arabian.” Although
there is no proof to any of these old
ACTIONS stories, what is certainly true is that
the Arabian horse was unmatched
Hooves: Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
in its speed, agility, and stamina
Hit: 7 (2d4+2) bludgeoning damage. during the time period. The
Parthian military bred Arabians
The Legend of Safanad exclusively as mounts and to
pull military chariots. Arabians
One of these old stories about Arabian horses dates back made excellent mounts, and their
to the reign of King Solomon. According to legend, Solomon ability to travel long distances
was gifted an Arabian named Safanad from the Queen of over sandy terrain also made
Sheba during her visit to Israel. Safanad (whose name means them a favored companion
“purity”) was so fast that she could outrun any other horse
alive. According to legend, there are still descendants of to desert nomads in the region.
Safanad living in the Arabian desert to this day, and if you are
lucky enough to gain one as a mount, it will never fail you.
278
Arabian Tiger Archangel
Ambush Predators. The Arabian Tiger is a large super- Guardians of the Material. Although their power
predator found throughout Mesopotamia and Arabia. pales in comparison to celestials of higher orders, such as
Although it is only slightly larger than the Bengal Tiger, Seraphim or Cherubim, the Archangels are likely the most
witnesses of the Arabian Tiger in action tend to exaggerate powerful and intelligent celestial that a mortal is likely to
its proportions, with several wilderness guides describing encounter in their lifetime. Archangels are charged with
the creature as “no smaller than a horse” and “massive safeguarding the material plane from incursions from other
in size.” The Arabian tiger tends to hunt near sources planes of existence, and only appear physically to mortals
of fresh water, targeting creatures traveling alone and in times of great distress. The most famous Archangel
avoiding larger groups of animals moving together. Due to associated with guarding the Material Plane from danger
the changing nature of seasons in the area, Arabian tigers is Michael. The Archangel Michael is famous for engaging
would migrate along with their prey, who moved according in combat with Lucifer himself in defense of the heavenly
the wet and dray seasons. hosts. Despite being hopelessly outmatched, Michael
survived this encounter, and now uses his knowledge of
Gladiatorial Adversaries. When the Roman empire demonic tactics to organize defenses in the spiritual realm.
discovered the Arabian tiger in their conquests, it was
introduced as a recurring feature of Gladiator battles. Bringers of Glad Tidings. Archangels are primarily
Arabian tigers were made to fight against gladiators for protectors and front-line combatants in the war against
entertainment, and sometimes used for public executions of evil. However, they also occasionally make appearances as
religious dissidents. messengers, when the message to be delivered is of cosmic
importance. The Archangel most often associated making
Extinction such announcements is Gabriel, who has appeared to
mortals on several occasions to proclaim good news.
The Arabian Tiger eventually became known as the
“Caspian Tiger,” due to the fact that the majority of these cats Spiritual Beings. As purely spiritual beings, Archangels
lived in the vicinity of the Caspian sea by the time of the middle are native to the spiritual realm, and can only briefly shift
ages. Highly prized as a game animal, this species of tiger was into the Material Plane to make announcements or issue
hunted to extinction during the early 19th century. warnings before leaving. However, there is precedent for
Archangels to make longer visits to earth to accomplish
Arabian Tiger AC: 11 more intricate goals. When an Archangel wishes to remain
HP: 43 on earth for a prolonged period of time, it can take on the
Large Beast, unaligned Speed: 40 ft. form of an Angel Messenger. Doing so reduces its power
STR DEX CON INT WIS CHA 279
+4 +1 +3 -4 +1 -1
Skills: Perception +3, Stealth +5
Senses: Darkvision 60 ft., Passive Perception 13
Challenge 1 (200 XP)
FEATURES
Ambusher: The Arabian Tiger has advantage on attack rolls
against any creature it has Surprised.
Keen Smell: The Arabian tiger has advantage on Wisdom (Per-
ception) checks that rely on smell.
Pounce: If the Arabian tiger moves at least 20 feet straight toward
a creature and then hits with a Claw attack on the same turn, that
target must succeed on a DC 14 Strength saving throw or be knocked
prone. If the target is prone, the tiger can make one Bite attack
against it as a bonus action.
ACTIONS
Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10
(1d10 + 4) piercing damage.
Claw: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
8 (1d8 + 4) slashing damage.
drastically. Although its alignment and personality
remain unchanged, an Archangel otherwise assumes
the stats of its new form when it becomes an Angel
Messenger. Once its form has been changed in this
way, it remains an Angel Messenger until it is reduced
to 0 hit points, or until it choses to return to its true form
with an action. The Archangels Raphael and Uriel are
most known for entering the Material Plane in this way,
sometimes living among humans for years at a time in
order to covertly observe and interfere with demonic
activity on earth.
Archangel AC: 18 At will: Detect Evil and Good
HP: 156
Large Celestial (Angel), Lawful Good Speed: 30 ft., Fly 90 ft. 1/Day Each:
Blindness/Deafness
STR DEX CON INT WIS CHA Commune
Plane Shift
+4 +4 +3 +4 +5 +5 Teleport (Self Only)
Saving Throws: WIS +9, CHA +9 ACTIONS
Skills: Insight +9, Perception +9, Religion, +8
Damage Resistances: Bludgeoning, Piercing, And Slashing Multiattack: The archangel makes two melee attacks.
From Nonmagical Attacks Greatsword: Melee Weapon Attack: +8 to hit, reach 5 ft., one tar-
Damage Immunity: Radiant get. Hit: 11 (2d6 + 4) slashing damage plus 14 (4d6) radiant damage.
Languages: All spoken languages (cannot read)
Senses: Darkvision 120 ft., Passive Perception 19 Healing Touch (3/Day): As an action, the archangel
Challenge 10 (5,900 XP)
may touch a living creature. This touch restores 20 hit points, and
FEATURES
removes all of the following conditions: cursed, poisoned, blinded,
deafened, frightened, paralyzed.
Magic Weapons: The archangel’s weapon attacks are magical. Pronounce Judgment: As an action, the archangel speaks words
Magic Resistance: The archangel has advantage on saving throws with divine authority, condemning a creature it can see within 120 feet
that has refused to repent of its evil ways. The target suffers disadvan-
against spells and other magical effects.
tage on all saving throws for the next minute.
Spiritual Being: The archangel does not need to eat, sleep, or
Proclaim Good News (1/Day): The archangel makes an
breath.
announcement of good news with divine authority. This announce-
Truth Sense: The archangel is automatically aware of any lie that it
ment takes 1 minute to proclaim. Up to 6 creatures of the archangel’s
hears spoken (but not of one written down). choice that could hear the entire the proclamation immediately gain 15
temporary hit points. Once its has used this feature, the archangel must
Innate Spellcasting: The angel’s spellcasting modifier is Charis-
wait 24 hours before using it again.
ma, and can innately cast the following spells, requiring no material
components:
280
Aurochs
Lone Giants. These massive creatures roam the desert Aurochs AC: 15
HP: 56
wastes of Zin and the desolate climbs of Assur, preferring Large Beast, unaligned Speed: 40 ft.
to keep to themselves. As the land grows colder during the
winter months these gentle creatures can be found moving
in small herds, only to split up again as the weather grows STR DEX CON INT WIS CHA
warmer. +5 +1 +4 -5 +0 -2
“God brings them out of Egypt; Senses: Passive Perception 10
He is for them like the horns of the Aurochs.” Challenge 2 (450 XP)
-Numbers 23:22 FEATURES
Legendary Strength. The aurochs was known widely Strong Frame: The Aurochs counts as one size larger when
throughout the fertile crescent for is strength. It was highly
prized as a pack animal, but only by those who could determining the weight it can push, pull, lift, or break.
contain these unstoppable beasts who were known to plow
unknowingly through fences and walls in their search for Territorial: The Aurochs has advantage on Perception checks and
greener pastures.
Attack rolls when it is in a region it considers to be its territory.
Did You Know? ACTIONS
The Aurochs officially went extinct in the 1600s and has Gore: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
since faded from the collective memory of the human race.
Although the word “aurochs” appears many times in the Bible, 16 (3d6+5) piercing damage, and the target must succeed on a DC
most English translations change it to read simply “wild ox” 18 Strength saving throw or be pushed 15 feet in a direction of the
for the sake of clarity. Aurochs’s choice.
Challenge: The Aurochs digs in its hooves and belows a challenge
to combat. The Aurochs gains 5 temporary hit points and can add 10
points of damage to its next Gore attack.
281
Bandit AC: 12 CHA
HP: 11
Medium humanoid, any alignment Speed: 30 ft. +0
STR DEX CON INT WIS
+0 +1 +1 +0 +0
Senses: Passive Perception 10
Challenge 1/8 (25 XP)
ACTIONS
Scimitar: Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6+1) slashing damage.
Shortbow: Ranged Weapon Attack: +3 to hit, range 80 ft. /320 ft.,
one target. Hit: 5 (1d8+1) piercing damage.
This monster is derived from the “Bandit” in the SRD 5.1 and reproduced under the OGL.
Bandits Bandit Captain AC: 15
HP: 65
Opportunists and Thieves. Wherever Medium humanoid, any alignment Speed: 30 ft.
the fringes of civilization touch the wilds
of nature, there is danger of bandits. These STR DEX CON INT WIS CHA
opportunistic gangs of outlaws lie in wait
along trade routes, hoping to scratch out a +2 +3 +2 +2 +0 +2
living by robbing merchants and other travelers
at sword point. Not all bandits choose a life of Saving Throws: STR +4, DEX +5, WIS +2
crime with ill intent, and not all bandits are evil. Skills: Athletics +4, Deception +4
Some turn to a life of crime to escape the oppression of Senses: Passive Perception 10
corrupt politicians in nearby cities; some are forced to turn Challenge 2 (450 XP)
to robbery as a means of survival due to famine or drought.
Organized Crime. Different groups of bandits will
display different levels of organization. Some groups will
form around a charismatic leader, known as a Bandit
Captain. For these leaders, their intellect and quick wits
are as important to their survival as their prowess with
a blade. Other times, bandits will be leaderless, simply
drifting from one place to another, seizing any opportunity
to attack and rob travelers who appear vulnerable.
ACTIONS
Bandits at Sea Multiattack: The captain makes three attacks: two with its scimi-
The Roman military had a special word for bandits tar and one with its dagger.
that attacked their vessels at sea: “Pirata.” Alhough the
Pirata owned ships and used special equipment, their Scimitar: Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
organization and tactics were the same as bandits on land.
Pirata would raid and destroy Roman ships on the Great Hit: 6 (1d6+3) slashing damage.
Sea, often killing entire crews of Roman citizens. This
word would eventually become the English word “Pirate.” Dagger: Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage.
REACTIONS
Parry: The captain adds 2 to its AC against one melee attack that
would hit it.
This monster is derived from the “Bandit Captain” in the SRD 5.1 and reproduced under the OGL.
282
Barn Owl
“Of the birds, these you shall not eat:
...the Barn Owl.”
-Leviticus 11:13
Nocturnal Hunters. Barn owls are found throughout the
Arabian peninsula and northern Africa. Their keen sight
and hearing makes them ideally suited for hunting in the
desert sands of Zin at night.
The Behemoth Barn Owl AC: 11
HP: 1
Primeval Titan. The Behemoth was born from the Tiny beast, unaligned Speed: 5 ft., fly 60 ft.
cosmic forces of chaos in the beginning of time. Along with
its mortal enemy, the Leviathan, the Behemoth exists as an STR DEX CON INT WIS CHA
unstoppable force of pure destruction. It is not good or evil,
and in many ways it is not even truly part of the natural -4 +1 -1 -4 +1 -2
world as mortals perceive it.
Senses: Perception +3, Stealth +3
“Under lotus trees he lies, in coverts of the reedy Senses: Darkvision 120 ft., Passive Perception 13
swamp, he is tranquil.” Challenge 0 (25 XP)
-Job 40:21
FEATURES
Dormant Destroyers. During the creation of the cosmos,
God stilled the raging waters of the Leviathan and calmed Flyby: The owl does not provoke opportunity attacks when it flies
the earth-shattering rage of the Behemoth. The Behemoth
now sleeps in a dormant state, tranquilly awaiting the out of an enemy’s reach.
end of time. According to legend, the Behemoth and the
Leviathan will be awakened just once more: when time Keen Hearing and Sight: The owl has advantage on Percep-
comes for the material world to pass away, and the new
world to be created. tion checks that rely on hearing or sight.
“Its tail is like a cedar tree, ACTIONS
Its limbs are like iron rods,
Only its maker dares approach it with the sword.” Talons: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:
-Job 40:17 1 slashing damage.
Apocalypse Monster. When that time comes, at the This monster is derived from the “Owl” in the SRD 5.1 and reproduced under the OGL.
apocalypse of the new creation, the Behemoth and the
Leviathan will fight to the death, and their battle will be Using the Behemoth
the end of existence. However, all creatures serve God’s
will, and there is a happy ending to this story: out of the Neither the Behemoth nor the Leviathan play a role
destruction of the old world, God will create a new world in in the adventure included in this module, but their stat
which peace and tranquility will be everlasting. Neither the blocks have been included because they are part of the
Behemoth nor the Leviathan are intrinsically evil the way campaign setting. Feel free to include these monsters in
that demons are; they are simply titans of chaos, and the your future games. For instance, it could be fun to run
destruction of the world is their part to play in God’s grand a game where the party must work to stop an ancient
design. cult that is trying to awaken the Behemoth early! How
you include these monsters is up to you, just remember
that the Behemoth is a legendary monster, so do not roll
initiative until you are ready for the end of the world!
283
The Behemoth AC: 16 dom saving throw or become Frightened for 1 minute. A creature can
HP: 550 repeat the saving throw at the end of each of its turns, ending the effect
Gargantuan Monstrosity, unaligned Speed: 40 ft. on itself on a success. If a creature’s saving throw is successful or the
effect ends for it, the creature is immune to the Behemoth’s Frightful
STR DEX CON INT WIS CHA Presence for the next 24 hours.
+10 +0 +10 -4 +2 +0 Horns: Melee Weapon Attack: +18 to hit, reach 10 ft., one target.
Saving Throws: STR +18, CON +18 Hit: 24 (3d8+10) piercing damage.
Damage Resistances: Fire
Damage Immunities: Lightning, bludgeoning, piercing, and Tail: Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit:
slashing from nonmagical attacks 30 (3d12+10) bludgeoning damage. If the target is a creature, it must
succeed on a DC 21 Strength saving throw or be knocked prone.
Condition Immunities: Charmed, Frightened, Paralyzed, Poi-
Trample: Melee Weapon Attack: +18 to hit, reach 10 ft., one target.
soned
Hit: 37 (6d8+10) bludgeoning damage. If the target is a creature, it
Senses: Truesight 60 ft., Passive Perception 12 must succeed on a DC 21 Strength saving throw or be knocked prone.
Challenge 27 (105,000 XP)
LEGENDARY ACTIONS
FEATURES
The Behemoth can take 3 Legendary Actions, choosing from the
Legendary Resistance (5/Day): If the Behemoth options below. Only one Legendary Action can be used at a time, and
only at the end of another creature’s turn. The Behemoth regains spent
fails a saving throw, it can choose to succeed instead. Legendary Actions at the start of its turn.
Magic Resistance: The Behemoth has advantage on saving Attack: The Behemoth makes one Horn attack or Tail attack.
throws against spells and other magical effects. Bellow: The Behemoth lets out a thunderous bellow causing a wave
Apocalypse Monster: The Behemoth deals double damage to the of destruction in a 60-foot cone. All creatures in this area must succeed
on a DC 20 Constitution saving throw, taking 14 (4d6) Thunder dam-
natural world (Mountains, trees, rivers), and triple damage to objects age on a failed save, or half as much on a successful one.
not being worn or carried and structures. Apocalyptic Aura (Costs 2 Actions): A wave of necrotic en-
ACTIONS ergy pulses out from the Behemoth in a 120-foot-radius sphere, herald-
ing the end of the created world. All creatures within this sphere must
Multiattack: The Behemoth uses its frightful presence, and then make a DC 20 Constitution saving throw, taking 21 (6d6) Necrotic
damage on a failed save, and half as much on a successful one.
makes three attacks, one with its Horns, one with its Tail, and one with
its Trample.
Frightful Presence: Each creature of the Behemoth’s choice that
is within 120 feet of it and aware of it must succeed on a DC 19 Wis-
284
Camel
The servant took ten of his master’s camels
bearing all kinds of gifts.
-Genesis 12:16
Desert Wanderers. Camels are the mount of choice by
nomads and merchants traveling across the sandy landscape
of the Arabian peninsula. Not only are they well-built
to carry goods and equipment as pack animals, they are
extremely well-adjusted to the unforgiving climate of the
desert. While they may not have the speed of the Arabian
horse, they are a more affordable and reliable option for the
average traveler.
Camel (Arabian) AC: 9
HP: 15
Large beast, unaligned Speed: 50 ft.
STR DEX CON INT WIS CHA
+3 -1 +2 -4 -1 -3
Senses: Passive Perception 9
Challenge 1/8 (25 XP)
ACTIONS Canaan Dog
Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 3 A Mortal’s Best Friend. The befriending of dogs by
humans goes back to prehistoric time, and in the region of
(1d4) bludgeoning damage. Judea, no breed of dog is more prevalent than the Canaan
dog. This highly intelligent breed is widely used by the
This monster is derived from the “Camel” in the SRD 5.1 and reproduced under the OGL. nomadic tribes of Midian and Petra for herding sheep and
other livestock. The Canaan Dog is perfectly suited to the
Canaan Dog AC: 13
HP: 6 harsh climate of the Arabian desert and
Small beast, lawful good Speed: 40 ft. can run long distances without stopping
for rest or water, which makes them
STR DEX CON INT WIS CHA perfectly suited for the overland treks
necessary for the nomadic way of life
+1 +3 +2 -3 +1 +0
“Raphael and Tobias went ahead together
Skills: Perception +3, Stealth +5 and the dog ran along behind them.”
Senses: Passive Perception 13 -Tobit 11:4
Challenge 1/8 (25 XP)
Loyal Companions. When the Israelite
ACTIONS people were made to leave their homeland
during the Babylonian exile, many families
Keen Hearing and Smell: The Canaan Dog has advantage on were forced to leave their dogs behind, which
gave root to an expansive population of “wild”
Wisdom (Perception) checks that rely on hearing or smell. dogs that now inhabit the region of Judea. Some
families, however, managed to bring their loyal
Tireless Companion: The Canaan Dog has unusually high en- canines with them into exile. 500 years later,
the Canaan Dog can be found even in the Parthian
durance. It does not suffer from the effects of exhaustion until it gains cities along Mesopotamia, particularly among the Jewish
populations in these cities.
its 6th level and dies.
ACTIONS
Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5
(1d6+1) slashing damage.
REACTIONS
Sacrifice: If the Canaan Dog is within 5 feet of its owner, and its
owner is hit with an attack, the Canaan Dog can use its reaction to
become the target of the attack instead of its owner.
285
286
Cherubim Supreme Intellect. Cherubim are exceptionally
“A Cherubim was placed outside the Garden with a intelligent beings, and are sometimes described as beings
fiery revolving sword, to guard the way.” of “pure intellect” when they take on their true forms
-Genesis 3:24 in the heavenly realm. Mystics who have encountered
these beings describe them as emotionless and supremely
Guardians of the Sacred. Cherubim are among the rational, with little to no understanding or empathy for
most powerful celestials in existence (second only to the human experience. Cherubim have a perfect understanding
of the cosmos, including an encyclopedic knowledge
Seraphim), and are usually only found guarding locations of how all atoms and molecules knit together to form
existence itself, but they are baffled by concepts such
of sacred importance in the cosmos. Only a few mortals as the love a mother has for a child, or the hope that a
have ever glimpsed a Cherub, and even then only for a mortal clings to in times of uncertainty. Because a Cherub
few seconds at a time. Mystics and visionaries usually has never known uncertainty, it is unable to fathom the
concept of “faith” or “hope” or the human ability to believe
encounter these sacred guardians when they are granted in something without evidence. This is not to say that
visions of Heaven or of future events of great importance. Cherubim are not good and loyal servants of the Most High
Although Cherubim are almost exclusively found in the God, only that their ancient nature makes them unable to
spiritual realm, there was one location in the material empathize with the feelings and perspectives of mortals.
world deemed sacred enough to warrant the protection of ACTIONS
a Cherub: the Tree of Life at the center of the Garden of
Eden. Fiery Revolving Sword: The Cherub mentally commands the
Cherubim AC: 20 revolving sword to move up to 30 feet in a straight line. As it moves,
HP: 260 the sword whirls and revolves inside of a 15-foot-diameter sphere,
Huge Celestial, lawful good Speed: 40 ft., Fly 90 ft. centered on the sword. The sword deals damage as it moves. Any crea-
ture that enters this area for the first time on a turn must make a DC
STR DEX CON INT WIS CHA 25 Dexterity saving throw, taking 24 (3d8 + 10) Slashing damage plus
23 (5d8) Fire damage on a failed save, or half as much on a successful
+10 +5 +8 +10 +5 +10 one.
Saving Throws: INT +14, WIS +14, CHA +17 Expand Consciousness: The Cherubim touches a creature,
Skills: Perception +12 granting its consciousness an expanded understanding of the universe.
Damage Resistances: Fire, bludgeoning, piercing, and slashing The target must succeed on a DC 25 Intelligence saving throw or
become Stunned as the mysteries of the cosmos fill its subconscious.
from nonmagical attacks The target may repeat the saving throw at the end of each of its turns,
ending the effect on itself with a success. When the effect ends, the
Damage Immunities: Necrotic, Poison, Radiant target gains proficiency in a new language, skill, or tool chosen by the
Condition Immunities: Charmed, Exhaustion, Frightened, GM or determined randomly.
Poisoned Searing Burst: The Cherub emits a magical, divine energy. Each
Senses: Truesight 120 ft., Passive Perception 22 creature of its choice within 30 feet must make a DC 25 Dexterity sav-
Languages: All languages, Telepathy 120 ft. ing throw, taking 28 (8d6) Fire damage plus 28 (8d6) Radiant damage
Challenge 23 (50,000 XP) on a failed save, or half as much on a success.
FEATURES LEGENDARY ACTIONS
Legendary Resistance (3/Day): If the Cherub fails a The Cherub can take 3 Legendary Actions, choosing from the options
below. Only one Legendary Action can be used at a time, and only at
saving throw, it can choose to succeed instead. the end of another creature’s turn. The Cherub regains spent Legend-
ary Actions at the start of its turn.
Magic Resistance: The Cherub has advantage on saving throws
Spell: The Cherub casts a Spell.
against spells and other magical effects.
Teleport: The Cherub magically teleports to an unoccupied space it
Special Equipment: Cherubim that guard sacred locations are
can see within 120 feet.
usually equipped with a Fiery Revolving Sword. The sword hovers in
Fiery Revolving Sword (Costs 2 Actions): The Cherub
an unoccupied space within 5 feet of the Cherub, but is considered to
be held by the Cherub for effects that target it. Attacks made with this mentally commands the Fiery Revolving sword to move up to 30 feet
weapon are magical. in a straight line, dealing damage as it moves.
Innate Spellcasting: The Cherub’s spellcasting modifier is Cha-
risma, and can innately cast the following spells, requiring no material
components:
At will: Dispel Magic, Invisibility (Self Only)
1/Day Each:
Commune
Fire Storm (Dex 25) (7d10 Fire) (Does not harm plants)
Gate
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Commoner AC: 10 Deepmaw AC: 12
HP: 4 HP: 122
Medium humanoid, any alignment Speed: 30 ft. Huge Beast, unaligned Speed: 5 ft., swim 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
+0 +0 +0 +0 +0 +0 +3 +1 +2 -5 +0 -3
Senses: Passive Perception 10 Skills: Stealth +3
Languages: any one language Senses: Blindsight 30 ft., Passive Perception 12
Challenge 0 (10 XP) Challenge 3 (700 XP)
ACTIONS FEATURES
Club: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 Water Breathing: The deepmaw can breathe under water and
(1d4) bludgeoning damage. hold its breath on land for up to 30 minutes.
This monster is derived from the “Commoner” in the SRD 5.1 and reproduced under the OGL. ACTIONS
Deepmaw Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12
“But the Lord sent a great fish to swallow Jonah.” (2d8+3) piercing damage and the target is grappled.
Jonah 2:1
BONUS ACTIONS
Freshwater Predators. Those who frequent the
hazardous waters of Mesopotamia are well-acquainted with Swallow: The deepmaw swallows a medium or smaller target it is
the massive freshwater predator known colloquially as the
“Deepmaw.” Deepmaw are known to attack in swamps grappling, ending the grapple on it. The swallowed target is Blinded
and the shallows of rivers where they can stalk their prey and Restrained, it has total cover against attacks and other effects
from just below the surface of the murky waters. Deepmaw outside the deepmaw, and it takes 5 (2d4) acid damage at the start of
lunge from the water, attempting to swallow their prey each of the deepmaw’s turns. The deepmaw can only have one target
whole before sinking beck beneath the surface to digest swallowed at a time. If the deepmaw dies, a swallowed creature is no
their meal. longer restrained by it and can escape from the corpse using 5 ft. of
movement, exiting prone.
“As Tobias washed his feet in the Tigris,
a large fish seized his foot to swallow him.”
-Tobit 6:3
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Dire Wolf Dire Wolf AC: 14 CHA
HP: 37
Prehistoric Stalkers. Dire Wolves Large Beast, unaligned Speed: 50 ft. -2
are large pack hunters that have
stalked the mountainous terrains STR DEX CON INT WIS
longer than humans can
remember. Although +3 +2 +2 -4 +1
more prevalent in Eastern
Asia, some packs travel Skills: Perception +3, Stealth +4
as far west as the Assur Wastes, Senses: Passive Perception 13
preferring to stick to the rocky Challenge 1 (200 XP)
foothills and upper climbs
of Mountains like Mt. Ararat. FEATURES
Although many myths and stories about these beasts have
been passed down through the ages, it is rare for humans to Keen Hearing and Smell: The Dire Wolf has advantage on
actually come into contact with these wandering hunters.
Wisdom (Perception) checks that rely on hearing or smell.
Dire Wolves in the Bible
Pack Tactics: The Dire Wolf has advantage on attack rolls against
Although the Bible cites “wolves” in several places, it
does not draw a distinction between Dire Wolves and the a creature if at least one of the wolf’s allies is within 5 feet of the
much smaller Arabian Wolves. Although the Dire Wolf creature and the ally isn’t incapacitated.
went extinct around the time of the Judges (Deborah,
Samson, etc.), its stat block has been included in this ACTIONS
adventure as a nod to ages passed!
Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10
(2d6 + 3) piercing damage. If the target is a creature, it must succeed
on a DC 13 Strength saving throw or be knocked prone.
This monster is derived from the “Dire Wolf” in the SRD 5.1 and reproduced under the OGL.
Donkey “They loaded their donkeys
with the grain and departed.”
-Genesis 42:26
Working Animals. Donkeys are a subspecies of the
African Wild Ass, which was domesticated in Egypt
around the time the Great Pyramids were built. Donkeys
are incredibly strong for their small size, make effective
and affordable pack animals, and can be found in just
about every major kingdom on the map. Native to the arid
climates they inhabit, Donkeys have very tough digestive
systems that allow them to feed in scrubland that other
animals (like Arabian Horse) might find inhospitable.
Donkey AC: 10
HP: 7
Small Beast, unaligned Speed: 30 ft.
STR DEX CON INT WIS CHA
+2 +0 +2 -4 +0 -3
Senses: Passive Perception 10
Challenge 1/8 (25 XP)
FEATURES
Beast of Burden: The donkey is considered one size larger for
the purpose of determining the amount it can push, pull, or carry.
Sure-Footed: The donkey has advantage on saving throws made
against effects that would knock it prone.
ACTIONS
Hooves: Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 5 (1d4 + 2) bludgeoning damage.
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Dybbuk
Departed Souls. When a person dies, their soul becomes
a “shade” and is meant to reside in the realm of the dead
known as Sheol until the day of resurrection. These shades
possess little personality or knowledge of their past lives,
and are forbidden from leaving the realm of the dead. It is
the job of the Rephaim to keep these shades contained in
Sheol, but every once in a while, a shade escapes back into
the mortal world where it becomes a creature of undeath
known as a dybbuk.
“But they do not know that the shades are there...
that her guests are in the depths of Sheol.”
-Proverbs 9:18
Malicious Possessors. Driven by deep-seated emotions
that it does not fully understand itself, a Dybbuk seeks to
take control of mortals through possession. Sometimes this
is caused by deeply held regret or by unfinished business
from the shade’s life; other times, it is purely a malevolent
urge to manipulate and control. Just as each mortal has
different motivations for their actions, dybbuks can be
driven by a variety of instincts. However, as the personality
and knowledge of the shade has faded in death, the dybbuk
makes decisions based on raw emotional energy and force
of will. There is no way to awaken a dybbuk or restore the
personality it had in life. Regardless of its motivations, a
dybbuk can only be at peace when it is destroyed, and its
shade is returned to Sheol.
Dybbuk AC: 10 throws against being possessed, and becomes the target of the
HP: 38 dybbuk’s Necrotic Transference reaction. Only one creature may be
Medium Undead, any alignment Speed: Hover 40 ft. marked in this way at a time.
STR DEX CON INT WIS CHA Possession (Recharge 5-6): One humanoid that the dybbuk can
-1 +2 +0 +0 +1 +3 see within 5 ft. of it must succeed on a DC 13 Charisma saving throw
or be possessed by the dybbuk, which then disappears. A possessed
Damage Resistances: Acid, Fire, Lightning, Thunder, bludgeon- target maintains its awareness but otherwise loses control of its body
to the dybbuk. The dybbuk cannot be targeted by any attack, spell, or
ing, piercing, and slashing from nonmagical attacks. effect other than those that turn undead, and it retains its alignment,
Intelligence, Wisdom, Charisma, and immunity to being charmed
Damage Immunities: Cold, Necrotic, Poison and frightened. It otherwise gains the possessed target’s statistics,
Condition Immunities: Charmed, Exhaustion, Frightened, but does not gain access to the target’s knowledge, class features, or
proficiencies. The possession lasts until the target drops to 0 hit points,
Grappled, Paralyzed, Petrified, Prone, Restrained. the dybbuk ends it as a bonus action, or the dybbuk is turned or forced
out by an effect like the Exorcism spell. When the possession ends,
Senses: Truesight 60 ft., Passive Perception 11 the dybbuk reappears in an unoccupied space within 5 ft. of the body.
Languages: Any Language it knew in life The target is immune to this dybbuk’s Possession for 24 hours after
Challenge 4 (1,100 XP) succeeding on the saving throw or after the possession ends.
FEATURES REACTIONS
Incorporeal Movement: The dybbuk can move through other Necrotic Transference: When the dybbuk is hit by a melee at-
creatures and objects as if they were difficult terrain. It takes 6 (1d10) tack, it can use its reaction to cause the creature marked by its Necrotic
Force damage if it ends its turn inside an object. Mark ability to become the target of the attack, using the same attack
roll. The effects of the attack are transfered regardless of the attack’s
ACTIONS range, and the damage type for the attack becomes Necrotic.
Necrotic Mark: Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) necrotic damage and the target is marked.
While marked in this way, the target has disadvantage on saving
290
Enchantress not gender specific, and not all Enchantresses are female.
“Charm is deceptive, and Beauty fleeting.”
-Proverbs 31:30 After she had finished dancing, King Herod said:
“Whatever you ask of me, I will give you.”
Deadly Beauty. Highly aware of the power that lust can -Mark 6:23
hold over the human heart, an enchantress seeks to weave
Performers and Persuaders. An enchantress is a master
the magic of enchantment into every interaction, sometimes of manipulation, maneuvering enemies into compromising
holding the affections of hundreds of admirers at a time. situations or tricking rivals into embarrassing themselves in
Every enchantress has different motivations, but most often public. An enchantress will avoid direct combat at all costs,
they seek to leverage the allure of sexual desire to gain preferring to quietly eliminate enemies by indirect means
power and influence. The most successful in this art often and subtle manipulations. As such, the threat posed by a
manipulate or even marry royalty or influential politicians, hostile Enchantress is likely much greater than its challenge
holding sway over the hearts and minds of the leaders of rating would suggest, for opposing an enchantress means
entire kingdoms. In this context, the term “Enchantress” is opposing its admirers as well.
Enchantress AC: 12
HP: 32
Medium humanoid, any alignment Speed: 30 ft.
STR DEX CON INT WIS CHA
-1 +2 +0 +1 +0 +3
Skills: Decpetion +5, Insight +2, Persuasion +7
Condition Immunities: Charmed
Senses: Passive Perception 10
Challenge 2 (450 XP)
FEATURES
Reflect Enchantment: If the enchantress is targeted by a
spell from the school of Enchantment, the spell has no effect on the
enchantress and is reflected back at the caster as though it originated
from the enchantress, turning the caster into the target.
Innate Spellcasting: The enchantress can innately cast the spell
Suggestion at will, requiring no material components. The enchant-
ress’s spellcasting ability is Charisma (spell save DC 13).
ACTIONS
Blow Kiss: The enchantress uses a seductive gesture to channel
magical energy into a 20-foot cone. Each creature in that area must
succeed on a DC 13 Intelligence saving throw or take 4 (1d6) Psychic
damage and be Stunned for 1 minute. A creature can repeat the saving
throw at the end of each of its turns (with advantage if it has taken
damage), ending the effect on itself with a success.
Enchanting Dance (1/Day): The enchantress performs a
seductive dance, the movements of which are charged with magic.
The dance takes 1 minute to perform. Any creature that watches
the entire dance must succeed on a DC 14 Wisdom saving throw or
become Charmed by the enchantress for 24 hours. While Charmed in
this way, a target becomes obsessed with the enchantress, desires to
impress it by any means, and will fight to defend it. This effect ends
early for a target that takes any damage or witnesses the enchantress
attack its allies.
Summon Guards (1/Day): The Enchantress presses a small
gemstone set into a ring on its finger, magically alerting its private
security force. 6 of its personal guards instantly teleport into unoccu-
pied spaces surrounding the enchantress. Each of these guards uses
the Guard stat block, but they have immunity to the Charmed condi-
tion. The guards obey the enchantress’s commands without question.
291
Feign Spider AC: 13
HP: 23
Large Monstrosity, unaligned Speed: 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA
+2 +3 +1 -4 +0 -3
Skills: Stealth +7
Senses: Blindsight 10 ft., Darkvision 60 ft., Passive Perception 10
Challenge 1 (200 XP)
FEATURES
Invisible Webs: A feign spider uses innate magic to weave invisi-
ble webbing. Only See Invisibility or similar magic can reveal a feign
spider’s web.
Spider Climb: The Spider can climb difficult surfaces, including
upside down on ceilings, without needing to make an ability check.
Terrain Camouflage: The Feign Spider has advantage on Feign Spider
Stealth checks made to hide in desert or mountainous regions. Feign spiders are relics of a forgotten age, a time before
the Great Flood destroyed the mythic beasts of old. The
Web Sense: While in contact with a web, the spider knows the few Feign Spiders that survived the flood now inhabit dark
underground chambers and abandoned temples, making
exact location of any other creature in contact with the same web. their lairs on ceilings in dark web-filled crevices. A Feign
Spider is an ambush predator, weaving its invisibly snares
Web Walker: The spider ignores movement restrictions caused throughout innocuous-looking passageways, and then
laying in wait in nearby crevices. A Feign Spider even
by webbing. seeks to use illusory magic to hide its victims so that it can
feed without fear of being interrupted.
ACTIONS
The unjust weave a spider’s web. Their works are
Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: works of iniquity, and deeds of violence are in their
12 (2d8+3) piercing damage, and the target must make a DC 14 Con- hands.
stitution saving throw or turn invisible. A creature turned invisible in -Isaiah 59:5
this way is still visible to Feign Spiders. A bitten creature becomes
visible again after 1 hour, or if the Feign Spider is killed. Feign Spiders in the Bible?
Web (Recharge 5-6): Ranged Weapon Attack: +5 to hit, range There are no references to feign spiders in the Bible, and this
monster has been added simply for fun in this campaign. The Bible
30/60 ft., one creature. Hit: The target is restrained by the webbing. does reference spiders and spider webs, usually as a symbol for evil,
As an action, the restrained target can make a DC 12 Strength check, deceit, or false appearance. This monster was designed based on
the symbolic appearances of spiders in the Bible, rather than on any
bursting the webbing on a success. The webbing can also be attacked
creature that actually existed.
and destroyed (AC 10; 5 HP; vulnerability to fire damage; immunity
to bludgeoning, poison, and psychic damage).
Reel: The Feign Spider pulls a creature restrained by webbing up to
25 feet straight toward it.
REACTIONS
Illusory Skitter: When a creature the Feign Spider can see
makes an attack roll against it, it can use its reaction to exude a
illusory field of shifting, wavering magic. The attacker suffers disad-
vantage on the attack roll unless it has Blindsight or can see through
illusions.
292
Giant Warlord
“He was one of the descendants of the Giants,
whose spear weighed three hundred shekels of
bronze.”
-2 Samuel 21:16
Unrivaled Warriors. Giants are universally described
as being savage combatants on the battlefield. While this is
certainly not true of every giant, it is true that giants were
a welcome part of every military force. Their great size
and strength make giants perfectly suited for combat, and
thus many giants seek to carve out a name for themselves
as warriors to be feared. In wartimes, many giants earned
reputations as champions in battle, and in peace times,
these same giants sought out renown in fighting pits and
arenas like the Roman Circus. Giants who choose this path
are quick to gain the favor of the crowd and of royalty who
enjoy blood sports. Violence is all they know, and in this
they strive for perfection.
David and Goliath Giant Warlord AC: 15
HP: 125
The most famous story of a Giant Warlord is the Large Humanoid, any alignment Speed: 40 ft.
showdown between David, a simple shepherd boy,
and Goliath of Gath, a renowned Giant Warlord who
was an incredibly skilled combatant. This epic tale has
become a touchstone in modern times for the underdog
story, symbolizing the power of faith in God and good
triumphing over evil.
STR DEX CON INT WIS CHA
+5 -1 +5 -1 +0 -1
Skills: Intimidation +3
Senses: Passive Perception 10
Languages: Common
Challenge 5 (1,800 XP)
FEATURES
Aggressive: As a bonus action, the Giant can move up to its speed
toward an enemy that it can see or hear.
Siege Monster: The giant deals double damage to objects and
structures.
ACTIONS
Multiattack: The giant makes two Warhammer attacks or two
Spear attacks.
Warhammer: Melee Weapon Attack: +8 to hit, reach 10 ft., one
target. Hit: 14 (2d8+5) bludgeoning damage.
Spear: Ranged Weapon Attack: +8 to hit, range 20/60 ft., one
target. Hit: 12 (2d6+5) piercing damage.
293