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Last of the Sacred - Free Version (09.04.2022)

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Published by goroiamanuci, 2023-03-07 08:12:13

Last of the Sacred - Free Version (09.04.2022)

Last of the Sacred - Free Version (09.04.2022)

Last of the Sacred A Deforestation Themed Supplement Written & Designed by: Carson H. Hello, my name is Carson and I am creator of Questline. Nearly eight years ago I first discovered TTRPG's and they have been a creative outlet for me ever since. I found myself constantly weaving story elements together to create plots and situations that I thought players and GMs alike would enjoy. So years later here I am, my passion for TTRPGs is stronger than ever and I spend much of my free time writing homebrew for Questline! My dream is to one day turn my passion for writing and creation into a career, and you are helping me do just that. So thank you, I greatly appreciate your support. Please enjoy! Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration.) Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Questline game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission. Last of the Sacred is published by Questline under the Open Game License version 1.0a. Copyright 2022 Questline Publishing. All Rights Reserved Patreon Click Here Instagram Click Here


Credits & Thanks This supplement wouldn't have been possible without the help of several talented and dedicated individuals, who collaborated with me to make this supplement a reality. Please, take a moment to acknowledge the work of everyone who contributed their time and effort. I want to send a special thanks to each of you for helping me finish this quest. Featured Homebrewers Map Designer AI Artists Editor Resources Conflux Creatures Website Homebrewskies Social Media Link Joe A. Guzman DungeonAE Social Media Link thefukko.com Website Link u/SoftSageSea Reddit Link u/d3athsdoor1 Reddit Link u/Navereyem Reddit Link u/LordMaboy Reddit Link Murkrai Social Media Homebrewery Website Link Midjourney Website Link imgur Website Link


Content Overview Supplement Purpose Each issue of Questline Monthly will contain a unique fantasy setting built around enthralling lore, enriched with enticing locations, and populated with engaging characters and imaginative monsters. Giving GMs a foundation to create new adventures or to influence their existing world. And giving players access to irresistable new options, extraordinary spells, and thrilling items. Where will your quest take you? Integration Ironjour Timberland can be seamlessly integrated into your current campaign setting, allowing players to continue their adventure in a deforestation-themed setting so they can gain experience, upgrade equipment, or take a break from their current objectives. You can place Ironjour Timberland wherever you see fit, preferably in a biome where you could find a temperate coniferous forest. Additionally, you can use the Quest Hooks provided in this supplement to help you utilize the content found here. Lore Places of Interest Characters of Interest Name Page Ironjour Timberland 7 Fellsaw Logging Company 8 Arboreal Druids 9 Name Page Arboretum 12 Bristlepine Post 12 Eldijour, the First Tree 13 Fellsaw Logging Camps 14 Fellsaw Lumbermill 15 Fellwood 15 Heartclet 16 Heorot Glade 16 Three Maidens 16 Name Page Archdruid Ulric 18 Beast Tender Ora 20 Burlokk the Deserter 21 Hawthorn, Warden of the Ironjour 22 Ilijour of the Trees 24 Isish Blacktrick 26 Woodsman Ravaf Rkto 27 Arborguard Last of the Sacred Download the Full Version Conservation Fundraiser Link Art By: Midjourney 4


Quest Hooks Player Options Spells Items Monsters Name Page Ironjour Timberland Quests 30 Name Page Background: Woodsman 32 Fighter Subclass: Arborguard 34 Barbarian Subclass: Path of the Great Bear 36 Name Page Conifer Ammunition 38 Sprout Arbor 38 Root Eruption 39 Awaken Tree 39 Items Page Gnomish Logging Mech 41 Industrial Chainsword 42 Ironjour Aegis 43 Timberbane 43 Items Page Splinterbough Treant 46 Timbertrap Arachnid 47 Grovesteader Treant 48 Widowmaker Treant 49 Coal-Eyed Moch, Beast of the Heartcleft 50 Sixty-Spears Ceronyr, Beast of the Heorot 51 Brown Rkto, Beast of the Three Maidens 52 Pixie Beetle Herder 54 Pixie Flourisher 55 Grovetender Dryad 56 Withersap Dryad 57 Wood Woad 58 Dryad Briar Witch 59 Fellsaw Axe-Mad 61 Fellsaw Branchbreaker 62 Fellsaw Wagedriver 62 Fellsaw Blightcaster 63 Fellsaw Fervorist 64 Gnomish Logging Mech 65 Heorot Glade Last of the Sacred Download the Full Version Conservation Fundraiser Link Art By: Midjourney 5


Lore Ironjour Timberland Sacred Ironjours The Felling A Forest Provoked Fellsaw Logging Co. Greed Over Ethics Tools for the Job Bristlepine Post Arboreal Druids The Arbor Mother's Gift Eldijour, the First Tree Court of Bark Wardens of the Woods


Ironjour Timberland I ronjour Timberland is an ancient forest and has been in the caring hands of the Arboreal Druids for thousands of years. It was not until recently that things changed with the coming of Fellsaw Logging Company’s lumber camps and their insidious activities. The Fellsaw have seized control of several holdings in the eastern parts of the forest, and beyond their base at Bristlepine Post, they have harvested Ironjour trees for lumber at Fellsaw Lumber Camps. The Fellsaw clash against fey and druidic forces, who have united to protect the forest from destruction, over control of the East. With Fellsaw Logging Co. greedily continuing their lumber harvesting operations, and those who guard the forest vowing to drive the loggers from their land once and for all. Sacred Ironjours The Ironjour Timberland spans the entire skyline like a great evergreen wall. Ancient 400-foot tall trees known as Ironjours form this forest of immense size, identified by their straight and tall trunk, thick reddish-brown bark, slightly drooping branches, and conical crown. Ironjour trees have large needle leaves and produce seed cones as large as a torso with the same reddish hue as its bark. The lumber of an Ironjour is highly sought after by a select few for its range of applications. This is due to several characteristics unseen in other timbers, including high density, natural resistance to fire, overall resilience, and their connection to the Feywild. However, these ancient trees are sacred to many, which deters most groups or individuals from considering to harvest the lumber. The Felling Throughout the ages, Ironjour Timberland has overcome many challenges. However this time, the slow growth of the forest cannot outpace its foes’ desires. A new danger threatens the sanctum of the forest; The Fellsaw Logging Company has begun its operations throughout the forest, harvesting Ironjour trees for lumber. There is no end to their greed and they have already done significant damage to these hallowed lands, destroying thousands of trees that date back to the beginning of time. A Forest Provoked Fey and druidic forces of Ironjour Timberland have unified to stand against the Fellsaw. Together, they coordinate to damage the Fellsaw's equipment and disrupt the supply chain to the lumber harvesting camps. However, Fellsaw's machinery and nefarious strategies have proven to be direful. Their spinning blades and industrial machinery are not easy challenges for the forces of nature to overcome. Ironjour Timberland Last of the Sacred Download the Full Version Conservation Fundraiser Link Art By: Midjourney 7


Fellsaw Logging Co. F ellsaw Logging Co. is a corporation built upon the business of felling trees, cutting, and preparing timber. This company has targeted the Ironjour Timberland as its next logging site, ignoring the sanctity of the land. To fell the mighty Ironjour, they developed special machinery equipped with massive fuel-driven saws to fell these great trees and began setting up lumber harvesting camps throughout the forest. Natural forces have awoken within the forest to oppose their arrival, but the Fellsaw refuse to leave the timberlands empty-handed and came prepared for resistance. Greed Over Ethics Fellsaw Logging Co. has no moral or ethical code and did not grow to its industrial size through virtuous practices. As a business, it listens to gold and doesn't impede its growth with the opinions of those who aren't paying. It holds no bonds to nobility or governing body. The identity, backgrounds, and connections of Fellsaw’s executives is a surreptitious matter that is veiled in mystery, enabling the wealthy to conduct immoral deals in without a word of their practices interfering with their high-minded image. Fellsaw employs the desperate and the vile to carry out its services. Orcs, ogres, ettins, and others who were cast out from society or seek to indulge themselves in wickedness are recruited. They pay a fair wage to those who work hard and get the job done, but have zero tolerance for those who waste their time and especially their gold. Industrialization In order to prepare for their operation at Ironjour Timberland, the Fellsaw paid an exorbitant amount to release several gnome prisoners who had been locked away for developing war machines. The skills of these engineers were required if the Fellsaw were to be successful. Given this task, the engineers created machinery that could fell the great ironjours, it wasn't long until the Fellsaw investments and plans were ready to take shape. Through the funding of their mysterious business partners and the ingeniousness of their engineers, the Fellsaw built a fleet of machines capable of sawing through the Ironjours dense lumber. Soon after, they organized a small army of laborers and moved to start their operation. Bristlepine Post Bristlepine Post bacome the center of the Fellsaw operation and was constructed from the first Ironjours that were felled at the forest's edge. From this outpost, executives of Fellsaw direct orders for the company in the safety of this bastion. Commanding droves of underlings to strategically begin the deforestation. As expected, the Arboreal Druids immediately fought back against the Fellsaw. But to the surprise of the executives, fey beings also came in masses to defend the forest as well. This unified force has hindered the logging progress. As time is money, the executives are actively plotting how to eliminate these hindrances. Fellsaw Logging Camp Last of the Sacred Download the Full Version Conservation Fundraiser Link Art By: Midjourney 8


Places of Interest Ironjour Timberland Arboretum Bristlepine Post Eldijour, the First Tree Fellsaw Logging Camps Fellsaw Lumbermill Fellwood Heartcleft Heorot Glade Three Maidens


Ironjour Timberland W ithin the Ironjour Timberland, many places of interest should be noted. These locations can be explored to give players more insight into the setting of Ironjour Timberland. Below you can find general information, narrative descriptions, and suggested encounters for each of these places. GMs are encouraged to include these locations and the information provided when using this supplement to write their adventures. Ironjour Timberland Ambience Forest Daytime by Bardify Forest at Night by Bardify Encounters The encounter tables given in this section of the supplement will be calculated based on the standard fivecharacter party size at level intervals of 6, 9, and 12. These encounters are organized further into difficulty levels ranging from easy to deadly. All monsters used in the encounters can be found within the Monsters section of the supplement. Ironjour Timberland Encounters Lvl. 6 Encounter Easy Timbertrap Arachnid(1) Medium Axe-Mad(6), Branchbreaker(3) Hard Dryad Briar Witch(1) Deadly Axe-Mad(4), Branchbreaker(2), Wagedriver(1) Lvl. 9 Encounter Easy Timbertrap Arachnid(2) Medium Dryad Briar Witch(1), Grovetender Dryad(3) Hard Widowmaker Treant(1), Beetle Herder Pixie(1) Deadly Axe-Mad(8), Blightcaster(2) Lvl. 12 Encounter Easy Timbertrap Arachnid(2) Medium Grovesteader Treant(1), Beetle Herder Pixie(2) Hard Widowmaker Treant(1), Grovetender Dryad(3) Deadly Branchbreaker(2), Wagedriver(1), Blightcaster(2), (Gnomish Logging Mech(1) Grovesteader Treant Last of the Sacred Download the Full Version Conservation Fundraiser Link Art By: Midjourney 11


Fellsaw Logging Camps Multiple Fellsaw Logging Camps have formed just beyond Bristlepine Post within the eastern part of the Ironjour Timberland. At each of these camps Fellsaw employees work to fell the Ironjour in the surrounding area and harvest their lumber, so it can be transported to the Fellsaw Lumber Mill. These areas have been cleared and the land itself befouled by the impious actions of the Fellsaw. Logging Camp Encounters Lvl. 6 Encounter Easy Axe-Mad(6), Branchbreaker(1) Medium Axe-Mad(4), Wagedriver(1) Hard Axe-Mad(4), Branchbreaker(1), Wagedriver(1) Lvl. 9 Encounter Easy Blightcaster(1), Branchbreaker(2) Medium Axe-Mad(4), Branchbreaker(2), Wagedriver(1) Hard Axe-Mad(6), Branchbreaker(2), Fervorist(1) Lvl. 12 Encounter Easy Branchbreaker(4), Blightcaster(1) Medium Branchbreaker(2), Wagedriver(1), Fervorist(1) Hard Axe-Mad(6), Branchbreaker(2), Wagedriver(1), Gnomish Logging Mech(1) Narrative Description: Wide muddied roads, trampled by boots and machine treads expand into a grim camp filled with commotion, as Fellsaw employees hectically tend to their duties. Stumps and broken twigs scattered throughout the camp provide evidence of the forest that once belonged here. A haze of machine exhaust and chemical fumes blankets the camp making breathing difficult for anyone nearby. From the tree line beyond the camp, a cacophony of hacking axes and buzzing sawblades echoes through the clearing. In the center of the camp is a massive pavilion where a throng of orcs scuffles over food rations before being dispersed by the crack of a whip from a shouting ettin. Each orc collects an ax and heaves it over their shoulder before begrudgingly making their way back to the tree line. Following closely behind, a pair of ogres trudge through a puddle of oil that splashes into the air with each of their heavy steps. Each one dragging a 10-foot pole affixed with a sawblade through the mud behind them. Standing on a stump outside the pavilion, a frustrated grease-smeared gnome struggles to remove a busted sawblade from a smoking logging machine. The camp appears to be in a state of constant work and organized chaos. Map By: DungeonAE Link Fellsaw Logging Camp Map by: DungeonAE Last of the Sacred Download the Full Version Conservation Fundraiser Link 14 Map Download


Characters of Interest Archdruid Ulric Beast Tender Ora Burlokk the Deserter Hawthorn, Warden of the Ironjour Ilijour of the Trees Isish Blacktrick Woodsman Ravaf Rkto


Archdruid Ulric Last of the Sacred Download the Full Version Conservation Fundraiser Link Art By: Midjourney 18 NPC Bio Ulric the Old, Male Human Personality. Urlic is a dedicated, passionate man. Appearance. An older man with messy gray hair, a gray beard, and brown eyes. 5’ 9” 161 lbs. 128 years old. Characteristics Ideal. Nature. Bond. He feels a deep connection with nature. Flaw. Ulric is slow to trust individuals who are from outside the Ironjour Timberland. Background Ulric was born and raised within Ironjour Timberland. His entire life he has known nothing of the outside world besides the whispers he's heard from outsiders. Ulric serves Oriria, the Arbor Mother and he spends his time tenaciously watching over the timberland, keeping his ancestor's promise to her. Ulric is the archdruid of the Arboreal Druids, leading the others in his circle and teaching newcomers of the Old Faith. During his time as an archdruid, he has built a close relationship with the fey of Ironjour Timberland and has been granted exclusive access to sit as a guest at the Court of Bark. When the Fellsaw began logging the Ironjour Timberland, he immediately contacted Hawthorn, Warden of the Ironjour to dispatch the arborguard. He whispered to slumbering treants to waken, and for the Court of Bark to protect the forest Oriria created. Ulric plays a key role in the outcome of the Fellsaw's deforestation. His influence over the forest is great, and his place among the Arboreal Druids can't be filled. Equipment 2 days of rations, bag of holding, ring of feather falling, staff of thunder and lightning, quill, bottle of ink, 4 pieces of parchment, toasted honey sandwich, a sprig of mistletoe, cloak, 159gp.


Arboretum Last of the Sacred Download the Full Version Conservation Fundraiser Link Art By: Midjourney 19 Ulric the Old 19th level druid (Circle of the Land/Forest) Medium humanoid (human), lawful good Armor Class 12 (16 With Barkskin) Hit Points 123 (19d8) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 13 (+1) 10 (+0) 20 (+5) 20 (+5) 16 (+3) Saving Throws INT +11, WIS +11 Skills History +11, Medicine +11, Nature +11, Perception +11 Senses passive Perception 21 Languages Common, Druidic, Sylvan Challenge 12 (8,400 XP) Land Stride. Moving through nonmagical difficult terrain cost him no extra movement. He can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. He also has advantage on saving throws against plants that have been created or manipulated to impede movement. Natural Recovery. During a short rest, he can regain expended spell slots equal to a combined level of 6. None can be 6th level or higher. Needs to finish a long rest to reset this feature. Nature's Sanctuary. When a beast or plant creature attacks him, that creature must make a DC 18 Wisdom saving throw. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours. The creature is aware of this effect before it makes its attack against him. Nature's Ward. Can’t be charmed or frightened by elementals or fey, and he is immune to poison and disease. Spellcasting. Urlic is a 19th-level druid. His spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). Cantrips (at will): druidcraft, guidance, shillelagh, thorn whip 1st level (4 slots): animal friendship, cure wounds, fog cloud, thunderwave 2nd level (3 slots): barkskin, beast sense, darkvision, misty step, pass without trace, spider climb 3rd level (3 slots): call lightning, daylight, dispel magic, haste, plant growth, water breathing 4th level (3 slots): blight, conjure woodland beings, dream, freedom of movement, ice storm 5th level (3 slots): commune with nature, divination, insect plague, mass cure wounds, tree stride 6th level (2 slots): heal, sunbeam 7th level (1 slot): plane shift 8th level (1 slot): antipathy/sympathy 9th level (1 slot): foresight Timeless Body.For every 10 years that pass, his body ages only 1 year. Wild Shape. Urlic can use a bonus action to assume the shape of a CR 6 or less beast for 3 hours. Can use twice, resets w/rest. Can cast spells in beast form, performing the somatic and verbal components. Actions +2 Quarterstadd. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.


Hawthorn, Warden of the Ironjour Heiren Hawthorn Last of the Sacred Download the Full Version Conservation Fundraiser Link Art By: Midjourney 22 NPC Bio Heiren Hawthorn, Male Wood Elf Personality. Hawthorn s a wise, seasoned warrior. He has a story relevant to almost every situation. Appearance. Attractive, tanned wood elf male with short copper hair and green eyes. 5’ 10” 115 lbs. 174 years old Characteristics Ideal. Responsibility. Bond. Nothing is more important than his duty to protect the Ironjour Timberland. Flaw. Hawthorn would rather eat his armor than admit when he’s wrong. Background Heiren Hawthorn was part of a bandit group as a young boy. One day, while setting an ambush for caravans through Ironjour Timberland the bandit group was attacked and expelled from the forest by the Arboreal Druids. Hawthorn was injured during this conflict but was taken to the Arboretum to be healed. While he recovered from his wounds he was looked after by Ulric the Old. Ulric taught Hawthorn about respect, discipline, and the Old Faith. Hawthorn quickly developed an admiration for the natural world after absorbing Ulric's wisdom and set on a path to share and defend his new values. Hawthorn trained to defend the Ironjor Timberland from the likes of bandits and other external threats that came into the forest. Throughout the years he developed a new martial archetype that employs a combination of martial techniques and druidic magic influenced by the forest. Hawthorn began to train others who also desired to preserve and protect the forest under the influence of Ulric. Soon the arborguard was formed, a group of woodland warriors who devoted themselves to defending the forest. Equipment 4 days of rations, bag of holding, boots of false tracks, potion of climbing, ring of evasion, deck of cards, tinderbox, bedroll, cloak, 411gp.


Last of the Sacred Download the Full Version Conservation Fundraiser Link 23 Hawthorn, Warden of the Ironjour 17th level fighter (Arborguard) Medium humanoid (wood elf), chaotic good Armor Class 19 (Plate) Hit Points 127 (17d8 +34) Speed 35 ft. STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 16 (+3) 14 (+2) 20 (+5) 10 (+0) Saving Throws STR +7, CON +9 Skills Athletics +7, Medicine +11, Nature +11, Perception +11 Senses Darkvision 60 ft., passive Perception 21 Languages Common, Elvish Challenge 11 (7,200 XP) Action Surge. Hawthorn can take an additional action. He must rest to regain this feature. Fey Ancestry. Hawthorn has advantage on saving throws against being charmed, and magic can’t put him to sleep. Indomitable (1/Long Rest). Hawthorn can reroll a saving throw that he fails. Second Wind. Hawthorn can use a bonus action to regain 1d10 + 17 hit points. He must rest to regain this feature. Spellcasting. Hawthorn is a 17th-level Arborguard. His spellcasting ability is Wisdom (spell save DC 17, +11 to hit with spell attacks). Cantrips (at will): druid craft, resistance, shillelagh 1st level (4 slots): cure wounds, faerie fire, goodberry, speak with animals 2nd level (3 slots): barkskin, enhance ability, hold person 3rd level (3 slots): speak with plants, plant growth, windwall Trance. Hawthorn doesn't need to sleep. Instead, he meditates deeply, remaining semiconscious, for 4 hours a day. After resting in this way, he gain the same benefit that a human does from 8 hours of sleep. War Magic. When he uses his action to cast a cantrip, he can make one weapon attack as a bonus action. Actions Multiattack. Hawthorn makes three melee attacks or one ranged attack. +2 Greatclub (Shillelagh). Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) bludgeoning damage. +1 Heavy Crossbow. Ranged Weapon Attack: +10 to hit, range 100/400 ft., one target. Hit: 10 (1d10 + 5) piercing damage. Bonus Actions Warden of the Woods (4/Long Rest). Hawthorn's shillelagh can be temporarily altered to exhibit different woodland characteristics. As a bonus action, he can choose one of the characteristics below, and until the start of his next turn his shillelagh will exhibit these changes. Ambrosia Pollen. Clouds of fine yellow pollen gently break away from his shillelagh and float into the wind. A creature hit by his shillelagh must succeed a Constitution saving throw against his spell save DC. On a failure, the target is unable to hold concentration on spells until the start of his next turn. Boscia Roots. Tree roots wind around his shillelagh forming a dense knot at its head. A creature hit by his shillelagh must succeed a Strength saving throw against his spell save DC or become grappled by roots that sprout from the ground. At the start of his next turn, the roots wither and release the creature. Cedrus Resin. Thick tree resin oozes from his shillelagh. A creature hit by his shillelagh must succeed a Strength saving throw against his spell save DC or its speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can’t use reactions. At the start of his next turn, the resin hardens and breaks away. Galerina Skullcap. Poisonous skullcap mushrooms grow from his shillelagh. A creature hit by his shillelagh must succeed a Constitution saving throw against his spell save DC or become poisoned. At the start of his next turn, the poisoned condition ends. Rubus Thorns. Bramble envelopes his shillelagh and it now deals slashing damage. A creature hit by his shillelagh is wreathed in bramble. Whenever the creature moves, it takes 2 slashing damage for every 5 feet it travels. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against his spell save DC. Otherwise, the bramble remains until the start of his next turn.


Player Options Backgrounds Woodsman Subclasses Martial Archetype: Arborguard Primal Path: Path of the Great Bear


Arborguard T he desire to preserve and protect the forest extends beyond druidic beliefs. Arborguards are those who venerate ironjours and devote themselves to defending the forest. Rooted in ancient druidic magic, knights of this archetype consider it their sacred duty to protect the land from exploitation and befoulment. The arborguard archetype employs a combination of martial techniques and druidic magic influenced by the forest to protect the ironjour trees. Spellcasting When you reach 3rd level, you augment your martial prowess with the ability to cast spells. Cantrips You learn the cantrip shillelagh and one cantrip of your choice from the druid spell list. You learn an additional druid cantrip of your choice at 10th level. Spell Slots The Arborguard Spellcasting table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot. Spellcasting Focus You can use shields and simple melee weapons made of wood you are proficient with as a spellcasting focus for your druid spells. Spells Known of 1st Level and Higher You know three 1st-level druid spells of your choice, two of which you must choose from the evocation and transmutation spells on the druid spell list. The Spells Known column of the Arbor Knight Spellcasting table shows when you learn more druid spells of 1st level or higher. Each of these spells must be an evocation or transmutation spell of your choice and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th levels can come from any school of magic. Whenever you gain a level in this class, you can replace one of the druid spells you know with another spell of your choice from the druid spell list. The new spell must be of a level for which you have spell slots, and it must be an evocation or transmutation spell unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic. Martial Archetype: Ironjour Arborguard Last of the Sacred Download the Full Version Conservation Fundraiser Link Art By: Midjourney 34


Spellcasting Ability Wisdom is your spellcasting ability for your druid spells since you gain them from your communion with nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier Arborguard Spellcasting Table Fighter Level Cantrips Known Spells Know 1st 2nd 3rd 4th 3rd 2 3 2 4th 2 4 3 5th 2 4 3 6th 2 4 3 7th 2 5 4 2 8th 2 6 4 2 9th 2 6 4 2 10th 3 7 4 3 11th 3 8 4 3 12th 3 8 4 3 13th 3 9 4 3 2 14th 3 10 4 3 2 15th 3 10 4 3 2 16th 3 11 4 3 2 17th 3 11 4 3 2 18th 3 11 4 3 2 19th 3 12 4 3 2 1 20th 3 13 4 3 2 1 Warden of the Woods When you select this archetype at 3rd level your command of primal magic allows you to imbue your weapon with nature's power. When you cast the shillelagh cantrip, its duration is extended to 1 hour and you can’t be disarmed of your shillelagh unless you are incapacitated. Additionally, your shillelagh can be temporarily altered to exhibit different woodland characteristics. As a bonus action, you can choose one of the characteristics below, and until the start of your next turn, your shillelagh will exhibit these changes. Ambrosia Pollen. Clouds of fine yellow pollen gently break away from your shillelagh and float into the wind. A creature hit by your shillelagh must succeed a Constitution saving throw against your spell save DC. On a failure, the target is unable to hold concentration on spells until the start of your next turn. Boscia Roots. Tree roots wind around your shillelagh forming a dense knot at its head. A creature hit by your shillelagh must succeed on a Strength saving throw against your spell save DC or become grappled by roots that sprout from the ground. At the start of your next turn, the roots wither and release the creature. Cedrus Resin. Thick tree resin oozes from your shillelagh. A creature hit by your shillelagh must succeed a Strength saving throw against your spell save DC or its speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can’t use reactions. At the start of your next turn, the resin hardens and breaks away. Galerina Skullcap. Poisonous skullcap mushrooms grow from your shillelagh. A creature hit by your shillelagh must succeed a Constitution saving throw against your spell save DC or become poisoned. At the start of your next turn, the poisoned condition ends. Rubus Thorns. Bramble envelopes your shillelagh and it now deals slashing damage. A creature hit by your shillelagh is wreathed in bramble. Whenever the creature moves, it takes 1 slashing damage for every 5 feet it travels. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your spell save DC. Otherwise, the bramble remains until the start of your next turn. The slashing damage increases to 2 when you reach 11th level, and 3 when you reach 18th level in this class. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. Hedgewise By 7th level, you gain proficiency in the Nature skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Animal Handling, Survival. Your proficiency bonus is doubled for any ability check you make that uses Nature. You receive this benefit regardless of the skill proficiency you gain from this feature. Oaken Armor Starting at 10th level, when you cast a spell of using a spell slot of 1st-level or higher, you gain temporary hit points equal to double your Wisdom modifier. Alternatively, you can instead grant these temporary hit points to an allied creature within 30 feet of you. Arbor's Favor At 15th level, when you land a critical hit against a hostile creature with your shillelagh you regain one expended use of your Warden of the Woods feature. One with the Forest Starting at 18th level, you are always considered to be under the effects of the Tree Stride spell Last of the Sacred Download the Full Version Conservation Fundraiser Link Art By: Midjourney 35


Items Gnomish Logging Mech Industrial Chainsword Ironjour Aegis Timberbane


Gnomish Logging Mech Wondrous item, legendary This item appears to be a Large arcanotech suit of clockwork armor fitted with logging tools. Atop the suit is a built-in cockpit with an array of buttons and levers within, allowing one Small (or smaller) creature to hop inside. The cockpit holds an intricate console covered in buttons and levers. The mech suit is a Large construct with the following statistics: Armor Class: 20 Hit Points: 200 Speed: 35 ft. Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Weapons. Damage Immunities: Poison, Psychic Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Superior Construct: This mechanical construct can lift up to 2,000 lbs and has advantage on all Strength checks. To be used as a vehicle, the mech requires one pilot in its cockpit, which offers three-quarters cover to the pilot. The controls required to pilot this mech are all labeled in Gnomish. A creature that reads Gnomish can pilot the mech without issue and can use an action to use as many as two different levers or buttons. A creature that can't read gnomish may only use an action to use one lever or button. A creature that spends an hour learning the controls can ignore the lingual stipulation. Each button and lever functions as shown in Logging Mech Controls. Logging Mech Controls The mech moves any amount of its speed in any direction. The pilot ejects themself 30 ft. into the air, landing 40 ft. away from where the mech was facing. Falling damage applies normally. The mech makes a buzzsaw attack: +9 to hit, reach 5 ft., one target. Hit: 3d10 + 5 slashing damage. The mech makes a tree claw attack: +9 to hit, reach 5 ft., one target. Hit: 2d8 + 5 bludgeoning damage and the creature is grappled (escape DC 20). The mech vents out its exhaust. Creatures in a 15-foot cone must make a Constitution saving throw (DC 17). Creatures take 4d8 poison damage on a failed save, or half as much on a successful one. Smog lingers in the cone making it heavily obscured until the beginning of the pilot's next turn. The suit makes a rocket-propelled bound, leaping 20 ft. into the air and moving 10 ft. in any direction before landing. OVERLOAD: A large red button lies in the center of the cockpit’s console. Pressing the button overloads the mechanism and causes it to spark and fritz. At the beginning of the pilot’s next turn, the mech self-destructs, forcing every creature not behind total cover within a 30-foot radius to make a Dexterity saving throw (DC 17). On a failed save, any creature takes 10d10 fire damage, or half as much of a successful one. Once this property has been used, the mech is destroyed. Gnomish Logging Mech by: Homebrewskies Created By: Homebrewskies Link Art By: Homebrewskies Last of the Sacred Download the Full Version Conservation Fundraiser Link 41


Industrial Chainsword Weapon (any sword), rare This arcanotech weapon has a sharp chain that runs the length of the blade that can be made to go faster by use of the lever on the handle. These swords are highly valued for their ability to rip and tear through most matter, though they do tend to lose their power randomly due to the unstable power source. As a bonus action, you can rev the handle to attempt to increase the sword's power level, beginning with no power level. Roll a d20. On a result of 10 or higher, the sword’s power level increases by 1. On a result of 9 or lower, the sword loses all power levels. When you increase the sword's power level, you gain the benefits of all previous power levels. At the end of the wielder’s turn, if they did not increase the power level of the weapon, it goes down 1 level. If the sword reaches power level 4, it stays at that level without needing to be revved for the next minute. When this minute ends, the sword loses all power levels. Power Level Effect Level 1 Attacks with this sword deal an extra 1d6 slashing damage. Level 2 Creatures hit with this sword have their speed reduced by 10 feet until the start of your next turn. Level 3 The sword scores a critical hit on a roll of 19 or 20. Level 4 If you hit a creature wearing non-magical armor with this sword, the armor is rent and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10 or a shield is dropped to a +0 bonus. Attacks made against unarmored creatures deal an additional 1d6 slashing damage. Industrial Chainsword by: Homebrewskies Created By: Homebrewskies Link Art By: Homebrewskies Last of the Sacred Download the Full Version Conservation Fundraiser Link 42


Monsters Timberland Wildlife Splinterbough Treant Timbertrap Arachnid Grovesteader Treant Widowmaker Treant Coal-Eyed Moch, Beast of the Heartcleft Sixty-Spears Ceronyr, Beast of the Heorot Brown Rkto, Beast of the Three Maidens Forest Fey Pixie Beetle Herder Pixie FLourisher Grovetender Dryad Withersap Dryad Wood Woad Dryad Briar Witch Fellsaw Loggers Fellsaw Axe-Mad Fellsaw Branchbreaker Fellsaw Wagedriver Fellsaw Blightcaster Fellsaw Fervorist Gnomish Logging Mech


Timbertrap Archnid by Hombrewskies Created By: Homebrewskies Link Art By: Homebrewskies Last of the Sacred Download the Full Version Conservation Fundraiser Link 47 Timbertrap Arachnid Huge beast, unaligned Armor Class 16 (Natural Armor) Hit Points 59 (7d12 + 14) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 18 (+4) 15 (+2) 14 (+2) 3 (-4) 12 (+1) 4 (-3) Skills Perception +4, Stealth +8 Damage Vulnerabilities Fire Damage Resistances Bludgeoning, Piercing Condition Immunities Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 14 Languages -- Challenge 5 (1,800 XP) False Appearance. If the arachnid is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the arachnid move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the arachnid isn’t a tree. Spider Climb. The arachnid can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack. The arachnid makes one Bite attack and one Foreleg attack. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. Foreleg. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 10 (1d12 + 4) piercing damage. If the target is surprised, it takes an extra 10 (3d6) piercing damage. Bonus Actions Impale. The arachnid makes a Foreleg attack against a prone creature within its range. On a hit, the target is grappled by the arachnid (escape DC 15). Reactions Leg Defense. In response to being hit by a ranged attack, the arachnid rearranges its legs to brace against the attack. The damage it takes from the attack is reduced by 15 (2d12 + 2).


Art By: Midjourney Grovesteader Treant Created By: Conflux Creatures Link Last of the Sacred Download the Full Version 48 Conservation Fundraiser Grovesteader Treant Huge plant, chaotic good Armor Class 16 (Natural Armor) Hit Points 149 (13d12 + 65) Speed 30 ft. STR DEX CON INT WIS CHA 23 (+6) 8 (-1) 21 (+5) 12 (+1) 16 (+3) 12 (+1) Damage Resistances Attacks made without advantage, Bludgeoning, Piercing Senses Passive Perception 13 Languages Common, Druidic, Elvish, Sylvan Challenge 9 (5,000 XP) False Appearance. While the treant remains motionless, it is indistinguishable from a normal tree. Huge Stature. A creature adjacent to the treant may spend half of its movement to attempt a DC 18 Strength (Athletics) check. On a success, the creature climbs onto the treant. While climbing on the treant, a creature has advantage on melee attacks against the treant, and the treant has disadvantage on melee attacks against it. Wooden Body. If the treant takes fire damage, it catches fire. Until someone takes an action to douse the fire, the treant and all creatures climbing on it take 5 (1d10) fire damage at the start of each of the treant's turns, and all attacks against the treant are made at advantage. While on fire, the treant's melee attacks deal an additional 5 (1d10) fire damage. Actions Multiattack. The treant makes two attacks with its sweeping grasp, one of which it may replace with a use of its grasping roots, if available. Sweeping Grasp. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage and the target is grappled (escape DC 18). Each other creature within 5 feet of the target must succeed on a DC 18 Dexterity saving throw or take half the attack's damage and be pushed 5 ft. away. Hurl Stone (Requires a stone or other large object). Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning and the target is knocked prone. Hurl Creature (Requires a grappled creature). Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage. On a hit or miss, the thrown creature takes the attack's damage. Grasping Roots (Recharge 5-6). Each creature within 15 feet of the treant must succeed on a DC 18 Strength saving throw or take 20 (3d12) bludgeoning damage and be knocked prone and restrained until the end of the treant's next turn (escape DC 18). A creature that was already prone makes this save at disadvantage. Reactions Forest Allies. As a reaction to a creature that is within 10 feet of a mundane tree hitting the treant with a ranged attack, the treant may cause the tree to make an earthshaking slam attack against the attacker, using the treant's statistics.


Created By: Conflux Creatures Link Last of the Sacred Download the Full Version Conservation Fundraiser Link 51 Sixty-Spears Ceronyr, Beast of the Heorot Huge beast, unaligned Armor Class 16 (Natural Armor) Hit Points 126 (12d12 + 48) Speed 60 ft. STR DEX CON INT WIS CHA 20 (+5) 16 (+3) 19 (+4) 16 (+3) 14 (+2) 19 (+4) Saving Throws STR +10, DEX +8, WIS +7 Skills Athletics +10, Perception +7 Damage Resistances Bludgeoning, Piercing, and Slashing from Attacks with weapons that aren't Named Damage Immunities Damage from falling Condition Immunities Charmed, Frightened Senses Darkvision 30 ft., Passive Perception 15 Languages -- Challenge 14 (11,500 XP) Feather Step. Ceronyr's high jump is up to 15 ft., or up to 30 ft. with a running start. He may treat any surface, including leaves or falling snow, as solid ground. Path of the Forest-Crowned (Mythic Trait, 1/Day). When Ceronyr is reduced to 0 hit points, he doesn't die or fall unconscious. Instead, he gains 126 temporary hit points and all of his wounds appear to heal. For the next hour, he can use 5 feet of movement to step magically into one living tree within 5 ft. and emerge from a point at the same height on a second living tree within 60 feet of the first tree. Legendary Resistances (3/Day). If Ceronyr fails a saving throw, he can choose to succeed instead. Actions Multiattack. Ceronyr makes three melee attacks, one of which it may replace with a use of its Golden Wind. Bone-Crown Rush. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (5d6 + 5) piercing damage and the target must succeed on a DC 18 Strength saving throw or be knocked prone. On a hit or miss, the target is pushed 10 ft. away. Rearing Kick. Melee Weapon Attack: +10 to hit, reach 5 ft., one prone creature. Hit: 18 (3d8 + 5) slashing damage. A prone target takes an additional 9 (2d8) bludgeoning damage. Golden Wind (Concentration). One creature within 15 ft. of a patch of wildflowers created by Ceronyr's Wildflower Tread is enveloped by swirling winds, dense with pollen, that heavily obscure the area beyond them. The creature may spend half its movement to make a DC 18 Strength saving throw. On a success, the creature escapes, coated in pollen. On a failure, the creature falls prone. Falling Slam (Recharge 5-6). Ceronyr leaps up to 30 ft. in the air, then falls to the ground. Each creature in the space where he lands must succeed on a DC 18 Dexterity saving throw or be knocked prone and take 7 (2d6) bludgeoning damage for each 10 ft. that Ceronyr fell, or take half as much and be pushed into the nearest unoccupied space on a success. Reactions Elusive Sidle. As a reaction to a creature ending its movement within 5 ft. of Ceronyr, he moves up to half his speed in any direction other than directly away from the creature without provoking attacks of opportunity. Burgeoning. As a reaction when a creature covered in pollen from its Golden Wind falls prone, Ceronyrm magically causes tiny roots to sprout from its flesh and anchor it to the ground, restraining it (escape DC 18). Punishing Charge. As a reaction to a creature picking up an object dropped due to Ceronyr's hard stare, Ceronyr moves up to half his speed toward the creature and makes a melee attack against it. Legendary Actions Ceronyr can take 3 legendary actions, choosing from the options below. Wildflower Tread. The ground beneath Ceronyr's feet blooms with magical wildflowers that last for an hour before withering. A creature that starts its turn standing in the flowers gains 11 (2d10) temporary hit points. Hard Stare. One creature within 30 ft. that Ceronyr can see must succeed on a DC 17 Wisdom saving throw or drop one item it is holding. Unearthly Scream (Costs 2 Actions). Ceronyr releases a haunting sound. Each creature within 30 ft. must succeed on a DC 17 Wisdom saving throw or be unable to take hostile action on its following turn.


Pixie Flourisher Monster By: Joe A. Guzman Art By: Midjourney Last of the Sacred Download the Full Version Conservation Fundraiser Link 55 Pixie Flourisher Tiny fey, neutral good Armor Class 15 Hit Points 1 (1d4 - 1) Speed 10 ft., fly 30 ft. STR DEX CON INT WIS CHA 2 (-4) 20 (+5) 8 (-1) 10 (+0) 14 (+2) 18 (+4) Skills Nature +4, Perception +4, Stealth +7 Senses Passive Perception 14 Languages Sylvan Challenge 1/2 (50 XP) Speak with Plants. The pixie can communicate with plants as if they shared a language. Innate Spellcasting. The pixie's innate Spellcasting ability is Charisma (spell save DC 12). The pixie can innately cast the following Spells, requiring only its pixie dust as a component: At will: druidcraft 1/day each: confusion, dancing lights, detect evil and good, detect thoughts, dispel magic, entangle, fly, phantasmal force, polymorph, sleep. 3/day each: goodberry, plant growth Magic Resistance. The pixie has advantage on saving throws against spells and other magical effects. Actions Conifer Needle. Melee Weapon Attack: -2 to hit, reach 5 ft., one target. Hit: 1 piercing damage. Branch Thrash. One creature the pixie can see within 10 ft. of a mundane tree must succeed on a DC 12 Dexterity saving throw or take 1d8 bludgeoning damage. Superior Invisibility. The pixie magically turns invisible until its concentration ends (as if concentration on a spell). Any equipment the pixie wears or carries is invisible with it. Vine Wall (1/Day). The pixie creates a wall of tough, grasping, tangled vines. The wall appears within 30 ft. on a solid surface and lasts for the duration. The wall is 15 feet long, 5 feet high, and 3 feet thick. The wall blocks line of sight. When the wall appears, a creature within its area must make a DC 12 Dexterity saving throw. On a failed save, the creature becomes restrained. A creature can move through the wall, albeit slowly. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on its turn or ends its turn there, the creature must make a DC 12 Dexterity saving throw. It becomes restrained on a failed save. The pixie can use a bonus action to have a restrained creature crushed by a vine, dealing 2 (1d4) bludgeoning damage.


Dryad Briar Witch Created By: Conflux Creatures Link Art By: Midjourney Last of the Sacred Download the Full Version Conservation Fundraiser Link 59 Dryad Briar Witch Medium fey (nymph), neutral Armor Class 18 (Barkskin, Shield) Hit Points 123 (19d8 + 38) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 12 (+1) 15 (+2) 14 (+2) 15 (+2) 18 (+4) Skills Perception +5, Stealth +7 Senses Darkvision 60 ft., Passive Perception 15 Languages Elvish, Sylvan Challenge 6 (2,300 XP) Nymph Magic Resistance. The dryad has advantage on saving throws against spells and other magical effects. On solstices and equinoxes, the dryad can't be affected by spells of 2nd level or below. Speak with Beasts and Plants. The dryad can communicate with beasts and plants as if they shared a language. Tree Stride. Once on her turn, the dryad can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger. Fervent Protectors. While a creature that is charmed by the dryad is within 5 feet of it, attacks against the dryad have disadvantage. Actions Multiattack. The dryad makes two attacks with its club, and uses either its soporific fragrance or its entreat ability. Thornweft Curtain Shield. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning plus 7 (2d6) piercing damage and the target is pushed 5 ft. away. Soporific Fragrance. One humanoid creature within 30 feet must succeed on a DC 15 Wisdom saving throw or be magically charmed. While charmed, the creature moves towards the dryad by the most direct path. Each time the target takes damage, it may repeat the saving throw, ending the effect on itself on a success. Entreat. One creature charmed by the dryad moves up to its speed and makes an attack against a target of the dryad's its choice. Briar Cage (Recharge 5-6). The dryad grows a dense tangle of thorny vines from the earth in a 15 ft. radius centered on a point with 60 ft. Each creature in the area must succeed on a DC 15 Dexterity saving throw or be restrained. A creature restrained by the vines may repeat this saving throw by spending 10 ft. of movement and taking 9 (2d8) slashing damage, escaping to an adjacent space on a success. Reactions Thorny Retort. As a reaction to being hit with a melee attack, the dryad may cause the attacker's weapon to sprout thorns, dealing 4 (1d8) piercing damage to the attacker. The attacker must then succeed on a DC 15 Constitution saving throw or drop its weapon. If the attacker picks up its weapon this turn, the dryad may immediately make a club attack against it.


Fellsaw Axe-Mad Created By: Conflux Creatures Link Art By: Midjourney Last of the Sacred Download the Full Version Conservation Fundraiser Link 61 Fellsaw Axe-Mad Medium humanoid (orc), chaotic neutral Armor Class 11 Hit Points 13 (2d8 + 4) Speed 30ft., climb 20 ft. STR DEX CON INT WIS CHA 15 (+2) 12 (+1) 15 (+2) 7 (-2) 11 (+0) 10 (+0) Skills Athletics +4 Senses Darkvision 60 Ft., passive Perception 10 Languages Common, Orc Challenge 1/2 (100 XP) Minion. If the creature takes damage from an attack or as the result of a failed saving throw, its hit points are reduced to 0. If the creature takes damage from another effect, it dies if the damage equals or exceeds its hit point maximum, otherwise, it takes no damage. Axe-Mad. As a Bonus Action, the axe-mad can move up to its speed toward a plant or plant creature that it can see. Bark-Breaker. If the axe mad moves at least 20 feet straight toward a target and then hits it with a logging axe attack on the same turn, the attack ignores the target's damage resistances. Actions Logging Axe (Group Attack). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 slashing damage. This attack deals an additional 1 slashing damage to a prone target. Reactions Savage Demise. When the axe-mad drops to 0 hit points, it may use its reaction to make a single attack before falling unconscious.


Fellsaw Blightcaster Created By: Conflux Creatures Link Art By: Midjourney Last of the Sacred Download the Full Version Conservation Fundraiser Link 63 Fellsaw Blightcaster Small humanoid (gnome), neutral Armor Class 14 (Studded Leather) Hit Points 117 (18d6 + 54) Speed 20 ft. STR DEX CON INT WIS CHA 17 (+3) 14 (+2) 16 (+3) 16 (+3) 10 (+0) 9 (-1) Skills Investigation +6, Nature +6, Survival +3 Senses Darkvision 120 ft., Passive Perception 10 Languages Gnomish, Terran, Undercommon Challenge 6 (2,300 XP) Respirator. The blightcaster is immune to damage from inhaled toxins while it wears its respirator. If the blightcaster suffers a critical hit, its respirator breaks. Gnome Cunning. The blightcaster has advantage on Intelligence, Wisdom, and Charisma saving throws against magic. Actions Sprayer Bash. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage and the target is pushed 5 ft. away. Blight Torrent (Recharge 5-6). The blightcaster spews a toxic, defoliating fog from its hand sprayer in a 30 ft. cone that heavily obscures its area and lasts until the end of the blightcaster's next turn. Nonmagical plants in the area wither and die. A creature that starts its turn in the area or enters it for the first time on a turn must succeed on a DC 14 Constitution saving throw or take 27 (6d8) necrotic damage, or half as much on a success. A plant creature makes this saving throw with disadvantage, and takes maximum damage on a failed save. Pump. The blightcaster rolls to recharge its Blight Torrent.


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Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment, or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes, and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-‐‑free, non-‐‑ exclusive license with the exact terms of this License to Use, the Open Game Content. 5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying, or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. Last of the Sacred Legal Information Conservation Fundraiser Link 67


7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-‐‑adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title, and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson. Last of the Sacred Legal Information Conservation Fundraiser Link 68


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