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Doc's Multiversal Birdwatchers Guide - The Homebrewery

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Published by goroiamanuci, 2023-07-04 10:42:10

Doc's Multiversal Birdwatchers Guide - The Homebrewery

Doc's Multiversal Birdwatchers Guide - The Homebrewery

Doc’s Multiversal Birdwatchers Guide hile extraplanar ornithology is still a developing field, few can deny the sheer splendor of an Axiomatic Prinia’s song in an Arcadian glade, or the dazzling display of colors an Anarchic kingfisher produces before a dive into an Ysgardian rapid. Not all extraplanar birds have a Prime counterpart, and some of the avian creatures of the Prime are so strange few have even heard of them. In the pages of this bird-watching guide, I would be honored to introduce you to some less known bird-like creatures found all across the planes! -Gracilis “Doc” Avianis, Syrinxan ornithologist and explorer. Creature templates The wildlife of the various planes has unique characteristics relating to the plane from which it originates, creatures from the Inner planes are usually Elementals, taking the shapes of beasts you may encounter in the wilds of the Prime, however the differences between Prime and Outer Planes beasts are slightly more subtle. Axiomatic creatures Creatures belonging to the planes of Order, sometimes called “Perfect” creatures, have forms representing the ideal shape and size of their prime counterparts. An axiomatic bird would sing in exact perfect pitch, at the very same time every day, never once uttering a false note. A “Perfect” bulette (land shark) swims through the ground leaving behind no trace of its passage, its body seeming sharper and more precisely fit for its purpose. An Axiomatic creature has the same statistics as its prime counterpart with the following trait added: Perfect Form (1/day): As a bonus action, the creature can enter a state of perfection for 1 minute. For the duration, attack rolls against it can’t benefit from advantage, and whenever it makes an attack roll, an ability check, or a saving throw, it can treat a roll of 9 or lower on the d20 as a 10. An Axiomatic creature is 1 CR category higher than its Prime counterpart. (CR 0 to CR 1/8, CR 5 to CR 6) Anarchic creatures The planes of Chaos are home to the most vibrant and boisterous of extraplanar beasts and monsters. Anarchic creatures, also called “Unfinished” creatures by those who don’t know any better, have shapes and outlines that seem to almost be coming undone, lending it an almost surreal feeling, as if the creature is not truly where it seems. An Anarchic creature has the same statistics as its prime counterpart with the following trait added: Chaotic blur (1/day): As a bonus action, the creature becomes even more distorted and surreal. For 1 minute the creature is under the effect of the blur spell. At start of each of its turns roll a d6, of a roll of 4 or higher, all its attacks, ability checks and saving throws until the start of its next turn have advantage. An Anarchic creature is 1 CR category higher than its Prime counterpart. (CR 1/8 to CR 1/4, CR 2 to CR 3) Celestial creatures The creatures of the Upper Planes are selfless and caring, able to sense the potential good in the hearts of people, they go out of their way to help others, often sacrificing themselves in the process. Celestial creatures, also called “Holy” creatures, are usually beautiful versions of their prime counterparts, seeming to glow with a soft golden-white aura that soothes pain and suffering in others. They all share the following trait: Soothing Touch (1/day): As an action, the creature can touch another creature, and restore a number of hit points to it equal to 1 plus its CR times 5 (round up). A Celestial creature has the same CR as its Prime counterpart. Fiendish creatures Creatures of the Lower Planes are horrid mockeries of Prime material life, infested with vermin and covered in pus filled boils these creatures are almost always predatory and aggressive. Many have taken to calling these stains upon the universe “Vile” creatures, they all share the following trait: Hateful Endurance (1/day): When the creature is reduced to 0 hit points, it can drop to 1 hit point instead. A Fiendish creature has the same CR as its Prime counterpart. Art credit and Disclaimer All artwork used in this document belongs to WotC. Doc’s Multiversal Birdwatchers Guide is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Written and Edited by: u/–DD–Crzydoc 1 PART 1 | CREATURE TEMPLATES


Abrian An Abrian is an ostrich-like bird, with a pair of scaly underdeveloped human arms replacing its wings, they are about the size of an adult human. They are often found in the most harsh, remote places in the planes, particularly in the abyss. They travel in large flocks and are known to trade with other nomads and travelers, as they are far more intelligent than they seem. Abrian hands are incapable of wielding weapons, and are mostly used to hold onto small items or goods as the flocks are traveling, the size of an Abrian flock varies, a main flock usually has between 11 to 40 individuals, whereas a hunting party usually consists of 4-10 Abrians who have split from the main group in order to be less noticeable while on the prowl. Abrian hunting tactics are simple, a group of Abrians surround a target in order to prevent its escape, while two Abrians close it and use their strong kicks and sharp beaks to kill their prey, should a target put up major resistance, or severely wound an Abrian, the surrounding Abrians use their supernaturally loud shrieks to incapacitate the prey while fresh Abrians replaces the wounded ones. Abrians also use their shrieks to defend their flocks, however this is a last resort, as causing such a loud disturbance alerts larger more dangerous predators to their location. When a large group of Abrians shriek at once, the sound they produce can be loud enough to rupture eardrums, damage internal organs and cause nervous system and brain damage. Trading with Abrians What Abrians Want: Food. Abrians are obligate carnivores, they will gluttonously trade for meat based rations if they cannot take them by force Extermination. A foe the Abrians can’t beat or escape from is targeting their flock, they would greatly enjoy watching it getting murdered. Medical services. A PC can treat a wounded Abrian with a DC 16 Wisdom (Medicine) check. Potions of Healing. Even an Abrians atrophied hands can be used to quaff a potion. What Abrians offer: Looted goods and trinkets. Abrians kill lone travelers and loot their corpses, often accumulating strange trinkets and articles of clothing they can’t use. Local information. A flock of Abrians are often aware of any dangers and threats lurking in their proximity. Abrian Fiend Folio 3e 2 PART 2 | MONSTERS


Achaierai Natives to the Infinite Battlefield of Acheron, the Achaierai are just as harsh as the plane they inhabit, they resemble enormous quails held aloft by four clawed iron-hard legs that had a metallic sheen to them. Achaierai are known to be extremely vindictive, an insult or injury to an Achaierai will be remembered by its flock for generations. There is a well documented case where a flock of Achaierai captured an Elven biologist while she was researching the corpse of one of their kin. They then tortured her for 400 years, before she managed to escape. As individual Achaierai on the plane of Acheron only live for about 30 years, at least 13 generations of Achaierai managed to hold onto a single slight grudge. Achaierai flocks tend to hunt together, a flock usually consists of five to eight individuals, however, their great size prevents more than two of them from effectively engaging a medium sized creature, their usual strategy is to fight until one of their legs is ruined, in which case the injured Achaierai flees while the rest of the flock remain and fight, they only use their black cloud trait in cases of emergency or to cover an escape. Achaierai bodyparts The bodyparts of a deceased Achaierai can be used for a variety of purposes, an Achaierai’s legs can be used to craft non-metallic armor for druids, its colorful head plumage can be used to craft Quall’s feather tokens and ground pieces of its beak can be used to craft stoneskin potions. Using any Achaierai based item, or being seen carrying Achaierai body parts on Acheron is suicide, as it would incur the everlasting wrath of all Achaierai if any heard tale of it. Achaierai legs A ruined leg takes 3(1d4+1) days to recover, A leg ruined by a critical hit, from a slashing weapon, is severed, in which case it doesn’t grow back. An adventurer who severs an Achaierai’s leg can expect to meet their end in a hidden den, being tormented by a flock of vengeful Achaierai for the rest of its life, as such an injury is never forgiven. Achaierai Monster Manual 3.5e 3 PART 2 | MONSTERS


Chronotyryn The chronotyryns are a race of self proclaimed rulers of time. In spite of the low likelihood of such a claim being true, almost all of those that have had the misfortune of encountering one seem to back their claim to the title. A chronotyryn is often described as a gargoyle with feathers, it is 12ft tall and covered with dark blue metallic feathers made of adamantine. The most eerie feature of the Chronotyryn is their dual voice boxes and two brains, a Chronotyryn can carry a conversation entirely with itself and often speaks with two voices at once, each striking a conversation with a different creature. It is assumed Chronotyryn originate from Acheron, however they have long since spread throughout the Planes in their quest for arcane mastery. 4 PART 2 | MONSTERS


chronotyryn in play Chronotyryn are despots who enjoy lording their might over “lesser” beings, a Chronotyryn is just as likely to fire a Feather flurry or a lightning bolt unprompted as it is to approach and start a conversation. A conversation with a Chronotyryn is a confusing matter, as its two minds finish one another’s sentences or carry on multiple conversations at once, the whole affair is usually just a ploy by the Chronotyryn to assess its next victims before dulling out a merciless, almost inescapable assault. What a Chronotyryn Wants Arcane knowledge. Chronotyryn hunger for arcane might, they seek scrolls and spellbooks in order to study them and deepen their knowledge. Artifacts. usually one of a kind, artifacts are steeped with lore and possibilities, both things dear to a Chronotyryn. playthings. Chronotyryn enjoy tormenting lesser beings, placing them into complex traps or time based puzzles. Chronotyryn in Combat When a Chronotyryn initiates a combat without first conversing with its prey, it is usually aiming to alleviate its boredom by tormenting a passerby, not actually looking for a fair fight, in such a case if its query deals more than 30 damage to it, it is likely to use its Temporal Stasis legendary action, and then use dimension door and flee the area. If a Chronotyryn starts a conversation with its victims before striking, it’s likely it wants something they own, such as a powerful artifact, scroll or spellbook. Should it grow tired of conversing, or should its demands not be met promptly, it will initiate combat. A typical instigation of comat by a Chronotyryn uses the following or maneuver: it flies 70ft up in the air and uses time stop it then casts mirror image and blur on itself, moves next to a character who looks like a priest or holy warrior (or a mage if there are non) and casts slow on any seemingly martially inclined foes, which should break time stop and start the combat. If a Chronotyryn encountered this way is reduced to 50% of its HP it will flee the combat, and head to its lair to rest. A fight against a Chronotyryn in its lair is a challenge few could mange, after being reduced below 100 health a Chronotyryn uses its innate magic to cast Tenser’s Transformation it will then focus all its might on Killing the intruders one by one, making sure to finish off downed characters unless they posses information it longs for. A Chronotyryns Lair Chronotyryn enjoy setting up their lairs in places of great historical importance, such as ancient battlefields or castles which served as an empires last stronghold, examples of such places in the forgotten realms are the Plains of Purple Dust or the lost city of Inupras, the Imaskari empire’s long ruined capital where a god slew an emperor. Chronotyryn fill their lairs with time based puzzles and traps and enjoy watching puny invaders fail to match their prodigious intellect. The deepest part of a Chronotyryns lair is its “nest” a chamber where it practices its arcane might and brings new and horrific arcane contraptions to life, such as various clockwork constructs and strange life sapping magical items. Lair Actions On initiative count 20 (losing initiative ties) the Chronotyryn takes a lair action to cause one of the following effects; the Chronotyryn can’t use the same effect two rounds in a row. A temporal disturbance manifests at a point within 120 feet of the Chronotyryn, all creatures within 20 feet of that point must make a DC 13 Strength saving throw or have their movement speed reduced to 0 until the end of their next turn, as parts of their body get frozen in time. One creature of the Chronotyryns choice gets accelerated uncontrollably and must make a DC 13 Dexterity saving throw or immediately use its reaction, if available, to move as far as its speed would allow in a random direction. The Chronotyryn attempts to forcibly age a creature within 120 feet of it, its target must make a DC 15 Constitution save or take 11 (2d10) Necrotic damage and age by 11 (2d10) years, A Greater Restoration spell can restore a creature to its proper age. Regional Effects The region containing a Chronotyryns lair is warped by its abuse of time magic, which creates one or more of the following effects. Tiny beasts such as birds and rodents within 5 miles of the lair are frozen in time, no force or effect (including gravity) can interact with them. Time moves more quickly near the lair, for every 8 hours that pass within a mile of the lair 1 hour passes in the outside world. Due to temporal anomalies the area within a mile of the lair is protected from divination magic. 5 PART 2 | MONSTERS


Diakkas Diakkas are the most prevalent lifeform native to the Grey Wastes of Hades, while there are countless far more powerful daemons inhabiting the Grey Wastes none, other than passing Hordling mobs, outnumber the Diakkas, who are far more organized then the Hordling coulds ever be. Diakkas look like oversized birds with humanoid faces and short, clawed arms instead of wings, there are two types of Diakk; the stockier pelican-like Carcene and the much taller stork-like Varath. The Carcene variety of Diakk are slightly less numerous but more intelligent and act as leaders of the Diakk flocks. Diakkas are considered a staple food in Hades and are well aware of that fact, they make sure to never pick a fight with an opponent they can’t overpower with sheer numbers; A Diakk flock usually consists of 8-10 Carcene and 10-12 Varath. Diakk hunting strategy is to find a lone prey item and use their Dance of Weakness to cripple it while the biggest Diakk, usually a Carcene, closes into melee combat and goes for the kill, Varath prefet to use their long necks to harass their prey while staying out of harm’s way. Diakkas are often found in the employ of night Hags or Yugoloths who choose to dwell in Hades.


Dohwar The Dohwar are a race of penguin-folk who have taken to the starts in order to furfil their dreams of vast amounts of gold and riches, due to their slight builds and below avrage dexterity, they chose to become prolific merchants and travlers, they consider themselves the rivals the the main space-faring merchant race, the Arcane, however they barly register by the Arcane as anything more than loud, soon to be costumers, much less as rivals. Dohwar are a race united by their mutual feeling that everyone else dislikes them, usually owing to their complete lack of social graces, and as such they know they can always rely on one another in times of need Doh war protector are members of their race who dedicate themseves to service as gaurds, they use beak mounted swordds called “Weeja” to dispatch their enemies Dohwar have a unique physiology, which makes them hardy and highly resistant to cold climates and disease, this adaptation also has the strange side effect of making them completely immune to the effects of alchohol. They do get get drunk however, from anything sweet they consume, the effect of a single apple eaten by a Dohwar is equivlent to a whole mug of ale drunk by human. Dohwar as player characters A Dohwar player race is available in part 3 7 PART 2 | MONSTERS


Sunfowl The illustrious Sunfowl is a species of pure white peacock-like birds, native to The Seven Heavens of Mount Celestia and the Blessed Fields of Elysium, though for an unclear reason missing from the Twin Paradises of Bitopia. The Sunfowl spends most of its day drifting slowly through the air acting almost as a miniature sun, at night they seem to disappear completely and it is unclear if they are even capable of manifesting at night. Sunfowl seem to be related to Gods of sunlight such as Lathander, Amaunator, and Ra as they are incredibly common in their Domains on the outer planes. When spoken to, Sunfowl have an air of aloofness about them, as if they are fascinated by something else, seemingly always staring at the sun as long as they are not disturbed. Sunfowl are solitary beings, never seen in the same place as another of their kind, however they can be enlisted to fight against creatures of darkness, and quite often accompany Deva or Guardinals on their missions as they bring the light of the sun itself to even the darkest of places. Sunfowl Feathers A tail feather given willingly by a Sunfowl retains its radiance, emitting bright light in a 20-foot radius and dim light for an additional 20 feet, and can serve as an incredibly powerful and potent component in spellcasting and magic item creation. It is required in order to craft a staff of radiance, and can be used as a material component in any spell that deals Radiant damage, causing all its damage rolls to be maximized. After which it crumbles to dust having expended its might. Staff of Radiance staff, very rare (Requires Attunement by a bard, cleric or druid) This staff can be wielded as a magic Quarterstaff, creatures hit by the staff take an additional 7 (2d6) Radiant damage, become visible if they’re invisible, shed dim light in a 5-foot radius and can’t become invisible for a minute. The staff has 10 Charges. While holding it, 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 Spellcasting ability: Guiding Bolt (1 charge), Dawn (5 charges), Sunbeam (6 charges) or Sunburst (8 charges). You can also use an action to cast the Daylight spell from the staff without using any Charges. The staff regains 1d6 + 4 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the sta 8 PART 2 | MONSTERS


Syrinxian We Syrinxians are a relatively young race of 3-foot tall songbirds, having apparently come into being about 300 years ago on the Olympian side of Arborea during a heated songwriting and composition contest between Apollo, Pan and apparently The Muses themselves! Due to our short lifespans the truth of such grand claims has been lost in the generations since then. We have since spread far and wide throughout Arborea, most of us having found our passion in songwriting and composition, it is said (by us) that not even the greatest Elven bard can match a Syrinxian musician in their prime, as our race is capable of memorizing a truly gargantuan repertoire of songs and music. Even those of us, such as myself, who have found different passions in life, such as ornithology, utilize our innate gift of song to memorize information and practical knowledge, for example, most of my songs are about the study of birds, whereas a Syrinxian wizard would write songs of the arcane arts and his spellbook would be full of sheet music instead of writing or runes. Syrinxians don’t truly have a society of our own, but we have managed to integrate quite well with the local Eladrin, Dryads and Satyrs, I even partied with traveling group of Bacchae once! As for our lifecycle, Syrinxians live for about 18-22 years averaging on 20, Syrinxian Eggs are tiny sized and take about 2 months to hatch, hatchling Syrinxians grow to be adult size in 4 months, and are taught many diffrent songs and stories until they leave their parents at 1 years old to see the world for themselves. 9 PART 2 | MONSTERS


Terrorbird Originating in South America during the Cenozoic era, in the prehistory of earth, Terrorbirds were brought to Maztica on the world of Toril at 1346 DR, the Year of the Bloodbird, (about a hundred and fifty years ago) by a temporal vortex that formed in a wild magic-storm. They have since become an invasive species spreading all across the continents of Maztica and Lopango, becoming apex predators in areas that didn’t have other, stronger monsters in them. In some areas where more prominant predators had astablished themselves, Terrorbirds became proficient scavengers, scouring the land in search of dead animals. Both scavenger and hunter Terrorbirds, choose to travel in packs of four to six individuals moving toether as a group. They often snatch a smaller creature and run away while other Terrorbirds interfere with persuers, in order to secure the pack’s next meal. Terrrorbirds who mostly hunt for their food usually have muted feathers that help them blen into their environmants more easily, while scavenger Terrorbirds often display far more vibrant feathers that serve to intimidate other scavengers from aproaching their claimed carcasses. For a scavenger switch their +7 Stealth skill bonus to a +4 Intimidation skill bonus to represent this in play. Terrorbird Mounts There are rumors that some Maztican natives have managed to tame Terrorbirds and use them as mounts. in order to replicate such a feat, one would have to be proficient at the Animal Handling skill and Raise the beast from hatchling to adult. Raising a Terorbird A Terrorbird egg is worth 500gp to an intrested buyer, it takes 60-65 days to hach, during this period it must be kept warm and stable. A young Terrorbird must be fed fresh meat daily, in addition to costs related to training, its upkeep is 20 gp per day. When it reaches adulthood, after about a year, it only needs to eat 5 gp’s worth of fresh meat a day in orger to ramain tame. Terrorbird Fiend Folio 3e 10 PART 2 | MONSTERS


Webbird A Webbird’s form is a mix between Arachnid and Avian features, it is about the size of a raven, and flies in a similar manner to a bird. however, they lack both feathers and beaks, being instead covered with coarse spiny hairs and having a gaping orifice with hard bonelike structures, that serve a purpose similar to teeth. The most striking features of a Webbird are its colorful butterfly-like wings, its long whip-like tail, being almost ten times longer than its body, and a strange tube-like organ that extends out of its chest. Webbirds exist only to create more of their kind, they are both carnivorous and parasitic, and constantly seek new prey to implant and then feast on. The area around a Webbird nest can be recognized by a large amount of seemingly exploded carcasses and webbing strewn about. Their nests are often hidden inside canopies or caves and look like large balls made of webbing. Webbirds make sure to hang them in hard to reach places. They often share their nests with Stirges or Bats, as those are active during the night while Webbirds are only active during the day, and they are too small to serve as Webbird hosts. Webbirds have developed an aversion to fire, as their webs are incredibly flammable, and even a small spark near one of their nests can spell the entire nest’s explosive demise. Webbirds seek small to large sized prey to implant their eggs into, a Webbird that finds a suitable target attempts to restrain it, using their webs and as soon as a target is restrained, all Webbirds in the area rush to it, seeking to implant the hapless victim with as many eggs as they are able. Just a few moments after a host in implanted, the countless miniscule eggs hatch into bright pink larvae that consume their host’s insides,quickly killing it, all the while gorging themselves and rapidly growing. after their host is dead, it takes the larvae barley a minute to complete a metamorphosis into an adult Webbird form, after which they burst out of their host’s carcass, ripping it into small enough pieces for the other Webbirds to either consume or take back to their nest. A large quantity of Webbirds exists near the Barrier peaks in the world of Oerth. However, they can be found in many different jungles and forests all over the worlds of the material plane, mostly due their popularity as an exotic creature kept by nobles, and their rapid proliferation and breeding habits. A Webbirds only live for a year, and make for an unsurprisingly bad pet due to their incredibly aggressive and rowdy behavior. Most owners end up either killing them or using them as a gruesome execution or torture methods. webbird Dungeon magazine #148 11 PART 2 | MONSTERS


Willora Doppelgangers and other shapeshifters are far more common than one would think, prime example of this is the Willora, a brightly colored bird, with both stork and bird of paradise features, that prowls both in, and just outside cities, stealing identities and ruining lives. It is rumored that Willoras were created by Beshaba, The Maid of Misfortune, by dipping the eggs of tropical birds in Doppelganger blood. Willora are capable of shapeshifting into other birds at night, they mainly use this ability to defend themselves from anyone who would seek to harm them by transforming into other larger and more physically powerful birds. Willoras are also capable of uttering a magic laced song that muddles the mind, and creating telepathic bonds with those claimed by its enchantment or unconscious individuals. A telepathic bond allows a Willora to rip information and memories out of its victim, and also to wear its shape and copy its abilities using its innate shapeshifting powers. Willora are fond of infiltrating thieves’ guilds, using their innate ability to steal information to both benefit the guild, and blackmail others into pampering it and taking care of its every need. Many a thieves’ guild have been ruined by a dissatisfied Willora’s fickle temper, and many more have risen to prominence due to their influence. While not busy blackmailing others or stealing lucrative information, Willoras spend their nights looking to steal particularly unique or exotic memories from those who pass through the cities they prowl, if successful they often steal their identities and get into all sorts of trouble before returning to their true forms and joyfully watching as the mayhem they set up unfolds. A suitably scandalous, and frustrating morning later, should its victims seem the type to take a jest well, a Willora might offer to share some of its secretive info with its victims, but only if it thinks it would bring more chaos and misfortune than not sharing it would. Willora Based Magical Items A Willora’s feathers can be used in the crafting of a hat of disguise, if used it cuts down its crafting time and costs by three quarters, however such an item only works at night. Willora nails can be used to craft a potion of Alter Self, if such a potion is used at night, it lasts until the next dawn. Willoras’ eyes can be used in both the creation of scrolls of modify memory and the Eyes of Charming magical item, cutting both the production costs and workdays required by half. 12 PART 2 | MONSTERS


Player character options Player Race Options Dohwar Information on the Dohwar is found on page 7. Ability Score Increase. Your Wisdom score increases by 2 and either your Intelligence or Constitution score increases by 1. Age. Dohwar are considered mature at 12 and live to be no older than 60 Alignment: Dohwar are often motivated by their love of money, but try to be decent businessmen, they lean towards Chaotic Neutral. Size: Your size is Small, at barely 4ft tall. Speed: You waddle on land at 25ft, you have a swim speed of 30ft. snow and ice are never difficult terrain for you. Hold Breath: You can hold your breath for 30 minutes Arctic Inclination: You have resistance to cold damage. Travelers Constitution Due to your unique biology you can stomach almost any food, you have advantage on Saving Throws against disease, eating fruit or sweets makes you drunk (poisoned) as if you were drinking alcohol. Telepath: You have telepathy up to 30ft and can cast Detect Thoughts without material components once per long rest. Vicious Vernacular: Whenever you make an Charisma (Persuasion) check related to the haggling, you are considered proficient in the Persuasion skill and add double your Proficiency Bonus to the check, instead of your normal Proficiency Bonus. Languages: You can speak, read and write Common, Dohwar and one additional language. Credits. Adapted to 5e by Mason the heretic. Syrinxian Information on the Syrinxians appears on page 9. Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1. Age. Syrinxians reach maturity by 1 year old, and don’t usually live longer than 20 years. Alignment: Syrinxians are kindhearted and independent, they lean towards Chaotic Good. Speed. Your walking speed is 25 feet. Size. You are Small at roughly 3 feet tall. Song magic. You know the Dancing Lights cantrip. Starting at 3rd level, you can cast the Charm Person spell with this trait and starting at 5th level, you can also cast the Calm Emotions spell with this trait. Once you cast Charm Person or Calm Emotions with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Charisma is your spellcasting ability for these spells when you cast them with this trait. Wings. You have a flying speed of 35 feet. You can’t use this flying speed if you’re wearing medium or heavy armor. You do not have hands, however your feet are just as dexterous. Songbird. You gain proficiency with the performance skill and 1 musical instrument. Languages. You can speak, read, and write Auran, Common and Sylvan. Credits. Named by Tatzelwurm, created by me. feats Ornithology Enthusiast Your bird related studies have produced the following benefits. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. You can speak with any avian beast or monstrosity with an avian head (such as Owlbears or Hippogriffs) as if by the speak with animals spell. You learn the find familiar spell and can cast it once per day, you are limited to the following shapes; Hawk, Owl, Raven, Webbird or a bird from part 4. Dogmatic Familiar prerequisites: You must be able to cast the find familiar. You learn how to summon spirits from specific planes of existence and gain the following benefits Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20 The familiar you summon using the find familiar spell manifests with one of the templates from part one. You can change its template at the end of a long rest. Net Casting Expert Through many long days of training you have mastered the use of Nets, you gain the following benefits. Nets have a ranged property of 10/30 for you, and being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls. The escape DC and AC of a net you throw cannot be lower than 10 plus your proficiency modifier. When you use the Attack action and attack with a Net the number of attacks you can make is no longer limited to one. 13 PART 3 | PLAYER CHARACTER OPTIONS


Travel Domain - Cleric Subclass Gods of the travel include Waukeen, Hermes, Fharlanghn and Aoskar. The power invested in their clerics assists them in both their travels and their ability make sure the means of travel are secure. Travel Domain Spells Cleric Level Spells 1st Expeditious Retreat, Longstrider 3rd Misty Step, Blur 5th Haste, Phantom Steed 7th Dimension Door, Freedom of Movement 9th Steel Wind Strike, Teleportation Circle Instruments of Travel When you choose this domain at 1st level, You gain proficiency in either the Animal Handling skill, Cartographer’s tools and vehicles (land) or the Perception skill, Navigator’s tools and vehicles (water). Favorable Winds Starting at 1st level, the wind always seems to be at your back, you gain 10 feet of extra walking speed, and any vehicle or mount you use gains 20 feet of extra movement speed. Channel Divinity: Traveler’s Mobility Starting at 2nd level, you can use your Channel Divinity to get yourself or an ally out of trouble. As an action, you present your holy symbol, and one willing creature of your choice within 30 feet of you, is teleported up to 30 feet to an unoccupied space that you can see. Polyglot By 6th level, you can channel your traveling experience to get by using any language. After listening to a creature speak or studying text for one minute, you gain the ability to understand the language it uses. Moreover, you gain the ability to speak that language. Both your ability to speak and read languages is imperfect, and as such you might miss some sub-textual information or cultural reference. You lose the ability to speak and read any language learned this way after not being exposed to it for one day, after which you must repeat the studying period. Additionally, the time you must spend to learn a new language is five times shorter for you then what it would usually take. Divine strike Starting at 8th level, When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not. Traveling Insurance At 17th level, you can teleport up to four creatures when you use your Traveler’s Mobility Channel Divinity both the distance to your targets, and the distance you can teleport them increase to 60 feet. Creatures teleported this way are surrounded by shimmering energy and gain the benefits of half cover until the start of your next turn. Portal of Sanctuary (mtg) Randy Vargas 14 PART 3 | PLAYER CHARACTER OPTIONS


Misc Birds and a Template in Use Misc Birds Template in Use Stork Small beast, unaligned Armor Class 12 Hit Points 2 (1d6-1) Speed 15ft., fly 40ft. STR DEX CON INT WIS CHA 5 (-3) 15 (+2) 9 (-1) 2 (-5) 13 (+1) 5 (-3) Skills survival +3 Senses passive Perception 11 Languages – Challenge 0 (10 XP) Expert Hunter. a stork has advantage on Wisdom (Survival) checks made to hunt tiny beasts. Actions Peck. melee weapon attack. +4 to hit, reach 5ft., one target. hit: 1 piercing damage Lyrebird Small beast, unaligned Armor Class 11 Hit Points 3 (1d6) Speed 15ft., fly 40ft. STR DEX CON INT WIS CHA 4 (-3) 13 (+1) 10 (+0) 2 (-5) 12 (+1) 7 (-2) Skills performance +2 Senses passive Perception 11 Languages – Challenge 0 (10 XP) Mimicry. The Lyrebird can mimic any sounds it has heard. A creature that hears the sounds can tell they are imitations with a successful DC 15 Wisdom (Insight) check. Pigeon Tiny beast, unaligned Armor Class 11 Hit Points 1(1d4-1) Speed 10ft., fly 30ft. STR DEX CON INT WIS CHA 4 (-3) 12 (+1) 8 (-1) 1 (-5) 11 (+0) 4 (-3) Senses passive Perception 10 Languages – Challenge 0 (10 XP) Homebound. a Pigeon always knows the direction to its nest as long as it is on the same plane of existence. Perf Large m Armor C Hit Poin Speed 4 STR 19 (+4 Skills Pe Senses 16 Languag Challeng Standing high jum Perfect F state of against an attac roll of 9 Actio Bite. Me 30 (4d1 Deadly L movem space th creature throw (t 4) bludg a succes knocked into an unoccup prone in Perfect Bulette Manual of the Planes 3e 15 PART 4 | MISC BIRDS AND TEMPLATE USAGE


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