Update to Beta-0.24.0.

This commit is contained in:
2026-10-05 00:49:43 -04:00
parent 98ffd1c4bc
commit 2fd6f77b1d
186 changed files with 16383 additions and 2662 deletions
+9 -1
View File
@@ -1,8 +1,16 @@
# EditorConfig is awesome: https://editorconfig.org
root = true
[*]
charset = utf-8
end_of_line = lf
indent_size = 4
indent_style = space
indent_style = tab
insert_final_newline = true
trim_trailing_whitespace = true
[*.md]
end_of_line = lf
indent_size = 4
indent_style = tab
-29
View File
@@ -1,29 +0,0 @@
module.exports = {
"env": {
"browser": true,
"es2021": true
},
"extends": [
"eslint:recommended",
"prettier" // Make sure this is the last
],
"overrides": [
{
"env": {
"node": true
},
"files": [
".eslintrc.{js,cjs}"
],
"parserOptions": {
"sourceType": "script"
}
}
],
"parserOptions": {
"ecmaVersion": "latest",
"sourceType": "module"
},
"rules": {
}
}
Generated Executable
+8611
View File
File diff suppressed because one or more lines are too long
+2126
View File
File diff suppressed because it is too large Load Diff
-63
View File
@@ -1,63 +0,0 @@
{
"cSpell.words": [
"aeryon",
"Barbarosa",
"Belz",
"Blacktyde",
"Bumo",
"Burowao",
"Celzik",
"chainmail",
"Daas",
"Elendean",
"Esun",
"Fendo",
"Freki",
"ghroudrru",
"Infravision",
"iughrioth",
"Jaxxa",
"Kho'pru",
"Koma",
"lajatang",
"Lor'nath",
"Lufa",
"Mantru",
"Mararo",
"Melfora",
"Nyssa",
"Oorg",
"Panitube",
"pearlescent",
"Pordo",
"Porma",
"psionic",
"Rhirkas",
"Rowr",
"Saedo",
"Sorris",
"spellbook",
"spellbooks",
"spellcaster",
"spellcasters",
"spellcasting",
"Tanaroa",
"Thoryio",
"Toric",
"Trado",
"Trama",
"Treuplea",
"Tudo",
"Umlatta",
"Umlatta's",
"uncharmed",
"undeciphered",
"werelion",
"werelions",
"werespider",
"werespiders",
"wurms",
"Zhoszer"
],
"files.eol": "\n"
}
Binary file not shown.
+12 -7
View File
@@ -1,19 +1,24 @@
{
"name": "planar-vagabond",
"version": "0.22.0",
"version": "0.24.0",
"description": "",
"main": "index.js",
"scripts": {
"build": "npx weevr build",
"build:prod": "cross-env NODE_ENV=production npx weevr build",
"serve": "npx weevr serve",
"start": "npx weevr watch",
"watch": "npx weevr watch"
"build": "yarn weevr build",
"build:prod": "cross-env NODE_ENV=production yarn weevr build",
"serve": "yarn weevr serve",
"start": "yarn weevr watch",
"watch": "yarn weevr watch"
},
"keywords": [],
"author": "Eric Woodward (https://www.itsericwoodward.com)",
"license": "MIT",
"engines": {
"npm": ">=10",
"node": ">=22"
},
"devDependencies": {
"web-weevr": "git+ssh://git@git.itsericwoodward.com:eric/web-weevr.git"
}
},
"packageManager": "yarn@4.12.0"
}
@@ -1,7 +1,11 @@
1. **Berserker**: After striking a killing blow while in melee with multiple foes, may immediately make a free attack against another foe at –2.
2. **Dual-Wielder**: Gains [Dual Wielding](/rules/combat.html#dual-wielding). If DEX > 13 and wielding both a one-handed weapon and a Light weapon (in off hand), may make an attack with each weapon.
1. **Berserker**: After striking a killing blow while in melee with multiple foes, may immediately make a free attack against another foe at –2 (cumulative).
2. **Dual-Wielder**: Gains [Dual Wielding](/rules/combat.html#dual-wielding). If DEX > 13 and wielding both a one-handed weapon and a Light weapon (in off hand), may make an attack with each weapon (-2 to second attack).
3. **Environmental Expert**: Can either ignore any special restrictions on combat while in a specific environment (ex: underwater) or gains +1 to attack and damage rolls while in combat in that environment (ex: aerial, astral). The environment type (and resulting effect) must be determined when this expertise is selected.
4. **Hunter**: +1 to attack and damage rolls when in combat with foes of a specific type (ex: undead, clerics, dragons, giants). The type of foe must be chosen when this expertise is selected.
5. **Leader**: Mercenaries or retainers under command and within 60' gain a +1 bonus to morale and loyalty checks. All allies within 60' get +1 bonus to saves against fear effects.
6. **Specialist**: Expertise with a specific type of weapon (ex: whips, one-handed swords, crossbows, etc.) grants +1 to attack and damage rolls when using one. The type of weapon must be chosen when this expertise is selected.
7. **Tank**: While in melee with an adjacent foe, if that foe tries to attack anyone else, that attack gets –2.
<!--
8. **Mounted**: +1 to attack rolls when mounted
-->
@@ -1,13 +1,16 @@
- **Ammunition**: Requires ammunition of the indicated type.
- **Bashing**: Can be wielded in melee combat for the indicated damage, but if the attack fumbles, the weapon breaks and can't be used again at all until fixed.
- **Blunt**: No cutting edge, may be wielded by a cleric.
- **Charge**: While mounted, damage may be doubled by moving at least 60' before attacking.
- **Entangle**: On successful hit, target must **Save** or become [Entangled](/rules/adventuring.html#entangled).
- **Entangling**: On successful hit, target must **Save** or become [Entangled](/rules/adventuring.html#entangled).
- **Light**: May be used in offhand when [dual-wielding](#dual-wielding).
- <strong id="weapon-property-loud">Loud</strong>: The first use of a [missile attack](/rules/combat.html#missile-attacks) triggers a [complication check](/rules/adventuring.html#complication-check) and causes untrained animals (and some smaller humanoids of 2HD or less) to make a morale check or flee.
- **One-shot**: Missile attack may only be used once per combat for the damage listed.
<!-- - **One-shot**: Missile attack may only be used once per combat for the damage listed. -->
- **Point Blank**: May be used in melee combat with +1 attack.
- **Reach**: Grants extra 5' reach for determining melee range.
- **Reload**: After being used the indicated number of times, it takes one full round to reload.
- **Slow**: Always attacks last in a round.
- **Splashing**: On successful hit, container breaks, dousing target with liquid which deals indicated damage for up to 2 rounds.
- **Spread**: May be used to make a single attack at -2 which targets up to two creatures within 5' of each other, dealing half damage (round up) to each.
- **Stealth**: May only be used to attack unaware humanoid creature from behind (4+1 HD max).
- **Thrown**: May be used as ranged weapon (short, medium, and long range indicated).
@@ -0,0 +1,4 @@
### Hand Axe Properties
- **Light**: May be used in offhand when [dual-wielding](/rules/combat.html#dual-wielding).
- **Thrown**: May be thrown and used as a ranged weapon (10' / 20' / 30').
@@ -1,4 +1,4 @@
### Whip Properties
- **Entangle**: On successful hit, target must **Save** or become [Entangled](/rules/adventuring.html#entangled).
- **Entangling**: On successful hit, target must **Save** or become [Entangled](/rules/adventuring.html#entangled).
- **Reach**: Grants extra 5' reach for determining melee range.
Binary file not shown.

After

Width:  |  Height:  |  Size: 147 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 24 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 114 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 142 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 7.4 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 54 KiB

After

Width:  |  Height:  |  Size: 120 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 100 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 91 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 32 KiB

After

Width:  |  Height:  |  Size: 76 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 141 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 135 KiB

+8
View File
@@ -345,6 +345,10 @@ table th {
background: rgba(37, 40, 55, 0.6);
}
.centered td {
text-align: center;
}
.clearBoth {
clear: both;
}
@@ -502,6 +506,10 @@ a.hiddenLink:hover {
backdrop-filter: blur(1rem);
}
.levelTable td {
text-align: center;
}
.licenseLink {
border-color: transparent;
padding: 0.25rem 0 0 0.25rem;
+10 -1
View File
@@ -118,7 +118,16 @@
</details>
</li>
<li><a href="/about.html" aria-haspopup="true">About</a></li>
<li class="hasSubMenu">
<details open>
<summary>
<a href="/about.html" aria-haspopup="true">About</a>
</summary>
<ul class="dropdown" aria-label="submenu">
<li><a href="/updates.html">Latest Updates</a></li>
</ul>
</details>
</li>
<li><a href="/licenses/">Licenses</a></li>
</ul>
+1 -1
View File
@@ -36,7 +36,7 @@ var title = (page.title ?? '').replace('HOSR ', '');
<div class="rulesMenu">
<div class="rulesVersion">
Version Beta-0.22.0 / 2025-10-19
Version Beta-0.24.0 / 2026-10-05
<!--
<%=site.version ?? '0.0.0' %>
<%=site.lastUpdated ?? '0.0.0' %>
+1 -1
View File
@@ -43,7 +43,7 @@ Pieces of other planes (usually floating) in the astral plane. The shape is typi
- **Earth**: Fragments from [the elemental plane of earth](</planes/elemental/index.html#terru-%2F-the-rock-(earth)>) are usually irregularly-shaped chunks of rock and dirt.
- Large fragments of earth are called **islands**, and often used to support a stronghold or outpost in the astral void.
- **Fire**: Fragments from [the elemental plane of fire](</planes/elemental/index.html#pyrea-%2F-the-pyre-(fire)>) are usually globes of elemental fire (used in Dwarven fire engines and some Drahki weapons).
- **Water**: Fragments from [the elemental plane of water](</planes/elemental/index.html#aquos-%2F-the-deep-(water)>) are usually globes of water.
- **Water**: Fragments from [the elemental plane of water](</planes/elemental/index.html#oquos-%2F-the-deep-(water)>) are usually globes of water.
- **Chaos**: Fragments from [the elemental plane of chaos](</planes/elemental/index.html#dema-%2F-the-abyss-(chaos)>) are usually jet black globes, and tend to function as spheres of annihilation.
- **Law**: Fragments from [the elemental plane of law](</planes/elemental/index.html#ange-%2F-the-firmament-(law)>) are usually globes of crackling, radiant energy.
- It's believed that these arise spontaneously when a fragment from the plane of chaos appears, and are equal in size to the chaos ones.
@@ -8,11 +8,16 @@ short_code: afa
status: hidden
---
_Major Faction_
<div class="imgWrapper hideInZine">
- Conglomerate of harbormasters, ship captains, and mining companies who practically control the trade between nearly 100 ports on the [astral plane](../).
- Ports include portals to dozens of material planes, multiple to each elemental plane, and even a handful to various transcendental planes.
- This area is called the **Astral Trade Zone (ATZ)**.
![Logo of the Astral Trade Union](/images/logos/atu-logo.png 'Astral Trade Union')
</div>
A conglomerate of harbormasters, ship captains, and mining companies who practically control the trade between nearly 100 ports on the [astral plane](../).
- Ports include portals to dozens of material planes, multiple to each elemental plane, and even a handful to various transcendental planes.
- This area is called the **Astral Trade Zone (ATZ)**.
- Maintain excellent maps of all of the astral currents that run between affiliated ports which only their licensed navigators can use.
- All ships doing business with the union are required to have at least one licensed navigator onboard.
- Founded 5000 years ago by the Purple Masters of Prasha, a group of astral traders from different planes.
+12 -3
View File
@@ -8,7 +8,16 @@ short_code: afc
status: hidden
---
- More properly known as **The Grand Consortium of Arcanists, Enchanters, Sorcerers, Summoners, Thaumaturgists, Warlocks, Wizards, and Others Practiced in Arts Elrditch and Magickal**.
- The "guild of guilds" for most arcane spellcasters (although [Bloodmages](/classes/bloodmage.html) are strictly disallowed).
<div class="imgWrapper">
![Logo of the Grand Consortium](/images/logos/consortium-star.png 'The Grand Consortium')
</div>
The "guild of guilds" for most arcane spellcasters.
- Proper name: **The Grand Consortium of Arcanists, Enchanters, Sorcerers, Summoners, Thaumaturgists, Warlocks, Wizards, and Others Practiced in Arts Eldritch and Magickal**.
- [Bloodmages](/classes/bloodmage.html) are strictly disallowed, expressly forbidden by the organization's bylaws.
- Trade in omnium pieces, a secret coinage made from a magic-infused, quasi-metal substance that can be used to make magic items.
- Typically work with the [Astral Trade Union](./astral-trade-union.html), although many of the guilds within are known to work with other factions to further their own agendas.
- Typically work with the [Astral Trade Union](./astral-trade-union.html), although many of the guilds within are known to work with other factions to further their own agendas (including some that are hostile to the ATU).
- Some arcanists that have never previously traveled to the astral plane may arrive to find that they are already members, either via affiliation with a member guild or even via familial relations (if they come from a "wizarding" line).
+1 -1
View File
@@ -45,7 +45,7 @@ short_code: af1
#### The Consortium
- More properly known as **The Grand Consortium of Arcanists, Enchanters, Sorcerers, Summoners, Thaumaturgists, Warlocks, Wizards, and Others Practiced in Arts Elrditch and Magickal**.
- More properly known as **The Grand Consortium of Arcanists, Enchanters, Sorcerers, Summoners, Thaumaturgists, Warlocks, Wizards, and Others Practiced in Arts Eldritch and Magickal**.
- The "guild of guilds" for most arcane spellcasters (although [Bloodmages](/classes/bloodmage.html) are strictly disallowed).
- Trade in omnium pieces, a secret coinage made from a magic-infused, quasi-metal substance that can be used to make magic items.
- Typically work with the [Astral Trade Union](#astral-trade-union), although many of the guilds within are known to work with other factions to further their own agendas.
@@ -0,0 +1,13 @@
---
title: Interfaith Council of Law
description:
date_pub: 2025-11-22T21:34:37-05:00
section: astral
content_type: feature
short_code: a1c1
status: hidden
---
A loose affiliation of priests, clerics, and other clergy devoted to one or more (different) deities of law, but who work together.
- Affiliated members will often have altars and other similar blessed objects with the names and/or symbols of multiple deities of law.
+154 -201
View File
@@ -17,13 +17,13 @@ A relatively small port on the outer rim of the Astral Trade Zone, Xynohpus Cove
- Founded almost [100 years ago](./timeline.html) by the wizard Xynohpus.
- Controlled by the Portown government.
- Portown city guards have a special detail assigned here, in the guard house (complete with a holding cell).
- Generally aligned with Trade Union and
- Generally aligned with the interests of the Astral Trade Union, the Grand Consortium, and Portown itself.
### NPCs
- **Lord Stengar Muziv**
- Human noble harbormaster (Level 0)
- Human noble (Level 0)
- Harbormaster of Xynohpus Cove
- Tradelord in the Astral Trade Union
- Dresses in fine purple silks
@@ -35,16 +35,18 @@ A relatively small port on the outer rim of the Astral Trade Zone, Xynohpus Cove
- Gnomish male
- Assistant to Lord Stengar Muziv
- Fussy gnome dressed all in yellow
- Dismissive of those he considers "below" him.
- Always appears to be in over his head
- **Zohar, Keeper of the Obelisk**
- Half-elven male cleric of Phoris.
- Typically dressed all in black with white collar and a black pin with the symbol of Phoris.
- Chatty and personable, he tries to be helpful when he can.
- **Amaryllis (Amary), the Alchemist**
- Owns and ran Amary's Emporium
- Owns and runs Amary's Emporium
- Polite and pretty (but bored) human female
- Smarter than she appears.
- Wears long, dark-colored dresses.
@@ -53,8 +55,8 @@ A relatively small port on the outer rim of the Astral Trade Zone, Xynohpus Cove
- **Rocky**
- Fenwick's liviing statue / bodyguard
- Idyllic human male shape
- Fenwick's living statue bodyguard
- Idyllic human male shape in a loincloth
- Made of magical marble
- Apparently mute
@@ -62,33 +64,38 @@ A relatively small port on the outer rim of the Astral Trade Zone, Xynohpus Cove
- Dwarven blacksmith
- Thin and kinda shifty, with short copper hair and green eyes.
- Had a pet spider named Therva that occasionally hangs out on his shoulder.
- Has a pet spider named Therva that occasionally hangs out on his shoulder.
<!--
- **Zoviar of the Black Tower**
- Spindly human male wizard with a thin mustache.
- Dresses in black silken robes.
- Snide, insinuating, and all-around unpleasant to deal with.
#### Former NPCs
-->
### Locations
### 1 - Unkhlar's Ironworks
- A fairly-modest blacksmith's workshop, small, dingy, with several globes of flame stacked in the corner.
- Run by Unkhlar Thildison, a thin dwarven male with short copper hair and green eyes.
<div class="inset-right">
#### Unkhlar's Stock
- 2x Dwarven Unitools (10 gp)
- 2x Regular Light Globes (10 gp)
- 2x Improved Light Globes (20 gp)
- 1x suit of plate armor (40 gp)
- 1x suit of chainmail (50 gp)
- 2x shields (10 gp)
- 2x longswords (10 gp)
</div>
- A fairly-modest blacksmith's workshop: small and dingy, with several globes of elemental flame stacked in the corner, and a large fan mounted on the wall.
- Run by Unkhlar Thildison.
- When he's smithing, a cloud of dust will hang in the air until he turns the hand crank on the fan (which blows the dust out and away from the shop).
- Sells custom-made light globes and dwarven unitools, along with weapons and armor.
**Stock**
- 2x Dwarven Unitools ()
- 2x Regular Light Globes ()
- 2x Improved Light Globes ()
- 1x suit of plate armor ()
- 1x suit of chainmail ()
- 2x shields ()
- 2x longswords ()
### 2 - The Armory
- Strong, 2-story, half-timbered building, that serves as the headquarters of the town guard when stationed at the cove.
@@ -101,169 +108,156 @@ A relatively small port on the outer rim of the Astral Trade Zone, Xynohpus Cove
- People standing and sitting at perpendicular gravities to each other.
- Tables and chairs clustered in the center of each wall (and the ceiling), with people freely standing about.
- Everyone's drinks are served in small globes with straw-like protrusions.
- Bartender is an apparently exasperated (and sweaty) large human male.
- Most 2nd shifts, a waitress () is also workingan athletic felinar female
- Bartender is an automaton named Tek with a sculpted, unmoving metal face, and a dim blue glow emanating from within his metallic frame.
#### Menu
<div class="inset">
<h3 style="text-align: center">
Sapphire Shark Menu
</h3>
<div class="columns-2">
Drinks
**Refreshment**
- Natural Spring Water - 2 sp
- Coffee - 1 sp
- Dragonberry juice - 3 sp
- Bloo Milk - 1 sp
- Natural Spring Water (2 sp)
- Coffee (1 sp)est
- Onyx-leaf Tea (1 sp)
- Dragonberry Juice (3 sp)
- Bloo Milk (1 sp)
- Fizzy Pop (2 sp)
Wine
**Wine**
- Bloodwine - 3 sp
- Evermead - 2 sp
- Fire Wine - 5 sp
- Glowfie - 4 sp
- Topaz - 3 sp
- Westgate Ruby - 2 sp
- Wizard's Choice - 5 sp
- Bloodwine (3 sp)
- Evermead (2 sp)
- Fire Wine (5 sp)
- Glowfie (4 sp)
- Topaz (3 sp)
- Westgate Ruby (2 sp)
- Wizard's Choice (5 sp)
Liquor
**Liquor**
- Cherry Fire - 1 sp
- Death Wish - 3 sp
- Elverquis - 2 sp
- Seawin - 1 sp
- Whiskey - 2 sp
- Cherry Fire (1 sp)
- Death Wish (3 sp)
- Elverquis (2 sp)
- Seawin (1 sp)
- Whiskey (2 sp)
Ale
**Ale**
- Bleak Stout - 1 sp
- Dragon's Breath - 3 sp
- Golden Sands Ale - 2 sp
- Halfling's Best - 3 sp
- Purple Noble - 2 sp
- Shadowdark Ale - 4 sp
- Bleak Stout (1 sp)
- Dragon's Breath (3 sp)
- Golden Sands Ale (2 sp)
- Halfling's Best (3 sp)
- Purple Noble (2 sp)
- Shadowdark Ale (4 sp)
Food
**Food**
- Bloodhawk Breast from Krynn - 1 gp
- Sea Serpent Sushi Roll - 3 gp
- Mimic Tongue in Sauce - 2 gp
- Owlbear Steak & Eggs - 4 gp
- Tarrasque Ribeye - 5 gp
- Filleted Kraken (1 gp)
- Mimic Tongue in Sauce (2 gp)
- Owlbear Steak & Eggs (3 gp)
- Sea Serpent Sushi Roll (4 gp)
- Tarrasque Ribeye (5 gp)
</div></div>
### 4 - Warehouse
- 2 storey, multiple (locked) entrances on the bottom floor (and a large locked trap door on the top)
- 2 storey, multiple (locked) entrances on the bottom floor
- Has a large (locked) trap door (similar sized to a cargo hold door) in the center of its roof
### 5 - Amary's Emporium
- Run by Amaryllis the Alchemist
- Appears to be bigger on the inside.
- Lots of books, hints of "other services".
- She buys live animals and rare creature bits.
- Potions / Supplies
- healing - 100 gp
- 1gp for mystery potion
- 10gp for orbs of light
- Also carries "Sorcerer: The Summoning"
- Run by Amaryllis the Alchemist.
- Bigger on the inside.
- Multi-storey, with an enormous library encircling the upper floors.
- 50' feet deep
- Teleportation circle on upper floor
- Counter runs along wall with a room apparently behind it.
- Huge assortment of books, scrolls, potions, and other magical paraphernalia.
- If asked, will indicate they support "other services" as well, especially for members of the Grand Consortium (or one of their offshoots).
- She will buy live animals, rare creature bits, scrolls, and new potion recipes (or new potions to learn recipe)
- Consortium Members-Only Services
- Paid for in op (omnium pieces)
- Consortium Teleportation Network (CTN)
- cost: 1 op to teleport up to 5 people to any other circle
- Sorcerer Messenger Service (SMS)
- cost: 1 op to send a private message and get a reply to anywhere in the ATZ, more if outside or special handling required.
#### Emporium Stock
<div class="inset">
<h4 style="text-align: center">
Emporium Stock
</h4>
<div class="columns-2">
**Equipment**
- Acid [vial] (1 gp)
- Antitoxin (1 gp)
- Bottle or Vial [glass] (1 gp)
- Flask or Tankard (5 sp)
- Globe of Elemental Fire (200 gp)
- Globe of Elemental Water (200 gp)
- Ink [1 ounce bottle] (1 gp)
- Ink, Gold [1 spell level] & Quill (100 gp)
- Jug or Pitcher (5 sp)
- Light Orb (10 gp)
- Oil [flask] (2 gp)
- Paper / Parchment [2 sheets] (1 gp)
**Live Animals**
- Spider [large] (5 gp)
- Bat (10 gp)
- Newt (2 gp)
**Other**
- DwarfHammer 400 Box (500 gp)
- Everclean Clothes (500 gp)
- Sorcery: The Summoning Deck (500 gp)
- Sorcery: The Summoning Pack (100 gp)
**Potions**
- Clairvoyance (250 gp)
- Diminution (100 gp)
- Divination (500 gp)
- ESP (100 gp)
- Gaseous Form (150 gp)
- Growth (100 gp)
- Healing (125 gp)
- Healing, Greater (200 gp)
- Healing, Supreme (350 gp)
- Invisibility (300 gp)
- Invulnerability (300 gp)
- Poison (100 gp)
- Polymorph Self (300 gp)
- Raise Dead (2500 gp)
- Remove Curse (200 gp)
**Scrolls**
- Continual Light (150 gp)
- Haste (500 gp)
- Light (50 gp)
- Massmorph (1200 gp)
- 2x Polymorph others (1000 gp)
</div></div>
<!--
Random Potions
- https://litrpgreads.com/blog/100-fun-dnd-random-potion-effects-to-surprise-your-players
- https://www.dndspeak.com/2017/12/24/100-random-potion-effects/
Random Trinkets
- https://www.thievesguild.cc/tables/trinkets
- An assortment of Sorcerer: The Summoning decks and packs
- 15-card packs are 100 gp each (5 for 1 op), 1-in-5 comes with a random scroll
- 60-card decks 500 gp (1 op) each, and each comes with a random scroll
- An assortment of DwarfHammer 4000 miniature packs
- 250 gp each (2 for 1 op), 1 in 10 has a figurine of wondrous power
- Multiple outfits on hangers - 500 gp (each)
- They never get dirty and magically mends any rips or tears.
-->
Potions
- Clairvoyance - 250 gp
- Control Giant - 350 gp
- Delusion - 250 gp
- Diminution - 100 gp
- Divination - 500 gp
- ESP - 100 gp
- Flying - 200 gp
- Gaseous Form - 150 gp
- Growth - 100 gp
- Healing (1d6+1) - 50 gp
- Healing, Greater (2d6+2) - 125 gp
- Healing, Supreme (3d8+3) - 300 gp
- Invisibility - 300 gp
- Invulnerability - 300 gp
- Levitation - 150 gp
- Poison - 100 gp
- Polymorph Self - 300 gp
- Raise Dead - 2500 gp
- Remove Curse - 200 gp
- Speak with Dead - 200 gp
- Random Potion - 2 gp
Equipment
- Acid (vial) - 1 gp
- Alchemist's Fire (flask) - 5 gp
- Antitoxin - 1 gp
- Bottle (glass) - 2 gp
- Flask or Tankard - 5 sp
- Elemental Fire Globe - 200 gp
- Elemental Water Globe - 200 gp
- Ink (1 ounce bottle) - 1 gp
- Ink, Gold (1 spell level) - 100 gp
- Jug or Pitcher - 5 sp
- Light Orb - 10 gp
- Oil (flask) - 2 gp
- Paper / parchment (2 sheets) - 1 gp
- Vial - 1 gp
Scrolls
- [Continual Light](/spells/continual-light.html) - 150 gp
- Haste - 500 gp
- Massmorph - 1200 gp
- Polymorph others - 1000 gp (x2)
- Detect Magic (A) - 25 gp
- Light (A) - 50 gp
Live Animals
- spider - 10gp
- bat - 20gp
- newt - 5gp
Random Potions (1 gp each)
- Clairaudience
- Clairvoyance
- Control Animal
- Control Dragon
- Control Giant
- Control Human
- Control Plant
- Control Undead
- Delusion
- Diminution
- ESP
- Fire Resistance
- Flying
- Gaseous Form
- Giant Strength
- Growth
- Healing (1d6+1)
- Healing, Greater (2d6+3)
- Healing, Supreme (4d6+7)
- Heroism
- Invisibility
- Invulnerability
- Levitation
- Longevity
- Polymorph Self
- Potion of Speed
- Treasure Finding
### 6 - The Obelisk of Law
- Maintained by Zohar, Keeper of the Obelisk
@@ -278,47 +272,6 @@ Random Potions (1 gp each)
- Bronze suit of armor in corner.
- Several knick-knacks seres as reminders of various deals he's put together.
### NPCs
- **Amaryllis (Amary), the Alchemist**
- A polite and pretty (but bored) human female
- Owns and runs Amary's Emporium, the port's magic shop
- Smarter than she appears.
- Wears long, dark-colored dresses.
- Has connections with the [Grand Consortium](./factions/index.html#the-consortium).
- Seems to be developing a relationship with Segu.
- Took the demonic scroll from Segu to destroy it.
- Claims to be able to muster a "Wizard Army".
- Is the daughter of Xynohpus himself.
- Upstairs is a teleportation circle, part of the CTN (Consortium Teleportation Network).
- Only open to Consortium members.
- **Lord Stengar Muziv**
- Human noble harbormaster (Level 0)
- Dresses in fine purple silks
- Hopes to use his position as tradelord to gain favor with ruling houses of Portown.
- Always seems preoccupied, tends to fly off the handle at Fenwick when he screws up (and oftentimes when he doesn't).
- **Zohar, Keeper of the Obelisk**
- Half-elven male cleric of Phoris.
- Chatty and personable, he tries to be helpful when he can.
- **Fenwick C. Fizzlebell**
- Harbormaster's Assistant / Secretary
- Fussy gnome dressed all in yellow
- Always appears to be in over his head
- Constantly apologizing for his failure, looks at the ground
- **Rocky**
- Fenwick's living statue
- Exquisitely carved statue of human male
- Apparently mute
- Also serves as Fenwick's transportation and muscle
- **Unkhlar Thildison**
- Dwarven blacksmith
- Thin and kinda shifty, with short copper hair and green eyes.
- Has a pet spider named Therva that occasionally hangs out on his shoulder.
<!--
- Actually an assassin
- He wears leather armor (disguised as a blacksmith's apron and gloves) and wields a poisoned short sword and dagger
+1 -1
View File
@@ -52,7 +52,7 @@ Uses disguise or trickery to surprise victims.
<div class="shortStatBlock">
#### Short Stat Blocks
### Short Stat Blocks
```
> HD 1d6 (4 hp), AC 13; MV 40'; Atk 1 (0) @ 1d6 (weapon); AL Any; ML 4
+1 -1
View File
@@ -18,7 +18,7 @@ Small (2 lbs), nocturnal flying mammals with 4' wingspans which often roost in c
| **Hit Dice** | 1 hp |
| **Armor Class** | 13 |
| **Attacks** | 1 (-1) @ confusion (swarm) |
| **Movement** | 3' / 40' flying |
| **Movement** | 5' / 40' flying |
| **Save** | 14 (0) |
| **Morale** | 6 |
| **Alignment** | Neutral |
+1 -1
View File
@@ -47,7 +47,7 @@ An arcane spellcaster that uses their own life force to cast spells.
</div>
#### Short Stat Blocks
### Short Stat Blocks
```
> HD 1d6* (4 hp), AC 10; MV 40'; Atk 1 (0) @ 1d4 (dagger); AL Any; ML 7
+1 -1
View File
@@ -46,7 +46,7 @@ A skilled sailor, be it on the seas, in the air, or on the astral plane. Usually
</div>
#### Short Stat Blocks
### Short Stat Blocks
```
> HD 1-1 (3 hp), AC 13; MV 40'; Atk 1 (0) @ 1d6 (weapon); AL Any; ML 7
+1 -2
View File
@@ -6,7 +6,6 @@ section: bestiary
subsection: dragons
content_type: feature
short_code: bdy
status: hidden
hd: 18
---
@@ -59,4 +58,4 @@ Can assume the form of nearly any creature of the same size or smaller, includin
!!!include(bestiary/dragons/planar-roar.md)!!!
- All non-dragons within 30' must save vs spells or be stunned for 1d4 rounds.
- All non-dragons within 30' must save vs spells or be [stunned](/rules/adventuring.html#stunned) for 1d4 rounds.
+15 -2
View File
@@ -4,7 +4,7 @@ description: Information about Dragons.
date_pub: 2023-04-09T18:34:00-04:00
section: bestiary
content_type: feature
short_code: bdr
short_code: bdr1
---
Huge, proud, flying lizards with massive wings and the ability to spew one or more types of attack from their mouths.
@@ -27,7 +27,10 @@ Huge, proud, flying lizards with massive wings and the ability to spew one or mo
### Chromatic Dragons
A subclass of dragons with brightly-colored scales, and a (general) affinity for chaos. By far the most common subtype of dragon found on the material planes.
A subclass of dragons with brightly-colored scales, and a (general) affinity for chaos.
- Loyal to [Lyndralyth, the Multichromatic Dragon Goddess of Chaos](/deities/dragon-gods.html#lyndralyth).
- The most common subtype of dragon found on the material planes.
#### Types of Chromatic Dragons
@@ -41,6 +44,8 @@ A subclass of dragons with brightly-colored scales, and a (general) affinity for
A subclass of dragons with shining scales, multiple breath weapons, and a (general) affinity for Law.
- Loyal to [Endrion, Platinum Dragon God of Law](/deities/dragon-gods.html#endroid).
#### Types of Metallic Dragons
- [Brass](./metallic/brass-dragon.html)
@@ -53,6 +58,8 @@ A subclass of dragons with shining scales, multiple breath weapons, and a (gener
A subclass of dragons with shimmering scales, multiple breath weapons, and a roar that can open a portal to the astral plane.
- Loyal to [Ymmyrr, Diamond Dragon God of Neutrality](/deities/dragon-gods.html#ymmyrr).
#### Types of Crystalline Dragons
- [Amethyst](./crystalline/amethyst-dragon.html)
@@ -60,3 +67,9 @@ A subclass of dragons with shimmering scales, multiple breath weapons, and a roa
- [Onyx](./crystalline/onyx-dragon.html)
- [Ruby](./crystalline/ruby-dragon.html)
- [Sapphire](./crystalline/sapphire-dragon.html)
### Avatars of the Dragon Gods
- [Endrion, Platinum Dragon God of Law](./platinum-dragon.html).
- [Lyndralyth, the Multichromatic Dragon Goddess of Chaos](./multichromatic-dragon.html)
- [Ymmyrr, Diamond Dragon God of Neutrality](./diamond-dragon.html).
@@ -5,8 +5,7 @@ date_pub: 2023-04-10T21:15:00-04:00
section: bestiary
subsection: dragons
content_type: feature
short_code: bd1
status: hidden
short_code: bdrm
hd: 16
---
@@ -6,7 +6,6 @@ section: bestiary
subsection: dragons
content_type: feature
short_code: bde
status: hidden
hd: 16
---
@@ -0,0 +1,65 @@
---
title: Fragments of Arduil, the Soul Reaver
description:
date_pub: 2026-09-13T15:59:57-04:00
section: bestiary
content_type: feature
short_code: be1af
status: hidden
---
Due to Arduil's unique construction, it is prone to leaving mindless, aggressive fragments of itself in stone and metal walls (usually in the form of halos, either partially or fully intact).
### Common Attributes
- Immune to damage from non-magical weapons.
- Inflicts magical holy flaming and slicing damage.
- If attack hits a chaos elemental of the same size or smaller, it is destroyed.
- If they are equal in size, both are destroyed.
### Arduil's Flaming Halo Fragment
A fragment of a razor-sharp, flaming, golden metal halo, sometimes left stuck in the walls after Arduil passes.
<div class='headlessTableWrapper'>
| | |
| --------------- | --------------------------- |
| **Hit Dice** | 1\* (4hp) |
| **Armor Class** | 12 (natural) |
| **Attacks** | 1 (0) @ 1d4 (slice) |
| **Movement** | 40' hovering |
| **Save** | D12 W13 P14 B15 S16 (1) |
| **Alignment** | Lawful |
| **Morale** | 12 |
| **Size** | Tiny (2' tall, 6" diameter) |
</div>
### Arduil's Flaming Halo
A razor-sharp, flaming, golden metal halo, sometimes left stuck in the walls after Arduil passes.
<div class='headlessTableWrapper'>
| | |
| --------------- | ----------------------- |
| **Hit Dice** | 2\* (9hp) |
| **Armor Class** | 13 (natural) |
| **Attacks** | 2 (+1) @ 1d4 (slice) |
| **Movement** | 40' hovering |
| **Save** | D12 W13 P14 B15 S16 (2) |
| **Alignment** | Lawful |
| **Morale** | 12 |
| **Size** | Small (4' diameter) |
</div>
<!--
1 @ 1d4 1*
2 @ 1d4 2*
2 @ 1d6 4*
3 @ 1d4 8*
3 @ 1d6 12*
4 @ 1d6 16*
-->
@@ -0,0 +1,60 @@
---
title: Arduil, the Soul Reaver
description:
date_pub: 2026-09-10T00:39:51-04:00
section: bestiary
content_type: feature
short_code: be1a
status: hidden
---
An angel (law elemental) in the form of a mass of twirling, razor-sharp halos of gold metal, in sizes ranging from 3'-8' diameter, each covered in eyes and wreathed in holy flame. When moving or fighting, appears to most as a blur of gold, eyes, and flame.
<div class='headlessTableWrapper'>
| | |
| --------------- | --------------------------------- |
| **Hit Dice** | 12\* (54hp) |
| **Armor Class** | 19 (natural) |
| **Attacks** | 3 (+9) @ 1d6 (flaming halo slice) |
| **Movement** | 60' flying |
| **Save** | D6 W7 P8 B8 S10 (12) |
| **Alignment** | Lawful |
| **Morale** | 12 |
| **Size** | Large (12' diameter) |
</div>
- Immune to damage from _everything_ except demonic weapons.
- Only takes 1/2 damage from demonic weapons.
- Inflicts magical holy flaming and slicing damage.
- Will not attack a "pure" being (one devoted to law and not tainted by chaos).
- This includes children, those who confess (and who haven't committed any "deadly" sin since confession), priests, and others directly affiliated with the faith.
- If attack hits a chaos elemental of the same size or smaller, it is destroyed.
- If they are equal in size, both are destroyed.
- Occasionally leaves [mindless, aggressive fragments of itself](./fragments.html) behind.
- **Backlash**: 1d4 holy fire damage to the first creature that hits this angel with a melee attack each round.
### Wall Shredder
When moving through narrow hallways and passages, it damages the walls.
- If the walls of one room are damaged in this way 3 times, the walls begin to breach into space.
<!--
<div class='headlessTableWrapper'>
| | |
| --------------- | --------------------------------- |
| **Hit Dice** | 8\* (36hp) |
| **Armor Class** | 17 (natural) |
| **Attacks** | 2 (+7) @ 1d6 (flaming halo slice) |
| **Movement** | 120' flying |
| **Save** | D8 W9 P10 B10 S12 (8) |
| **Alignment** | Lawful |
| **Morale** | 12 |
| **Size** | Large (12' diameter) |
</div>
-->
@@ -1,6 +1,6 @@
---
title: Water Elemental
description: The law elemental (terrun) creature for OSR gaming.
title: Water Elemental (Oquon)
description: The water elemental (oquon) creature for OSR gaming.
date_pub: 2024-10-04T22:58:57.000-04:00
section: bestiary
content_type: feature
@@ -8,7 +8,7 @@ short_code: be1
status: draft
---
An [elemental](./index.html) from [Aquos, the plane of Water](/planes/elemental/index.html), usually taking the form of crashing waves of water.
An [elemental](./index.html) from [Oquos, the plane of Water](/planes/elemental/index.html), usually taking the form of crashing waves of water.
<div class='headlessTableWrapper'>
@@ -45,10 +45,11 @@ Can engulf a metal weapon and rust it.
### Drown
Can vaporize to enter respiratory system of a target.
Can vaporize to enter respiratory system of a target of equal or lesser HD.
- Victim must **Save vs Death** or [drown](https://www.planarvagabond.com/rules/adventuring.html#drowning) for 1d6 rounds.
- Victim must **Save** or [drown](https://www.planarvagabond.com/rules/adventuring.html#drowning) for 1d6 rounds.
- If Drown succeeds, elemental is destroyed.
- Doesn't work on creatures that don't breathe (ex: undead, constructs).
### At Higher Levels
@@ -66,7 +67,7 @@ Can vaporize to enter respiratory system of a target.
</div>
#### Short Stat Blocks
### Short Stat Blocks
```
> HD 1* (4 hp); AC 15; MV 20' / 60' swimming; Atk 1 (0) @ 1d2 (blow); AL N; ML 9
+106
View File
@@ -0,0 +1,106 @@
---
title: Familiar
description: The familiar creature for OSR gaming.
date_pub: 2025-12-21T19:05:06-05:00
section: bestiary
content_type: feature
short_code: bfm
hd: 1
---
A familiar is a powerful, otherworldly being in the form of a tiny creature, usually bound to serve a spellcaster.
<div class='headlessTableWrapper'>
| | |
| --------------- | --------------------------------------- |
| **Hit Dice** | 1 (hp) |
| **Armor Class** | 12 (natural) |
| **Attacks** | 1 (special) @ 1d4 (bite / claw / other) |
| **Movement** | 40' |
| **Save** | 14 (0) |
| **Morale** | 8 |
| **Alignment** | Neutral |
</div>
- Immune to damage from non-magical weapons.
- Gets 1 attack per round (via bite, claw, or similar) with a bonus equal to 1/2 summoner's total levels / HD (round up).
- Counts as a magical attack.
- Intelligent and capable of speaking.
- Knows at least one language known by summoner, plus 1d4 others.
- Disappears instantly if ever attacked by summoner, who must **Save vs Spells** or roll on the Breach of Covenant table.
<div class="dividedTableWrapper" id="breach-of-covenant-table">
| 1d6 | Result |
| :-: | :---------------------------: |
| 1-2 | Random curse |
| 3-4 | Random mutation |
| 5-6 | Permanent -1 to ability score |
[Breach of Covenant]
</div>
### Summoning
A familiar is summoned via the [Find Familiar]() spell.
- Only spellcasters can summon familiars.
### Example Forms
Mundane
- al-mir-aj
- cat
- dog
- gecko
- hawk
- owl
- rabbit
- raven
- vampire bat
Exotic
- ball of energy
- cherub (small angel)
- dancing sword
- djinn (tiny)
- floating eyeball
- flaming skull
- imp (small demon)
- spectral spirit (small)
- sprite
- wyrmette
### Bound Familiars
Once a spellcaster has summoned and struck a bargain with a familiar, that familiar becomes bound to them.
- They can be re-summoned with a successful CHA check, instantly appearing within 30' of the summoner (1d4-1 x 10').
- On a fail, roll to determine how long before Familiar arrives (as above).
- They can be (temporarily) dismissed at will, moving out of sight and vanishing.
- They can perceive magic items around them (as if able to cast Detect Magic at will).
- While within 30' of their summoner, they can serve as the originating point of spells the summoner casts.
- They can perform 1 service per day in exchange for a [favor](#favors):
- Teach summoner a spell.
- Each familiar can do it a maximum of 1d4+1 times to a summoner.
- First one doesn't require a favor.
- Spell is determined randomly.
- Takes 1 hour per level of spell being learned, can be done either all at once or over time.
- Grant summoner one extra spell slot of their highest level until end of day.
- Save summoner from a violent death, but each familiar can only do this once ever.
- Other: scouting, combat, etc
- Only 1 familiar can be bound to a given spellcaster at a time.
- Once the bond is made, it can only be broken by mutual agreement or death.
#### Favors
Favors are small, often strange requests that a familiar may make in exchange for a service, such as:
- Asking summoner to collect specific treasure (including apparently worthless items),
- Asking summoner not to use a specific spell or ability, or
- Asking summoner to undertake a nearby side quest or perform a service of their own.
+3 -3
View File
@@ -1,6 +1,6 @@
---
title: Goblin
description: A tough, hairless humanoid, usually around 3' tall, with large, pointed ears, glowing, red eyes, and leathery skin colored green, grey, or burnt-orange, who are known for being aggressive, cowardly, and dangerously inquisitive.
description: A tough, hairless humanoid, around 3' tall, with large, pointed ears, glowing, red eyes, and leathery skin colored green, grey, or burnt-orange.
date_pub: 2025-04-12T15:47:14.000-04:00
section: bestiary
content_type: feature
@@ -14,7 +14,7 @@ A tough, hairless humanoid, usually around 3' tall, with large, pointed ears, gl
| | |
| --------------- | ---------------------- |
| **Hit Dice** | 1 (4hp) |
| **Hit Dice** | 1-1 (3hp) |
| **Armor Class** | 13 (natural + leather) |
| **Movement** | 30' |
| **Attacks** | 1 (0) @ weapon (1d6) |
@@ -29,6 +29,6 @@ A tough, hairless humanoid, usually around 3' tall, with large, pointed ears, gl
### Wolf Riders
20% of groups encountered have mounted riders.
When encountered in a group or tribe, 20% chance they will have mounted riders.
- 25% of group are mounted on [dire wolves](/bestiary/wolves/dire-wolf.html).
+84
View File
@@ -0,0 +1,84 @@
---
title: Grokkyn
description: A spheroid creature native to the astral plane with a hard, stone-like exterior, and which eats stone.
date_pub: 2025-11-16T21:37:01-05:00
section: bestiary
content_type: feature
short_code: bgkn
hd: 1+
---
[[toc]]
<div class="imgWrapper">
![A grokkyn, released under a [CC0](/licenses/cc0/) license.](/images/bestiary/grokkyn.jpg 'Grokkyn')
</div>
A spheroid creature native to the astral plane with a hard, stone-like exterior. Often mistaken for a boulder (especially when sleeping), it eats stone and other fragments of the elemental plane of earth by breaking it up with an energy beam and vacuuming the remains.
<div class='headlessTableWrapper'>
| | |
| --------------- | --------------------------------------------- |
| **Hit Dice** | 10 (45hp) |
| **Armor Class** | 16 |
| **Attacks** | 1 (+8) @ 1d10 + 10' knockback (ram) OR devour |
| **Movement** | 90' flying |
| **Save** | 6 (10) |
| **Morale** | 5 |
| **Alignment** | Neutral |
</div>
- Stone-like appearance, may be overlooked or mistaken for inanimate boulder.
### Knockback
In addition to damage done, target is pushed back a number of feet equal to the grokkyn's HD.
- If the knockback distance is 5' or more, target must make a Dexterity (DEX) check or fall down.
- If the target is knocked into something, they take an additional 1d10 damage.
### Devour
Mouth opens to fire an energy beam at an adjacent target.
- When beam hits a creature, it is petrified before being devoured.
- Target must **Save** or be [petrified](/rules/adventuring.html#petrified).
- When beam hits rock, it breaks it apart so it can be digested.
- Target petrified creature or stone object must **Save** or be turned to rubble and devoured.
### Sleeping
When found in the wild, there's a 50% chance that it's sleeping.
- While asleep, -2 to AC and -4 to attempts to identify as anything other than a floating boulder.
### Other Sizes / Power Options
<div class="dividedTableWrapper">
| HD | HP | AC | Atk Mod | Ram / Knockback Damage | Morale |
| :---: | :-: | :-: | :-----: | :--------------------: | :----: |
| 1[^1] | 4 | 14 | 0 | 1 | 3 |
| 6[^1] | 27 | 15 | +5 | 1d6 | 4 |
| 14 | 63 | 17 | +9 | 1d14 | 6 |
| 20 | 90 | 18 | +12 | 1d20 | 7 |
[Other Size Grokkyn]
[^1]: Juvenile
</div>
### Short Stat Blocks
```
> HD 1 (4 hp), AC 14; MV 90' flying; Atk 1 (0) @ 1 + 1' knockback (ram) OR devour; AL Neutral; ML 3
> HD 6 (27 hp), AC 15; MV 90' flying; Atk 1 (+5) @ 1d6 + 6' knockback (ram) OR devour; AL Neutral; ML 4
> HD 10 (45 hp), AC 16; MV 90' flying; Atk 1 (+8) @ 1d10 + 10' knockback (ram) OR devour; AL Neutral; ML 5
> HD 14 (63 hp), AC 17; MV 90' flying; Atk 1 (+9) @ 1d14 + 14' knockback (ram) OR devour; AL Neutral; ML 6
> HD 20 (90 hp), AC 18; MV 90' flying; Atk 1 (+12) @ 1d20 + 20' knockback (ram) OR devour; AL Neutral; ML 7
```
+15 -2
View File
@@ -13,6 +13,8 @@ Below you'll find a small sampling of 60+ different types of humanoids and other
### A-D
<!-- 46 w/ subs -->
- [Al-Mi'raj](./al-mi-raj.html): A mythical, one-horned hare or rabbit.
- [Assassin](./assassin.html): Someone skilled at stealth-based elimination.
- [Baboon](./baboon.html): A semi-intelligent, terrestrial monkey that lives in small, alpha-lead packs and communicates via screams and shrieks.
@@ -30,7 +32,9 @@ Below you'll find a small sampling of 60+ different types of humanoids and other
- [Draugr](./draugr/): A frozen, desiccated, undead corpse which wields weapons of magical, energy draining ice.
- [Dread Wurm](./dread-wurm.html): A huge, green, scaly, worm-like creature with several stalk-like appendages which bores through the ground, surfacing only to eat.
### E-K
### E-L
<!-- 27 w/ subs -->
- [Elephant](./elephant.html): A huge mammal with great tusks and elongated trunks that lives in subtropical areas and frequently travels in herds.
- [Face Thief](./face-thief.html): An intelligent, amorphous ooze that can assume the form and personality of anyone they (or their ancestors) have devoured.
@@ -44,14 +48,19 @@ Below you'll find a small sampling of 60+ different types of humanoids and other
- [Ghroudrru](./ghroudrru.html): A water-dwelling creature, 5' in diameter, with a gaping, tooth-filled maw which emerges from a hard calcareous hemisphere-shaped shell.
- [Goblin](./goblin.html): A tough, hairless humanoid, usually around 3' tall, with large, pointed ears, glowing, red eyes, and leathery skin, known for being aggressive, cowardly, and dangerously inquisitive.
- [Golem](./golems/): A magically-powered synthetic being that can be built from various materials.
- [Grokkyn](./grokkyn.html): A spheroid creature native to the astral plane with a hard, stone-like exterior, and which eats stone.
- [Herd Mammal](./herd-mammals/): One of a variety of mammals that live in large, grazing herds in the wild.
- [Horse](./horses/): A four-legged herd animal with a long head, often domesticated and used for transportation or agriculture.
- [Iughrioth](./iughrioth.html): An intelligent, squid-like creature with pale, gray skin, a gaping mouth filled with rows of sharp teeth, and up to a dozen whip-like tentacles.
- [Iughrioth](./iughrioth.html): An intelligent, squid-like creature with pale, grey skin, a gaping mouth filled with rows of sharp teeth, and up to a dozen whip-like tentacles.
- [Jakkra](./jakkra.html): A 6' tall, jackal-headed humanoid covered in short, dark fur, and sporting a long snout and sharp, pointed ears.
- [Kho'pru](./kho-pru.html): An intelligent, heat-loving amphibians with tentacled sphincter-mouths, clawed hands, 3 fluke-like tails, and a penchant for mind control.
- [Knight](./knight.html): A cavalier with a code, often found mounted and on a quest.
- [Lich](./lich.html): A powerful, immortal undead, often appearing as a skeletal figure with cold fire burning in their eyes.
### M-R
<!-- 22 w/ subs -->
- [Megatherium](./megatherium.html): A giant, peaceful ground sloth.
- [Mimic](./mimic.html): A shape-shifter that can assume the form of inanimate objects (ex: chests, statues, or doors).
- [Minotaur](./minotaur.html): Large, aggressive humanoid with a bull head and a propensity for labyrinths.
@@ -60,6 +69,8 @@ Below you'll find a small sampling of 60+ different types of humanoids and other
- [Mylark](./mylark.html): A 2' long, lamprey-like, winged snake that feeds on psychic energy and travels in large flocks.
- [Nightmare](./nightmare.html): A demonic, intelligent, flying horse with flaming hooves, burning red eyes, and nostrils that billow noxious smoke.
- [Neurovore](./neurovores/): One of a variety of psionic, bipedal cephalopods from another universe, known for eating brains.
- [Orc](./orc.html): A 6' tall humanoid with gray-to-green skin, a snout-like nose, and a pair of tusk-like teeth protruding up from the lower jaw.
- [Orgol](./orgol.html): A 7-8' tall humanoid with gray-to-green skin, small holes for ears, and a flat nose, usually found in the company of orcs.
- [Owl Bear](./owl-bear.html): A massive (8' tall, 1500 pounds), aggressive, carnivorous bear-like creature with the features and face of an owl.
- [Oyster, Giant](./oyster-giant.html): A large oyster, big enough to swallow a humanoid, often found with a pearl inside.
- [Paladin](./paladin.html): A holy (or unholy) knight on a quest for their deity.
@@ -71,6 +82,8 @@ Below you'll find a small sampling of 60+ different types of humanoids and other
### S-Z
<!-- 54 w/ subs -->
- [Scorpion, Giant](./scorpion-giant.html): An arachnid the size of a small horse, with pincers and a tail stinger, typically found in deserts, caverns, and ancient ruins.
- [Shade](./shade.html): A dark, incorporeal, intelligent, malevolent living creature that looks (and moves) like a shadow.
- [Shark](./sharks/): A fierce, unpredictable sea predator prone to frenzying.
+1 -1
View File
@@ -8,7 +8,7 @@ short_code: biu
hd: 6 7 8
---
An intelligent, squid-like creature with pale, gray skin, a gaping mouth filled with rows of sharp teeth, and up to a dozen whip-like tentacles, which live in shells that can attach to walls, and lurk in dark waters.
An intelligent, squid-like creature with pale, grey skin, a gaping mouth filled with rows of sharp teeth, and up to a dozen whip-like tentacles, which live in shells that can attach to walls, and lurk in dark waters.
<div class='headlessTableWrapper'>
+47
View File
@@ -0,0 +1,47 @@
---
title: Jakkra
description: A jackal-headed humanoid covered in short, dark fur, and sporting a long snout and sharp, pointed ears.
date_pub: 2026-06-22T23:47:52-04:00
section: bestiary
content_type: feature
short_code: bjk
---
A 6' tall, jackal-headed humanoid covered in short, dark fur, and sporting a long snout and sharp, pointed ears.
<div class='headlessTableWrapper'>
| | |
| --------------- | ------------------------------------- |
| **Hit Dice** | 2d6 (7hp) |
| **Armor Class** | 14 (natural + leather) |
| **Movement** | 40' |
| **Attacks** | 1 (+1) @ weapon (2d4 or by weapon +1) |
| **Alignment** | Chaotic |
| **Save** | 12 (2) |
| **Morale** | 8 (8 with leader) |
</div>
### Tribes
Jakkra tend to live in wandering tribes of 20-100.
- For every 10 Jakkra, one of them is a leader with HD3d6 (10hp)
- For every 40 Jakkra, one of the leaders is either a priest or wizard of level 3.
- Each tribe is ruled by a chieftain with HD4d6 (14hp) who deals +2 damage.
- They are protected by 5d6 HD3d6 bodyguards who deal +2 damage.
### At Higher Levels
<div class="dividedTableWrapper">
| HD | HP | AC | Atk Mod | Damage |
| :-: | :-: | :-: | :-----: | :------: |
| 2d6 | 7 | 14 | +1 | weapon+1 |
| 3d6 | 10 | 15 | +2 | weapon+2 |
| 4d6 | 14 | 15 | +3 | weapon+2 |
[Higher-Level Jakkra]
</div>
+1 -1
View File
@@ -39,7 +39,7 @@ Rather than attacking, may force target within 30' to **Save vs Death** or becom
<div class="shortStatBlock">
#### Short Stat Blocks
### Short Stat Blocks
```
> HD 8+4 (40 hp); AC 16; MV 10' / 50' Swim; Atk 1 (+7) @ 1d4 (bite), 1 (+7) @ 3d6 (tail squeeze) OR Charming Power; AL C; ML 7; XP 650
+11 -11
View File
@@ -14,14 +14,14 @@ A cavalier with a code, often found mounted and on a quest.
| | |
| ------------------- | ---------------------------------------------------------- |
| **Hit Dice** | 1 (4hp) |
| **Hit Dice** | 1d10 (5hp) |
| **Armor Class** | 17 (plate) |
| **Movement** | 20' |
| **Attacks** | 1 @ sword (1d8) |
| **Attack Modifier** | 0 |
| **Alignment** | Any |
| **Save** | 12 (as [Knight class](/classes/knight.html#core-features)) |
| **Morale** | 7 |
| **Morale** | 8 |
</div>
@@ -33,13 +33,13 @@ A cavalier with a code, often found mounted and on a quest.
<div class="dividedTableWrapper">
| HD | HP | AC | MV | Atk Mod | Damage | Morale |
| :-: | :-: | :-: | :-: | :-----: | :----: | :----: |
| 3 | 13 | 17 | 20' | +2 | 1d8 | 8 |
| 5 | 22 | 18 | 20' | +4 | 1d8+1 | 8 |
| 7 | 31 | 19 | 30' | +6 | 1d8+1 | 9 |
| 9 | 40 | 19 | 30' | +7 | 1d8+1 | 10 |
| 11 | 49 | 20 | 30' | +8 | 1d8+2 | 11 |
| 13 | 58 | 20 | 40' | +9 | 1d8+2 | 12 |
| :---: | :-: | :-: | :-: | :-----: | :----: | :----: |
| 3d10 | 16 | 17 | 20' | +2 | 1d8 | 8 |
| 5d10 | 27 | 18 | 20' | +4 | 1d8+1 | 9 |
| 7d10 | 38 | 19 | 30' | +6 | 1d8+1 | 9 |
| 9d10 | 49 | 19 | 30' | +7 | 1d8+1 | 10 |
| 11d10 | 60 | 20 | 30' | +8 | 1d8+2 | 11 |
| 13d10 | 71 | 20 | 40' | +9 | 1d8+2 | 12 |
[Higher-Level Knights]
@@ -48,8 +48,8 @@ A cavalier with a code, often found mounted and on a quest.
### Short Stat Blocks
```
> HD 1 (4 hp), AC 17; MV 20'; Atk 1 (0) @ 1d8 ([sword or other weapon](/rules/combat.html#weapons)); AL Any; ML 7
> HD 3 (13 hp), AC 17; MV 20'; Atk 1 (+2) @ 1d8 ([sword or other weapon](/rules/combat.html#weapons)); AL Any; ML 8
> HD 1 (4 hp), AC 17; MV 20'; Atk 1 (0) @ 1d8 (sword); AL Any; ML 7
> HD 3 (13 hp), AC 17; MV 20'; Atk 1 (+2) @ 1d8 (sword); AL Any; ML 8
> HD 5 (22 hp), AC 18; MV 20'; Atk 1 (+4) @ 1d8+1 (sword); AL Any; ML 8
> HD 7 (31 hp), AC 19; MV 30'; Atk 1 (+6) @ 1d8+1 (sword); AL Any; ML 9
> HD 9 (40 hp), AC 19; MV 30'; Atk 1 (+7) @ 1d8+1 (sword); AL Any; ML 10
+1 -2
View File
@@ -5,7 +5,6 @@ date_pub: 2025-01-05T22:25:59.000-04:00
section: bestiary
content_type: feature
short_code: 11ch
status: hidden
hd: 11+
---
@@ -30,7 +29,7 @@ An incredibly powerful undead made immortal through dangerous, corrupting magic,
- Immune to magic causing polymorph, insanity, or death.
- Can cast spells as a 14th-level spellcaster.
- Type of spellcasting may vary, although arcane is most common.
- Anyone seeing a lich must **Save vs Spells** or fleee for 2d6 turns.
- Anyone seeing a lich must **Save vs Spells** or flee for 2d6 turns.
- Characters of 5th level and above and creatures of 5 HD and above are immune.
- When destroyed, if phylactery remains intact, will reform body (with full HP) 1d10 years later.
+2 -2
View File
@@ -39,7 +39,7 @@ A shape-shifter that can assume the form of inanimate objects (ex: chests, statu
- Solvents (ex: alcohol) weaken glue, allowing automatic escape after 3 rounds.
- Naturally dissolves 5 rounds after mimic dies.
#### Other Sizes / Power Options
### Other Sizes / Power Options
<div class="dividedTableWrapper">
@@ -57,7 +57,7 @@ A shape-shifter that can assume the form of inanimate objects (ex: chests, statu
</div>
#### Short Stat Blocks
### Short Stat Blocks
```
> HD 1 (4 hp), AC 12; MV 30'; Atk 1 (0) @ 3d4 (bite / pseudopod); AL Any; ML 7
@@ -31,7 +31,7 @@ A short, squat, pale, hairless, vaguely-humanoid creature with an enormous head,
### Control Morlokks
As a combat action, may gain control all Morlokks of lesser HD within 40'.
As a combat action, may gain control of all Morlokks of lesser HD within 40'.
- Must [concentrate](/rules/magic.html#concentration) to maintain control.
- Controlled Morlokks function as an extension of the master:
@@ -52,13 +52,13 @@ As a combat action, may force up to 2 targets within 120' to each **Save** at -4
May read (and respond to) the thoughts of another living creature within 120'.
- Must [concentrate](/rules/magic.html#concentration) to maintain connection.
- Unwilling target may **Save** at -4 to prevent master from gaining an empathic understanding of their thoughts.
- Unwilling target may **Save** at -4 to prevent emporer from gaining an empathic understanding of their thoughts.
- Once connection is established, may initiate bidirectional telepathic communication with target (although it does not have to respond).
- May be blocked by lead.
<div class="shortStatBlock">
#### Short Stat Blocks
### Short Stat Blocks
```
> HD 8* (36 hp); AC 16; MV 10' / 20' Fly; Atk Psychic Blast OR Control Morlokks; AL C; ML 10
@@ -56,7 +56,7 @@ May read (and respond to) the thoughts of another living creature within 60'.
<div class="shortStatBlock">
#### Short Stat Blocks
### Short Stat Blocks
```
> HD 8+4 (40 hp); AC 16; MV 10' / 50' Swim; Atk 1 (+7) @ 1d4 (bite), 1 (+7) @ 3d6 (tail squeeze) OR Charming Power; AL C; ML 7; XP 650
+1 -1
View File
@@ -8,7 +8,7 @@ short_code: bmu
hd: 2
---
A horse / donkey hybrid used as a beast of burden.
A horse / donkey hybrid often used as a beast of burden.
<div class='headlessTableWrapper'>
+1
View File
@@ -20,3 +20,4 @@ A psionic, bipedal cephalopod from another universe, known for eating brains.
- [Neurovore (Standard)](./neurovore.html): Magic and psionic resistant, with standard psionic powers.
- [Neurovore Arcanist](./neurovore-arcanist.html): As standard, but with ability to cast arcane spells.
- [Neurovore Lich](./neurovore-lich.html): Undead spellcasters with desiccated skin.
- [Neurovore Vampire](./neurovore-vampire.html): Undead, feral, and cursed with vampirism.
@@ -5,9 +5,8 @@ date_pub: 2025-10-26T11:57:45-04:00
section: bestiary
subsection: neurovores
content_type: feature
short_code: bnrv
short_code: bnra
hd: 8
status: hidden
---
A psionic, bipedal cephalopod from another universe, known for eating brains, and capable of using arcane magic.
@@ -6,7 +6,6 @@ section: bestiary
subsection: neurovores
content_type: feature
short_code: bnvh
status: hidden
hd: 11+
---
@@ -7,10 +7,9 @@ subsection: neurovores
content_type: feature
short_code: bnrv
hd: 8
status: hidden
---
A feral, psionic, bipedal cephalopod from another universe, cursed with vampirism.
An undead feral, psionic, bipedal cephalopod from another universe, cursed with vampirism.
<div class='headlessTableWrapper'>
@@ -7,7 +7,6 @@ subsection: neurovores
content_type: feature
short_code: bnr0
hd: 8
status: hidden
---
A psionic, bipedal cephalopod from another universe, known for eating brains.
+1 -1
View File
@@ -32,7 +32,7 @@ Most of the class-based NPCs listed in the [bestiary](/bestiary/) are assumed to
### Drow
- 60' [infravision](/rules/adventuring.html#infravision)
- 90' [infravision](/rules/adventuring.html#infravision)
- -2 to attacks and -1 AC in bright light (daylight, [Continual Light](/spells/continual-light.html), etc).
- HD 2+ can cast [Darkness](/spells/light.html#darkness) once per day.
- HD 4+ can cast [Detect Magic](/spells/detect-magic.html) once per day
+65
View File
@@ -0,0 +1,65 @@
---
title: Orc
description: A 6' tall humanoid with gray-to-green skin, a snout-like nose, and a pair of tusk-like teeth protruding up from the lower jaw.
date_pub: 2026-06-15T22:46:32-04:00
section: bestiary
content_type: feature
short_code: b0r
hd: 1-4
---
A 6' tall humanoid with gray-to-green skin, a low forehead, reddish eyes, pointed ears, a snout-like nose, and a pair of tusk-like teeth protruding up from the lower jaw. Typically considered aggressive and brutish.
<div class='headlessTableWrapper'>
| | |
| --------------- | --------------------------------- |
| **Hit Dice** | 1 (4hp) |
| **Armor Class** | 13 (studded leather) |
| **Movement** | 40' |
| **Attacks** | 1 (0) @ weapon (1d6 or by weapon) |
| **Alignment** | Chaotic |
| **Save** | 12 (1) |
| **Morale** | 6 (8 with leader) |
</div>
- 90' infravision
- -1 to attack in full daylight
- -1 morale when facing larger or stronger-looking creatures.
- Typically armed with an axe, club, polearm, spear, sword, or crossbow and dagger.
### Accompaniment
Based on the number of orcs found together, they may be accompanied by other, larger creatures.
- For every 4 orcs, one of them is a leader with 8 hp and a weapon that deals 1d8 damage.
- For every 10 orcs, there is a 20% chance that they are accompanied by 1d2 [orgol](./orgol.html).
- For every 25 orcs, there is a 20% chance that they are accompanied by an [ogre](./ogre.html).
- For every 100 orcs, one is either a shaman (priest of up to 5th level) or a witch doctor (mage of up to 4th level).
- For every 150 orcs, one is a subchief and 3d6 are their guards.
- Each lair has a 10% chance of containing a troll.
- Each tribe is ruled by a HD4 chieftain who deals +2 damage.
- They are protected by 5d6 HD3 bodyguards who deal +2 damage.
- Leaders, subchiefs, and bodyguards have 50% chance of dual wielding, carrying an additional weapon and gaining an additional attack with the offhand one at -1.
### Tribes
Orcs live in tribes of 30-300.
- Each tribe has its own lair.
- Tribes in proximity will usually war with each other unless instructed otherwise by their respective chieftains.
### At Higher Levels
<div class="dividedTableWrapper">
| HD | HP | AC | Atk Mod | Damage |
| :-: | :-: | :-: | :-----: | :------: |
| 2 | 9 | 14 | +1 | weapon+1 |
| 3 | 13 | 15 | +2 | weapon+2 |
| 4 | 18 | 15 | +3 | weapon+2 |
[Higher-Level Orcs]
</div>
+50
View File
@@ -0,0 +1,50 @@
---
title: Orgol
description: A 7-8' tall humanoid with gray-to-green skin, small holes for ears, and a flat nose, usually found in the company of orcs.
date_pub: 2026-06-15T22:46:32-04:00
section: bestiary
content_type: feature
short_code: b01
hd: 3-6
---
A 7-8' tall humanoid with gray-to-green skin, a low forehead, reddish eyes, small holes for ears, and a flat nose. Usually found in the company of [orcs](./orc.html), who consider them aggressive and brutish but handy to have around.
<div class='headlessTableWrapper'>
| | |
| --------------- | ----------------------------- |
| **Hit Dice** | 3 (11hp) |
| **Armor Class** | 15 (natural + leather) |
| **Movement** | 40' |
| **Attacks** | 1 (+2) @ large weapon (1d8+1) |
| **Alignment** | Chaotic |
| **Save** | 12 (3) |
| **Morale** | 8 |
</div>
- 90' infravision
- -1 attack in full daylight
- +1 damage from strength
- Can wield any two-handed melee weapon with only one hand.
- Typically armed with a greataxe, great club, polearm, great sword, or crossbow and sword.
- When found with [orcs](./orc.html#accompaniment):
- 25% chance of serving as a group leader.
- 15% chance of serving as tribal subchief bodyguard, if present.
- 10% chance of serving as tribal subchief (HD 4), if present.
- 10% chance of serving as tribal chieftain's bodyguard (HD5), if present.
- Those who function as leaders, subchiefs, or bodyguards have 50% chance of dual wielding, carrying an additional weapon and gaining an additional attack with the offhand one at -1.
### At Higher Levels
<div class="dividedTableWrapper">
| HD | HP | AC | Atk Mod | Damage |
| :-: | :-: | :-: | :-----: | :------: |
| 4 | 22 | 16 | +3 | weapon+2 |
| 5 | 27 | 17 | +4 | weapon+3 |
[Higher-Level Orgol]
</div>
+102
View File
@@ -0,0 +1,102 @@
---
title: Nggyb'ra
description: Nggyb'ra for OSR gaming.
date_pub: 2026-09-12T01:54:01-04:00
section: bestiary
subsection: outsiders
content_type: feature
short_code: bmng
hd: 6
status: hidden
---
A medium-sized, strange, worm-like creature, lumpy and misshapen, with a deep red color and a mass of tentacles at one end surrounding a gaping, toothy maw, but which moves like an oozing slime. Nggyb'ra is a relatively young outsider (barely 1000 years old), and seeks only to return to its universe of origin, beyond the edges of our multiverse.
- Always speaks in the royal "we" ("We are Nggyb'ra").
<div class='headlessTableWrapper'>
| | |
| --------------- | ---------------------------------------------------------------- |
| **Hit Dice** | 6 (27 hp) |
| **Armor Class** | 15 |
| **Movement** | 40' |
| **Attacks** | 2 (+5) @ tentacle stun (1d8 + entangle) OR Swallow Whole OR Spit |
| **Alignment** | Chaotic |
| **Save** | 10 (6) |
| **Morale** | 9 |
</div>
### Tentacle Stun
On a hit, the tentacle wraps around the victim.
- Target must **Save vs Paralyze** or become entangled until the end of the next round.
- In target is entangled, they may attempt another **Save vs Paralyze** at the start of their initiative.
### Swallow Whole
If a medium or smaller-sized creature is still entangled by a tentacle at the start of Nggyb'ra's initiative, they may attempt to swallow that creature whole as an attack.
- The creature must **Save** or be swallowed whole.
- Once swallowed, victim takes 1d4 acid damage at the start of each round, and can only use weapons that are dagger-sized or smaller.
- Only one creature can be swallowed at a time.
### Spit
If a creature has been swallowed, it can be spit at another creature up to 10' away as an attack.
- On a hit, both the target and creature being spit must **Save** or take 2d6 damage.
- They each only take 1/2 damage on a successful save.
- On a miss, only the creature being spit has to **Save**.
### Split
Can split into 3 equal-sized portions, or can split off 1/3 of its mass, each with the following stat modifications:
<div class='headlessTableWrapper'>
| | |
| --------------- | ---------------------------------------------------------------- |
| **Hit Dice** | 2 (9 hp) |
| **Armor Class** | 14 |
| **Attacks** | 2 (+1) @ tentacle stun (1d4 + entangle) OR Swallow Whole OR Spit |
| **Save** | 12 (2) |
</div>
- This sized portion can only swallow creatures of small size or smaller.
- Each portion forms its own tentacles and mouth.
- It takes 1 combat round to split, and 1 combat round for 2 or 3 portions to rejoin.
When only 1/3 of mass has been split off (or 2 of the smaller portions have merged back together), it has the following stats:
<div class='headlessTableWrapper'>
| | |
| --------------- | ---------------------------------------------------------------- |
| **Hit Dice** | 4 (18 hp) |
| **Armor Class** | 14 |
| **Attacks** | 2 (+3) @ tentacle stun (1d6 + entangle) OR Swallow Whole OR Spit |
| **Save** | 10 (4) |
</div>
<!--
Target
Tentacle Rake: 2d8 (9)
Swallow Whole: 1d6 (4), the target is swallowed by
the being of Xiclotl (save negates). A swallowed vic-
tim takes three points of acid damage each round can
only use dagger-szed of smaller weapons. The being
of Xiclotl cannot swallow more than one creature at
a time. Killing the being of Xiclotl will free any swal-
lowed creatures.
Spit\*: The being of Xiclotl spits a swallowed creature
at another opponent. The target and the swallowed
creature both take 2d6 (7) points of damage. When first
bloodied, the being of Xiclotl spits out any creature it
swallowed.
-->
+1 -1
View File
@@ -51,7 +51,7 @@ A sailor skilled in theft and piracy, be it on the seas, in the air, or on the a
</div>
#### Short Stat Blocks
### Short Stat Blocks
```
> HD 1-1 (3 hp), AC 13; MV 40'; Atk 1 (0) @ 1d6 (weapon); AL C; ML 7
+1 -1
View File
@@ -44,7 +44,7 @@ A holy (or unholy) divine magic user on a mission for their deity.
<div class="shortStatBlock">
#### Short Stat Blocks
### Short Stat Blocks
```
> HD 1d6 (3 hp); AC 10; MV 40'; Atk 1 (0) @ 1d4 (dagger); AL Any; ML 7
+1 -1
View File
@@ -25,6 +25,6 @@ Fierce, unpredictable sea predators, 8' long, with tough, brown-colored skin, kn
</div>
- Victims of ram attack must **Save** or be stunned for 1d6 rounds.
- Victims of ram attack must **Save** or be [stunned](/rules/adventuring.html#stunned) for 1d6 rounds.
!!!include(bestiary/sharks/frenzy.md)!!!
@@ -25,6 +25,6 @@ Fierce, unpredictable sea predators, 20' long, with tough, light grey skin, and
</div>
- Victims of ram attack must **Save** or be stunned for 1d8 rounds.
- Victims of ram attack must **Save** or be [stunned](/rules/adventuring.html#stunned) for 1d8 rounds.
!!!include(bestiary/sharks/frenzy.md)!!!
+19
View File
@@ -0,0 +1,19 @@
---
title: Skeleton
description: TBD
date_pub: 2026-10-05T00:12:01-04:00
section: bestiary
subsection: skeletons
content_type: feature
short_code: b5k
---
Armed, animated, skeletal remains of another creature, typically encountered in graveyards, crypts, and other places of death.
!!!include(bestiary/skeletons/base-info.md)!!!
!!!include(bestiary/undead.md)!!!
### Subtypes
- [Skeleton (Standard)](./skeleton.html): Humanoid variety.
+28
View File
@@ -0,0 +1,28 @@
---
title: Skeleton
description: The skeleton creature for OSR gaming.
date_pub: 2026-09-08T00:48:46-04:00
section: bestiary
subsection: skeletons
short_code: b5kn
hd: 1
---
The armed, animated, skeletal remains of a medium-sized humanoid, typically encountered in graveyards, crypts, and other places of death.
<div class='headlessTableWrapper'>
| | |
| --------------- | --------------------------------------------------------------------- |
| **Hit Dice** | 1 (4hp) |
| **Armor Class** | 12 (natural) |
| **Attacks** | 1 (+0) @ 1d6 ([scimitar or other weapon](/rules/combat.html#weapons)) |
| **Movement** | 20' |
| **Save** | 12 (1) |
| **Morale** | 12 |
| **Alignment** | Chaotic |
</div>
!!!include(bestiary/undead.md)!!!
+1 -1
View File
@@ -51,7 +51,7 @@ Uses disguise or trickery to surprise victims.
<div class="shortStatBlock">
#### Short Stat Blocks
### Short Stat Blocks
```
> HD 1d6 (4 hp); AC 13; MV 40'; Atk 1 (0) @ 1d6 (weapon); AL Any; ML 7
+1
View File
@@ -17,4 +17,5 @@ Undead creatures which survive by drinking the blood of others.
- [Vampire (Standard)](./vampire.html): Standard vampire creature.
- [Master Vampire](./master-vampire.html): Ancient variety, capable of casting spells with their blood.
- [Master Vampire Neurovore](./master-vampire-neurovore.html): Ancient variety, capable of casting spells with their blood and rapidly turning into a [neurovore](../neurovores/).
- [Vampire Spawn](./vampire-spawn.html): Neonate, recently turned into a vampire.
@@ -7,7 +7,6 @@ subsection: vampires
content_type: feature
short_code: bvmn
hd: 10
status: hidden
---
An ancient, undead creature that survives by drinking the blood of others, can cast spells with their blood, and is turning into a neurovore.
@@ -71,11 +70,11 @@ An ancient, undead creature that survives by drinking the blood of others, can c
The master vampire is transforming into a neurovore over the course of 3 "planar hours" (realtime gameplay hours, less time away from the table), gaining a new power at the end of each hour.
- At the end of hour 1, they gain telepathy out to 120 feet, the ability to levitate vertically at will 20' / round, and the following psionic power (which can be used 3x per day):
- **Blast**: All targets in 60' cone (5’ wide at the mouth, 20’ wide at far end) must **Save vs Paralyze** or be paralyzed for 1d12 minutes.
- **Blast**: All targets in 60' cone (5’ wide at the mouth, 20’ wide at far end) must **Save** or be paralyzed for 1d12 minutes.
- At the end of hour 2, they gain advantage on all saves vs magic and all saves vs psionic / mental powers, along with the following psionic power (which can be used 3x per day):
- **Bolt**: Target within 60' must **Save vs Spells** or take 3d6 damage.
- At the end of hour 3, they gain the ability to make an attack with each tentacle for 1d2 damage (plus the chance to perform a [Brain Grab](#brain-grab)), and the following psionic power (which can be used 3x per day):
- **Control**: Target within 30' must **Save vs Paralyze** or come under the mental control of the master vampire neurovore for 1d6 rounds.
- **Control**: Target within 30' must **Save** or come under the mental control of the master vampire neurovore for 1d6 rounds.
- Target gets additional save to break the control when forced to commit acts that are against their alignment or self-destructive.
#### Brain Grab
+1 -1
View File
@@ -46,7 +46,7 @@ A magic user, often in robes, who memorizes spells from their spellbooks.
</div>
#### Short Stat Blocks
### Short Stat Blocks
```
> HD 1d6* (3 hp), AC 10; MV 40'; Atk 1 (0) @ 1d4 (dagger); AL Any; ML 7
+2 -2
View File
@@ -61,7 +61,7 @@ Below are the 13 crew members currently serving aboard the Skyrunner. All appear
- **Kyl'yk**: Full-figured woman with short, dark, curly hair. Extraordinarily good climber, she likes to work on the sails and swing from the rigging.
- **Linny Marrys**: Halfling female rescued from the lair of the Raknitaur. Friendly and knowledgeable about astral sailing, she feels she owes her life to the party.
- **Nuzil**: Slender woman with short hair and a pronounced nose, who moves with a surprising grace.
- **Oakal**: Tall, wide shouldered, with tough, grayish skin and a wide mouth. Seems to be perpetually grumpy.
- **Oakal**: Tall, wide shouldered, with tough, greyish skin and a wide mouth. Seems to be perpetually grumpy.
- **Olquee**: Tall, thin, and extremely light on her feet, with a long, pointed face. Graceful, but easily distracted.
- **Ralgir**: Strongly built and roughly handsome, with a wild-eyed intensity. Longs for some action. Prone to howling during off shifts. Serves as the Weapons Master of the ship.
- **Rocky**: Former living statue turned human by Segu. A hulking, handsome male who appears to still be coming to terms with being "real". Also appears to be mute.
@@ -75,4 +75,4 @@ Below are the 13 crew members currently serving aboard the Skyrunner. All appear
- **Melnok**: Short, hairy man with a wide grin and oversize hands and feet who toddled slowly about the ship. Killed by the pirates in the psychic fog.
- **Smii** : Short, small, and extremely agile. Simple minded, but enjoyed his job, and could usually be found in the crow's nest, even when not on duty. Vaporized while en route to the Ravager by a ray from an Eye Tyrant ship.
- **Jon Tobart**: A gruff-but-handsome human in a red coat and black hat with a beard that looked as though it had been trimmed with a sword. Had a crzaed look in his eyes, which would occasionally be different colors. Was actually the polymorphed Eye Tyrant, [Shazzograx](/campaign/shazz-journals.html).
- **Stonecrop**: Appeared to be a huge soldier in dark gray armor with single eyehole in center, but was actually some type of flesh golem. Was killed (again) in combat with Rocky and the crew, and his corpse was thrown over the back of the ship.
- **Stonecrop**: Appeared to be a huge soldier in dark grey armor with single eyehole in center, but was actually some type of flesh golem. Was killed (again) in combat with Rocky and the crew, and his corpse was thrown over the back of the ship.
+4 -4
View File
@@ -1,5 +1,5 @@
---
title: Hexhall Academy Campaign info
title: Hexhall Academy Campaign Info
description: A collection of info specific to the IRL game I'm playing with my kids.
date_pub: 2025-04-12T19:41:05.000-04:00
section: campaigns
@@ -13,6 +13,6 @@ status: hidden
### Player Races
- [Goblin](/races/goblin.html) - for Kort
- [Oozion](/races/oozion.html) - for Alita
- [Spritekin](/races/spritekin.html) - for Kim
- [Goblin](/races/goblin.html)
- [Oozion](/races/oozion.html)
- [Pixikin](/races/pixikin.html)
+4 -3
View File
@@ -9,6 +9,7 @@ short_code: ca
Below you'll find some information about some of the RPG campaigns I am running, or have run recently. Most of it is likely only interesting to my players, but if someone else finds it useful, all the better.
- [Mini-Campaigns](./mini-campaigns/): My current Monday night game, the first in (what I hope will be) a set of shorter mini-campaigns, starting with the old-school classic, "The Isle of Dread".
- [One Night One-Shots](./one-night/): Some information about the different "One Night..." one-shot adventures I like to run.
- [Astral Jam](/campaign/): The Monday Night Astral Jam, which inspired the bulk of this website. Currently on hiatus.
- [Mini-Campaigns](./mini-campaigns/): A collection of mini-campaigns that I have (or plan to) run.
- [One Night One-Shots](./one-night/): Some information about the different "One Night..." one-shot adventures I have (or plan to) run.
- [One-Shots](./one-shots/): Notes about some of the _other_ one-shot campaigns that I have (or plan to) run.
- [Astral Jam](/campaign/): The Monday Night Astral Jam, which inspired the bulk of this website. On indefinite hiatus.
-106
View File
@@ -1,106 +0,0 @@
---
title: Adept
description:
date_pub: 2024-03-05T22:49:24.000-04:00
section: classes
content_type: feature
short_code: cad
status: hidden
---
Holy (or unholy) warrior-priests who use their skills to serve one or more deities.
<div class='headlessTableWrapper'>
| | |
| ----------------- | --------------------------------------------------------------- |
| **Hit Dice** | 1d8 |
| **Maximum Level** | 14 |
| **Armor** | Any (including shields) |
| **Weapons** | Blunt weapons only (club, mace, sling, staff, war hammer, etc.) |
| **Languages** | Alignment, Common |
</div>
### Adept Skills
- 30' range
- Roll 1d100, result under score is success.
- Referee should roll in secret for detect magic (DM).
<div class="dividedTableWrapper">
FIXME - Don't like these scores - can I somehow translate them into d20s? Or even d6s, based on the optional d6 thief rule?
| Level | BL | DM | KA | PU | RF | TU |
| :---: | :-: | :-: | :-: | :-: | :-: | :-: |
| 1 | 10 | 30 | 20 | 20 | 25 | 50 |
| 2 | 35 | 50 | 35 | 23 | 55 | 55 |
| 3 | 40 | 55 | 40 | 25 | 60 | 60 |
| 4 | 45 | 60 | 45 | 26 | 65 | 65 |
| 5 | 50 | 65 | 50 | 35 | 70 | 70 |
| 6 | 55 | 70 | 55 | 45 | 75 | 75 |
| 7 | 60 | 75 | 60 | 55 | 80 | 80 |
| 8 | 65 | 80 | 65 | 65 | 83 | 85 |
| 9 | 70 | 85 | 70 | 70 | 86 | 90 |
| 10 | 71 | 90 | 75 | 75 | 90 | 95 |
| 11 | 72 | 95 | 80 | 80 | 92 | 100 |
| 12 | 73 | 97 | 85 | 85 | 95 | 105 |
| 13 | 74 | 98 | 90 | 90 | 98 | 110 |
| 14 | 75 | 99 | 95 | 95 | 99 | 115 |
[Adept Skills Chance of Success]
</div>
- **Bless (BL)**: Once per turn, may give allies +1 to attack and damage rolls for one round per adept level.
- **Detect Magic (DM)**: Must spend one turn concentrating on target to activate, failed rechecks allowed.
- **Know Alignment (KA)**: Learn alignment of one character, creature, location, or object, can only be tried once per target. On a fail, can't try again until next XP level.
- **Purify (PU)**: Makes food and water safe to consume, affecting up to 6 quarts of liquid, one ration, or fresh food for up to 12 humanoids.
- **Rally / Fear (RF)**: Rally counters effects of magical fear, while Fear forces enemies to make a morale check or flee. May be used once per turn.
- **Turn Undead (TU)**: -5% chance per monster HD, max HD is adept level + 1. On success, 2d6 HD of undead must move away from adept in full retreat until attacked, with lowest HD affected first.
### Divine Magic
- Must have a holy symbol
- Must remain faithful to alignment, clergy, and religion.
- Can conduct magical research.
### Healing
- From 2nd level, can heal with touch.
- May be used once / day / adept level.
- Either cures 1d4 HP or allows an additional save vs an effect (cure, poison, etc).
### Stronghold
- After 9th level, can establish or build a stronghold (at half price, if in good favor with deity).
- Once established, attracts loyal followers (5d6 x 10 fighters of level 1–2), who never check morale.
### Advancement
<div class="dividedTableWrapper levelTable">
| Level | XP | HD | Atk<br />Mod | Saving Throws |||||
| ^^ | ^^ | ^^ | ^^ | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] |
| :---: | :-----: | :--------: | :-----: | :---: | :---: | :---: | :---: | :---: |
| 1 | 0 | 1d8 | 0 | 11 | 12 | 14 | 16 | 15 |
| 2 | 1,500 | 2d8 | 0 | 11 | 12 | 14 | 16 | 15 |
| 3 | 3,000 | 3d8 | 0 | 11 | 12 | 14 | 16 | 15 |
| 4 | 6,000 | 4d8 | 0 | 11 | 12 | 14 | 16 | 15 |
| 5 | 12,000 | 5d8 | +2 | 9 | 10 | 12 | 14 | 12 |
| 6 | 25,000 | 6d8 | +2 | 9 | 10 | 12 | 14 | 12 |
| 7 | 50,000 | 7d8 | +2 | 9 | 10 | 12 | 14 | 12 |
| 8 | 100,000 | 8d8 | +2 | 9 | 10 | 12 | 14 | 12 |
| 9 | 200,000 | 9d8 | +5 | 6 | 7 | 9 | 11 | 9 |
| 10 | 300,000 | 9d8+1 | +5 | 6 | 7 | 9 | 11 | 9 |
| 11 | 400,000 | 9d8+2 | +5 | 6 | 7 | 9 | 11 | 9 |
| 12 | 500,000 | 9d8+3 | +5 | 6 | 7 | 9 | 11 | 9 |
| 13 | 600,000 | 9d8+4 | +7 | 3 | 5 | 7 | 8 | 7 |
| 14 | 700,000 | 9d8+5 | +7 | 3 | 5 | 7 | 8 | 7 |
[Level Advancement]
[^1]: D: Death; W: Wielded; P: Paralyze; B: Blasts; S: Spells
</div>
+3 -2
View File
@@ -27,6 +27,7 @@ An adventurer known for their "primal" warrior nature.
- **Agility Bonus**: Gains a bonus to AC equal to 1/3 level.
- **Distrust of Magic**: Typically unable / unwilling to use magic or magic items (beyond own tribal beliefs).
- **Primal Speed**: Gains a bonus to movement equal to Agility Bonus x 5'.
- **Brutal Efficiency**: After 5th level, all attacks can deal damage to creatures that are immune to non-magical attacks.
<div class="dividedTableWrapper levelTable">
@@ -61,7 +62,7 @@ Immediately after taking or inflicting damage, can use a free action to try and
- While Blood Rage is active:
- add Agility Bonus (1/3 level) to attack and damage rolls,
- -1 damage when hit (to a minimum of 1 HP),
- deals damage to creatures that are immune to non-magical attacks, and
- can deal damage to creatures that are immune to non-magical attacks, and
- after striking a killing blow to a foe, may immediately make a free attack against another foe at –2.
- Rage ends when reduced to 0 HP (or lower) or when a combat round ends without making an attack, being attacked, or taking damage.
- Can be initiated or maintained by using a combat action to inflict a minimum of 1 HP of damage to self.
@@ -78,7 +79,7 @@ Immediately after taking or inflicting damage, can use a free action to try and
- On a complicated success, the attack roll is made as normal.
- On a failure, the attack roll gains [disadvantage](/rules/basics.html#advantage-and-disadvantage).
- May only be used successfully once per 10 minutes (1 turn).
- ex: jump on a banquet table, kicking the drinks over the stunned guards, before making a leaping strike at the nearest opponent.
- ex: jump on a banquet table, kicking the drinks all over the guards, before making a leaping strike at the nearest opponent.
- **Sense Magic**: Make a skilled WIS check to sense nearby magic.
- Usually takes the form of an odor, with more powerful magic smelling more foul.
- **Sneak Outdoors**: Make a skilled DEX check to hide in undergrowth and move silently outdoors.
+1 -1
View File
@@ -83,7 +83,7 @@ If the performance lasts for at least one turn and ends without interruption:
- **Ritual Casting**: Some rituals require a skilled check.
- **Swashbuckling**: Describe intended outcome, make a skilled check as indicated by GM.
- May only be used successfully once per 10 minutes (1 turn).
- ex: jump on a banquet table, kicking the drinks over the stunned guards, before making a leaping strike at the nearest opponent.
- ex: jump on a banquet table, kicking the drinks over the surprised guards, before making a leaping strike at the nearest opponent.
### Divine Magic
+1 -1
View File
@@ -71,7 +71,7 @@ An adventurer who possesses a special bond with one (or more) animal companions.
- On a complicated success, the attack roll is made as normal.
- On a failure, the attack roll gains [disadvantage](/rules/basics.html#advantage-and-disadvantage).
- May only be used successfully once per 10 minutes (1 turn).
- ex: jump on a banquet table, kicking the drinks over the stunned guards, before making a leaping strike at the nearest opponent.
- ex: jump on a banquet table, kicking the drinks over the surprised guards, before making a leaping strike at the nearest opponent.
- **Tracking**: Make a skilled INT check to correctly identify and follow tracks, modified by environmental and other conditions (ex: weather, ground hardness, or age of tracks).
- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: intimidation, recalling animal knowledge, stabilizing wounds).
+4
View File
@@ -94,4 +94,8 @@ Can make animal sacrifices to heal self.
- After 9th level, may construct a stronghold (usually, a tower).
- 1d6 apprentices of levels 1–3 will then arrive to study under them.
> Blood magic is illegal in most civilized areas, with bloodmages often put to death when caught practicing their arts (especially if the blood comes from unwilling donors). Even the "big umbrella" that is the [Grand Consortium](/astral/factions/index.html#the-consortium) outright forbids bloodmages from joining. As a result, most tend to either work alone, or with a very small number of loyal supporters.
>
> <cite>--- PV</cite>
Adapted from _[Alternate Magic](https://www.drivethrurpg.com/product/397412/Alternate-Magic-OSR)_ by [Eric Diaz](http://methodsetmadness.blogspot.com/)
+2 -1
View File
@@ -50,12 +50,13 @@ An adventurer that specializes in battle and combat.
### Class Skills
- **Feat of Strength**: Make a skilled STR check to perform an extraordinary feat of strength (ex: bend iron bars, lift a steel gate, smash a door on the first try).
- May only be used successfully once per 10 minutes (1 turn).
- **Mighty Attack**: Describe intended outcome, make a skilled check as indicated by GM before making the attack roll.
- On a complete success, the attack roll gains [advantage](/rules/basics.html#advantage-and-disadvantage).
- On a complicated success, the attack roll is made as normal.
- On a failure, the attack roll gains [disadvantage](/rules/basics.html#advantage-and-disadvantage).
- May only be used successfully once per 10 minutes (1 turn).
- ex: jump on a banquet table, kicking the drinks over the stunned guards, before making a leaping strike at the nearest opponent.
- ex: jump on a banquet table, kicking the drinks over the surprised guards, before making a leaping strike at the nearest opponent.
- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: intimidation, stabilizing wounds).
### Combat Expertise
+2 -2
View File
@@ -63,7 +63,7 @@ An adventurer who lives by their talents sailing on the high seas.
- On a complicated success, the attack roll is made as normal.
- On a failure, the attack roll gains [disadvantage](/rules/basics.html#advantage-and-disadvantage).
- May only be used successfully once per 10 minutes (1 turn).
- ex: jump on a banquet table, kicking the drinks over the stunned guards, before making a leaping strike at the nearest opponent.
- ex: jump on a banquet table, kicking the drinks over the surprised guards, before making a leaping strike at the nearest opponent.
- **Walk Tightrope**: Make a skilled DEX check for every 60' walked, modified by -4 for windy conditions and/or +2 when using balance pole.
- Failure means falling (and taking fall damage).
- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: acrobatics).
@@ -93,7 +93,7 @@ An adventurer who lives by their talents sailing on the astral plane.
- On a complicated success, the attack roll is made as normal.
- On a failure, the attack roll gains [disadvantage](/rules/basics.html#advantage-and-disadvantage).
- May only be used successfully once per 10 minutes (1 turn).
- ex: jump on a banquet table, kicking the drinks over the stunned guards, before making a leaping strike at the nearest opponent.
- ex: jump on a banquet table, kicking the drinks over the surprised guards, before making a leaping strike at the nearest opponent.
- **Walk Tightrope**: Make a skilled DEX check for every 60' walked, modified by -4 for windy conditions and/or +2 when using balance pole.
- Failure means falling (and taking fall damage).
- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: astral acrobatics).
+2 -3
View File
@@ -5,10 +5,9 @@ date_pub: 2025-05-18T20:25:45.000-04:00
section: classes
content_type: feature
short_code: cdy
status: hidden
---
A guardian of nature empowered by the magic of the faewolde.
A guardian of nature empowered by the magic of the Faewolde.
[[toc]]
@@ -73,7 +72,7 @@ A guardian of nature empowered by the magic of the faewolde.
### Faewolde Magic
- At level 2, gains spell casting and learns how to conduct magical research.
- Can cast spells by channelling power from the faewolde.
- Can cast spells by channelling power from the Faewolde.
- Must have a symbol of either the fae or nature.
- Must remain faithful to alignment and defense of nature.
- Can successfully cast a spell or change form a number of times equal to dru'ydd level (combined).
+1 -3
View File
@@ -23,7 +23,6 @@ Holy (or unholy) warrior-priests who serve one or more deities.
</div>
### Saving Throw Mods
- +1 to **Save vs Spells** (-3 overall)
@@ -45,7 +44,6 @@ Holy (or unholy) warrior-priests who serve one or more deities.
- **Ritual Casting**: Some rituals require a skilled check.
- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: stabilizing wounds).
### Divine Magic
- Must have a holy symbol.
@@ -57,7 +55,7 @@ Holy (or unholy) warrior-priests who serve one or more deities.
<div class="dividedTableWrapper levelTable">
| Level | HD | Atk | Save | Spells / Day |
| :---: | :----: | :-: | :--: | :---------------: |
| :---: | :----: | :-: | :--: | :----------: |
| 1 | 1d8 | 0 | 12 | - |
| 2 | 2d8 | 0 | 12 | 1 |
| 3 | 3d8 | 0 | 12 | 2 |
+1
View File
@@ -17,6 +17,7 @@ short_code: c1
- [Cleric](./cleric/): Holy (or unholy) warrior-priests who serve one (or more) deities.
- [Corsair](./corsair.html): Sailors living lives of adventure on the high seas or the astral plane.
- [Druid](./druid/): Nature-focused magic users and guardians of the forest.
- [Dru'ydd](./dru-ydd.html): Guardians of nature empowered by the magic of the Faewolde.
- [Ecclesiastic](./ecclesiastic.html): Holy (or unholy) warrior-priests who serve one (or more) deities.
- [Knight](./knight.html): Honor-bound warriors that excel at mounted combat.
- [Magus](./magus.html): Magic users who cast spells from spellbooks.
+2 -2
View File
@@ -14,7 +14,7 @@ An honor-bound warrior that excels at mounted combat.
<div class='headlessTableWrapper'>
| | |
| ---------------- | -------------------------- |
| ------------- | -------------------------- |
| **Hit Dice** | 1d10 |
| **Armor** | Any metal armor or shields |
| **Weapons** | Any melee weapons |
@@ -94,7 +94,7 @@ From 5th level, can train some creatures as mounts (including flying ones).
### Service and Aid
- From 3rd level, can receive aid from nobles and other knights of the same alignment or social affiliation (ex: house, religion, ohaver order).
- From 3rd level, can receive aid from nobles and other knights of the same alignment or social affiliation (ex: house, religion, or order).
- Expected to extend same service to others.
### Devotion to Duty
+2 -1
View File
@@ -62,8 +62,9 @@ Mystics are warriors that spend their lives rigorously training both their minds
### Martial Training
- Unarmed attacks deal 1d4 damage.
- Can dual wield, regardless of DEX score.
- Can [dual wield](/rules/combat.html#dual-wielding), regardless of Dexterity (DEX) score.
- Fists count as Light weapons.
- After 5th level, unarmed attacks can deal damage to creatures that are immune to non-magical attacks.
### Mystic Powers
+179 -53
View File
@@ -16,20 +16,26 @@ short_code: cmp
### Boost Speed
**Duration: 1 round**
**Range: Self**
<div class='headlessTableWrapper'>
| | |
| ------------ | ------- |
| **Duration** | 1 round |
| **Range** | Self |
</div>
- Movement speed is doubled.
- May make multiple attacks per round:
- May make additional attacks per round:
<div class="dividedTableWrapper">
| Level | Attacks per Round |
| :---: | :---------------: |
| 1-4 | 2 |
| 5-8 | 3 |
| 9-12 | 4 |
| 13+ | 5 |
| Level | Additional Attacks per Round |
| :---: | :--------------------------: |
| 1-4 | 1 |
| 5-8 | 2 |
| 9-12 | 3 |
| 13+ | 4 |
[Boost Speed Effect]
@@ -37,20 +43,32 @@ short_code: cmp
### Burn
**Duration: Concentration, up to 1 round / level**
**Range: Sight**
<div class='headlessTableWrapper'>
| | |
| ------------ | ---------------------------------------------- |
| **Duration** | Concentration, 1 round + up to 1 round / level |
| **Range** | Sight |
</div>
Subject a creature or object within sight to a scorching heat.
- Takes one round to activate, breaking concentration during this round prevents power from being used.
- Target may **Save vs Spells** to prevent damage.
- Target may **Save vs Spells** each round to prevent damage.
- Causes paper and cloth to burn, liquids to boil, and metals to glow.
- Inflicts 1d4 damage per round to target or any creature in contact with target (ex: heating metal armor).
### Change Density
**Duration: 1 round / level**
**Range: Self**
<div class='headlessTableWrapper'>
| | |
| ------------ | --------------- |
| **Duration** | 1 round / level |
| **Range** | Self |
</div>
Alter body density, with choice of effect:
@@ -59,8 +77,14 @@ Alter body density, with choice of effect:
### Enlargement
**Duration: Concentration, up to 1 round / level**
**Range: Self**
<div class='headlessTableWrapper'>
| | |
| ------------ | ------------------------------------ |
| **Duration** | Concentration, up to 1 round / level |
| **Range** | Self |
</div>
Double body, clothing, and armor size
@@ -81,8 +105,14 @@ _Concentration_: Being distracted (e.g. attacked) or performing any other action
### Flying Weapon
**Duration: Instant**
**Range: 10' / level**
<div class='headlessTableWrapper'>
| | |
| ------------ | ----------- |
| **Duration** | Instant |
| **Range** | 10' / level |
</div>
Control melee weapon thrown at target.
@@ -92,13 +122,19 @@ Control melee weapon thrown at target.
### Freeze
**Duration: Up to 1 round / level**
**Range: 30’**
<div class='headlessTableWrapper'>
| | |
| ------------ | --------------------- |
| **Duration** | Up to 1 round / level |
| **Range** | 30' |
</div>
Freezes target creature or object within sight in place.
- While effected, target can't move or act.
- Effected target may **Save vs Paralyze** at the start of their initiative to end the effect.
- While effected, target is [paralyzed].
- Target may **Save vs Paralyze** to avoid effect, or at the start of their initiative to end the effect.
<!--
### Gestalt (WIP)
@@ -113,8 +149,14 @@ _Concentration_: Being distracted (e.g. attacked) or performing any other action
### Healing Trance
**Duration: 1 turn**
**Range: Self**
<div class='headlessTableWrapper'>
| | |
| ------------ | ------ |
| **Duration** | 1 turn |
| **Range** | Self |
</div>
Enter a meditative state for the duration.
@@ -135,8 +177,14 @@ Enter a meditative state for the duration.
### Hurl
**Duration: Instant**
**Range: 10' / level**
<div class='headlessTableWrapper'>
| | |
| ------------ | ----------- |
| **Duration** | Instant |
| **Range** | 10' / level |
</div>
Telekinetically throw object at target.
@@ -160,8 +208,14 @@ Telekinetically throw object at target.
### Instant Step
**Duration: Instant**
**Range: 30'**
<div class='headlessTableWrapper'>
| | |
| ------------ | ------- |
| **Duration** | Instant |
| **Range** | 30' |
</div>
Instantly teleport to any location in sight within range.
@@ -170,8 +224,14 @@ Instantly teleport to any location in sight within range.
### Invisibility
**Duration: Concentration, up to 1 round / level**
**Range: Self**
<div class='headlessTableWrapper'>
| | |
| ------------ | ------------------------------------ |
| **Duration** | Concentration, up to 1 round / level |
| **Range** | Self |
</div>
Disappear from the sight of one or more creatures (selected when the power is activated).
@@ -180,8 +240,14 @@ Disappear from the sight of one or more creatures (selected when the power is ac
### Life Drain
**Duration: Concentration, 1 round**
**Range: Touch**
<div class='headlessTableWrapper'>
| | |
| ------------ | ---------------------- |
| **Duration** | Concentration, 1 round |
| **Range** | Touch |
</div>
Draw vital energy out of a living target via touch, absorbing target's life force.
@@ -190,19 +256,31 @@ Draw vital energy out of a living target via touch, absorbing target's life forc
### Life Squeeze
**Duration: Concentration, up to 1 round / level**
**Range: 30'**
<div class='headlessTableWrapper'>
| | |
| ------------ | ------------------------------------ |
| **Duration** | Concentration, up to 1 round / level |
| **Range** | 30' |
</div>
Apply excessive pressure to target creature's vital organs.
- Cause 1d3 damage each round.
- Target must **Save vs Paralyze** each round or be stunned, unable to move or act.
- Target must **Save vs Paralyze** each round or be [paralyzed](/rules/adventuring.html#paralyzed), unable to move or act.
- Doesn't affect non-living creatures (constructs, undead, etc.).
### Power Blast
**Duration: Instant**
**Range: 10' / level**
<div class='headlessTableWrapper'>
| | |
| ------------ | ----------- |
| **Duration** | Instant |
| **Range** | 10' / level |
</div>
Fire a blast of energy at a target in range.
@@ -210,8 +288,14 @@ Fire a blast of energy at a target in range.
### Power Fists
**Duration: 1 round / level**
**Range: Self**
<div class='headlessTableWrapper'>
| | |
| ------------ | --------------- |
| **Duration** | 1 round / level |
| **Range** | Self |
</div>
Charge fists with mystical energy.
@@ -232,8 +316,14 @@ Charge fists with mystical energy.
### Power Shield
**Duration: Concentration, up to 1 round / level**
**Range: Self**
<div class='headlessTableWrapper'>
| | |
| ------------ | ------------------------------------ |
| **Duration** | Concentration, up to 1 round / level |
| **Range** | Self |
</div>
Surround body with a shield of energy.
@@ -243,8 +333,14 @@ Surround body with a shield of energy.
### Psychic Wall
**Duration: Concentration, 2 turns**
**Range: Self**
<div class='headlessTableWrapper'>
| | |
| ------------ | ---------------------- |
| **Duration** | Concentration, 2 turns |
| **Range** | Self |
</div>
Enhance mental defense.
@@ -253,8 +349,14 @@ Enhance mental defense.
### Pull
**Duration: Instant**
**Range: 10’ / level**
<div class='headlessTableWrapper'>
| | |
| ------------ | ----------- |
| **Duration** | Instant |
| **Range** | 10’ / level |
</div>
Fire a wave of force at a target that grabs them and pulls them in.
@@ -263,8 +365,14 @@ Fire a wave of force at a target that grabs them and pulls them in.
### Push
**Duration: Instant**
**Range: 30'**
<div class='headlessTableWrapper'>
| | |
| ------------ | ------- |
| **Duration** | Instant |
| **Range** | 30' |
</div>
Fire a wave of force at a target.
@@ -272,8 +380,14 @@ Fire a wave of force at a target.
### Shrinking
**Duration: Concentration, up to 2 turns**
**Range: Self**
<div class='headlessTableWrapper'>
| | |
| ------------ | ---------------------------- |
| **Duration** | Concentration, up to 2 turns |
| **Range** | Self |
</div>
Shrink to 6" tall, reducing clothing and armor appropriately (but not other equipment).
@@ -287,15 +401,27 @@ Effects while shrunk:
### Super Leap
**Duration: Instant**
**Range: 10' + (10' / level)**
<div class='headlessTableWrapper'>
| | |
| ------------ | ------------------- |
| **Duration** | Instant |
| **Range** | 10' + (10' / level) |
</div>
Leap anywhere within range (including vertically).
### Telepathy
**Duration: Concentration, 1 turn**
**Range: Sight**
<div class='headlessTableWrapper'>
| | |
| ------------ | --------------------- |
| **Duration** | Concentration, 1 turn |
| **Range** | Sight |
</div>
Establish bidirectional mental communication with one other willing, living, intelligent creature.
+140
View File
@@ -0,0 +1,140 @@
---
title: Paladin
description:
date_pub: 2025-12-13T22:45:59-05:00
section: classes
content_type: feature
short_code: cpa
status: hidden
---
Holy (or unholy) knights on a quest for their deity.
<div class='headlessTableWrapper'>
| | |
| ------------- | ----------------------- |
| **Hit Dice** | 1d10 |
| **Armor** | Any (including shields) |
| **Weapons** | Any |
| **Languages** | Alignment, Common |
</div>
### Core Features
- **Blessed Health**: Immune to all diseases
<div class="dividedTableWrapper levelTable">
| Level | HD | Atk | Save |
| :---: | :-----: | :-: | :--: |
| 1 | 1d10 | 0 | 12 |
| 2 | 2d10 | 0 | 12 |
| 3 | 3d10 | 0 | 12 |
| 4 | 4d10 | +2 | 10 |
| 5 | 5d10 | +2 | 10 |
| 6 | 6d10 | +2 | 10 |
| 7 | 7d10 | +5 | 8 |
| 8 | 9d10 | +5 | 8 |
| 9 | 9d10 | +5 | 8 |
| 10 | 9d10+2 | +7 | 6 |
| 11 | 9d10+4 | +7 | 6 |
| 12 | 9d10+6 | +7 | 6 |
| 13 | 9d10+8 | +9 | 4 |
| 14 | 9d10+10 | +9 | 4 |
[Paladin Features]
</div>
#### Saving Throw Mods
- +1 to **Save vs Blasts** (-2 overall)
- +1 to **Save vs Spells** (-3 overall)
### Aestheticism
- Own minimal possessions
- Can only keep one magical weapon, one magical shield, and one magical suit of armor
- Must give at least 10% of income to religious order
### Aura of Protection
All chaotic and evil creatures within 10' get -1 attack.
- They know the source of this effect, even if disguised.
### Class Skills
- **Divine Intervention**: After reaching level 9, may request deity to intervene directly.
- Describe intended outcome, make a [skilled WIS check](/rules/adventuring.html#skilled-ability-checks) with modifier as indicated by GM.
- Fumbling the check causes [Doubt](#doubt).
- May only be used successfully once per day.
- **Inspired Attack**: Describe intended outcome and make a skilled check as indicated by GM.
- On a complete success, the attack roll gains [advantage](/rules/basics.html#advantage-and-disadvantage).
- On a complicated success, the attack roll is made as normal.
- On a failure, the attack roll gains [disadvantage](/rules/basics.html#advantage-and-disadvantage)s.
- May only be used successfully once per 10 minutes (1 turn).
- ex: grab child, jump over table, set it down safely, and strike nearest opponent.
- **Religious Lore**: Make a skilled INT check to recognize names of major figures, magic items, and other symbols of importance to different religious groups (including cults).
- **Ritual Casting**: Some rituals require a skilled check.
- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: stabilizing wounds).
### Doubt
Occurs whenever a fumble occurs while turning undead or requesting divine intervention.
- Next attempt to turn undead or request divine intervention gets -2 on roll.
- Cleared by a successful turn undead or divine intervention roll.
- Fumbling while already having Doubt severs connection to deity until next day (preventing spell casting, turn undead, or requesting divine intervention).
### Lay on Hands
- Heal 2 HP / level once per day
- From 5th level, may cure disease once per week
### Smiting Attack
Before making an attack, can declare it to be a Smiting Attack which will deal maximum damage.
- Can be used a number of times per day equal to level.
- Must be declared before dice are rolled.
- Maximum damage applies to critical / fumble results as well.
### Stronghold
- From 9th level, can establish or build a stronghold (at half price, if in good favor with deity).
- Once established, attracts loyal followers (5d6 x 10 fighters of level 1–2), who never check morale.
### Turn Undead
- Can turn undead with HD up to paladin level.
- From 6th level, can turn undead with HD up to _paladin level + 2_.
- From 12th level, can turn any undead, regardless of HD.
- To turn undead, make a [skilled WIS check](/rules/adventuring.html#skilled-ability-checks), modified based on the highest HD amongst targeted undead creatures.
- If the undead is of a higher HD than _paladin level - 2_, add -2 to the roll for each HD above that value, to a max of -6.
- If the undead is of a lower HD than _paladin level - 2_, add +2 to the roll for each HD below that value, to a max of +6.
- Undead with HD of _paladin level - 5_ or less may be destroyed rather than turned.
#### Results
- A fumble causes [Doubt](#doubt).
- A failure has no effect.
- A complicated success only affects up to 1d6 total HD of undead (but at least 1 creature).
- A complete success affects up to 2d6 total HD of undead (but at least 1 creature).
- A critical success affects up to 3d6 total HD of undead (but at least 1 creature).
On a successful turn:
- Roll as indicated by Results, above.
- Turned undead will flee at full retreat for up to 10 minute (1 turn), or until attacked or damaged, whichever comes first.
- Undead with HD of _paladin level - 5_ or less are instantly turned to dust.
- Excess rolled hit dice are wasted.
- At least 1 undead creature will always be affected by a successful turn.
- If a mixed group of undead are turned, lowest HD creatures are affected first.
### Warhorse
- After 4th level, may summon a holy warhorse (HD 5+5, AC 14, MV 60').
- May only be used once per year.
+8 -8
View File
@@ -12,8 +12,7 @@ Holy (or unholy) knights on a quest for their deity.
<div class='headlessTableWrapper'>
| | |
| --------------- | ----------------------- |
| **Requirement** | Minimum CHA 9 |
| ------------- | ----------------------- |
| **Hit Dice** | 1d10 |
| **Armor** | Any (including shields) |
| **Weapons** | Any |
@@ -76,12 +75,13 @@ Holy (or unholy) knights on a quest for their deity.
- **Ritual Casting**: Some rituals require a skilled check.
- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: stabilizing wounds).
### Divine Magic
### Doubt
- Gains spell casting at level 9, can pray to cast spells.
- Must have a holy symbol
- Must remain faithful to alignment, clergy, and religion.
- [Paladin Spell List](./spell-list.html)
Occurs whenever a fumble occurs while turning undead or requesting divine intervention.
- Next attempt to turn undead or request divine intervention gets -2 on roll.
- Cleared by a successful turn undead or divine intervention roll.
- Fumbling while already having Doubt severs connection to deity until next day (preventing spell casting, turn undead, or requesting divine intervention).
### Lay on Hands
@@ -123,4 +123,4 @@ On a successful turn:
### Warhorse
- After 4th level, may summon a holy warhorse (HD 5+5, AC 14, MV 60').
- If lost, can't get another for at least a year.
- May only be used once per year.
+2 -2
View File
@@ -14,10 +14,10 @@ Holy (or unholy) spellcasters who serve one or more deities.
<div class='headlessTableWrapper'>
| | |
| ------------- | ------------------------------------- |
| ------------- | --------------------------------------- |
| **Hit Dice** | 1d6 |
| **Armor** | None |
| **Weapons** | Dagger, staff, 1-handed magic weapons |
| **Weapons** | Dagger, staff, one-handed magic weapons |
| **Languages** | Alignment, Common |
</div>
+1 -1
View File
@@ -59,7 +59,7 @@ An adventurer that specializes in infiltration and retrieval.
- On a complete success, the attack roll gains [advantage](/rules/basics.html#advantage-and-disadvantage).
- On a complicated success, the attack roll is made as normal.
- On a failure, the attack roll gains [disadvantage](/rules/basics.html#advantage-and-disadvantage).
- ex: jump on a banquet table, kicking the drinks over the stunned guards, before making a leaping strike at the nearest opponent.
- ex: jump on a banquet table, kicking the drinks over the surprised guards, before making a leaping strike at the nearest opponent.
- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: sleight of hand).
#### Special Skills
+18 -16
View File
@@ -26,22 +26,22 @@ A magic user who casts spells from memory.
<div class="dividedTableWrapper levelTable">
| Level | HD | Atk | Save |
| :---: | :---: | :-: | :--: |
| 1 | 1d6 | 0 | 13 |
| 2 | 2d6 | 0 | 13 |
| 3 | 3d6 | 0 | 13 |
| 4 | 4d6 | 0 | 13 |
| 5 | 5d6 | 0 | 13 |
| 6 | 6d6 | +2 | 11 |
| 7 | 7d6 | +2 | 11 |
| 8 | 9d6 | +2 | 11 |
| 9 | 9d6 | +2 | 11 |
| 10 | 9d6+1 | +2 | 11 |
| 11 | 9d6+2 | +5 | 8 |
| 12 | 9d6+3 | +5 | 8 |
| 13 | 9d6+4 | +5 | 8 |
| 14 | 9d6+5 | +5 | 8 |
| Level | HD | Atk | Save | Max Known<br />Spell Level |
| :---: | :---: | :-: | :--: | :------------------------: |
| 1 | 1d6 | 0 | 13 | 1 |
| 2 | 2d6 | 0 | 13 | 1 |
| 3 | 3d6 | 0 | 13 | 2 |
| 4 | 4d6 | 0 | 13 | 2 |
| 5 | 5d6 | 0 | 13 | 3 |
| 6 | 6d6 | +2 | 11 | 3 |
| 7 | 7d6 | +2 | 11 | 4 |
| 8 | 9d6 | +2 | 11 | 4 |
| 9 | 9d6 | +2 | 11 | 5 |
| 10 | 9d6+1 | +2 | 11 | 5 |
| 11 | 9d6+2 | +5 | 8 | 6 |
| 12 | 9d6+3 | +5 | 8 | 6 |
| 13 | 9d6+4 | +5 | 8 | 7 |
| 14 | 9d6+5 | +5 | 8 | 7 |
[Sorcerer Features]
@@ -55,6 +55,8 @@ A magic user who casts spells from memory.
- Can cast spells from memory.
- Starts with [at least one spell](/rules/magic.html#starting-spells) in memory, gains an additional one at each new level.
- Maximum spell level learned = Sorcerer level / 2 (round up)
- May replace one known spell at each new level.
- Each memorized spell may be cast up to once per day.
- Can conduct magical research.
- [Known arcane spells](./arcane-spellcasters/known-arcane-spells.html)
+115
View File
@@ -0,0 +1,115 @@
---
title: Soulblade
description: The Soulblade class for HOSR.
date_pub: 2025-12-12T23:43:55-05:00
section: classes
content_type: feature
short_code: csb
status: hidden
---
An adventurer who specializes in conjuring and wielding weapons of pure energy.
[[toc]]
<div class='headlessTableWrapper'>
| | |
| ------------- | ----------------- |
| **Hit Dice** | 1d10 |
| **Armor** | None |
| **Weapons** | Any |
| **Languages** | Alignment, Common |
</div>
### Core Features
- **Fearless**: Immune to all supernatural fear effects.
- **Mental Focus**: +2 bonus to all saving throws against mental or mystical powers.
<div class="dividedTableWrapper levelTable">
| Level | HD | Atk | Save |
| :---: | :-----: | :-: | :--: |
| 1 | 1d10 | 0 | 12 |
| 2 | 2d10 | 0 | 12 |
| 3 | 3d10 | 0 | 12 |
| 4 | 4d10 | +2 | 10 |
| 5 | 5d10 | +2 | 10 |
| 6 | 6d10 | +2 | 10 |
| 7 | 7d10 | +5 | 8 |
| 8 | 9d10 | +5 | 8 |
| 9 | 9d10 | +5 | 8 |
| 10 | 9d10+2 | +7 | 6 |
| 11 | 9d10+4 | +7 | 6 |
| 12 | 9d10+6 | +7 | 6 |
| 13 | 9d10+8 | +9 | 4 |
| 14 | 9d10+10 | +9 | 4 |
[Soulblade Features]
</div>
### Class Skills
- **Bold Attack**: Describe intended outcome and make a skilled check as indicated by GM.
- May only be used successfully once per 10 minutes (1 turn).
- ex: making a running leap from a table to a balcony before landing and striking the nearest opponent.
- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: stabilizing wounds).
### Conjured Weapon
- Can conjure a weapon of pure energy a number of time per day equal to Soulblade level x 2.
- Weapon can be any type that the conjurer may use.
- The weapon must be purely mechanically powered (ex: sword, axe, bow, crossbow, sling).
- If the conjured weapon is ranged and uses ammunition, it is automatically conjured along with the weapon.
- Used ammunition disappears after the attack is resolved.
- If the conjured weapon is thrown, it reappears in the conjurer's hand after the attack is resolved.
- Once conjured, the weapon remains for 1d6 turns or until it is dismissed by the conjurer, dispelled, or another weapon is conjured (whatever comes first).
- From 2nd level, gains a bonus to attack and/or damage.
- From 3rd level, the conjured weapon counts as a magic weapon.
- From 7th level, up to 2 weapons may be conjured at one time.
- If both are one-handed weapons, can be [dual-wielded](/rules/combat.html#dual-wielding) without a penalty to the second attack, regardless of Dexterity (DEX) score.
- If a third weapon is conjured while the other two still exist, the oldest one is instantly dispelled.
- From level 9, can conjure a weapon an unlimited number of times per day.
<div class="centered dividedTableWrapper">
| Min Level | Bonus |
| :-------: | :------------------: |
| 2 | +1 damage |
| 3 | +1 attack |
| 5 | +2 attack and damage |
| 8 | +3 attack and damage |
| 11 | +4 attack and damage |
| 14 | +5 attack and damage |
[Conjured Weapon Bonus]
</div>
#### Power Attack
Before making an attack with a conjured weapon, can declare it to be a Power Attack which will deal maximum damage.
- Can be used a number of times per day equal to level.
- Must be declared before dice are rolled.
- Maximum damage applies to critical / fumble results as well.
#### Tornado Attack
From 10th level, can attack all enemies within 10' at once with a conjured weapon.
- Can be used once per day.
### Dextrous Defense
Base unarmored armor class equal to Dexterity (DEX) score - 2.
- From level 3, increases by +1 every 3 levels (+2 at level 6, +3 at level 9, etc.)
### Stronghold
- From 9th level, can establish or build a stronghold.
- Once established, attracts 1d6 pupils (soulblades of level 1-2).
+4 -3
View File
@@ -14,7 +14,7 @@ Someone skilled at stealth-based retrieval.
<div class='headlessTableWrapper'>
| | |
| ---------------- | -------------------------------- |
| ------------- | -------------------------------- |
| **Hit Dice** | 1d6 |
| **Armor** | Leather or Studded, no shields |
| **Weapons** | Any |
@@ -25,6 +25,8 @@ Someone skilled at stealth-based retrieval.
### Core Features
- **Backstab**: When attacking an unaware opponent from behind with a one-handed weapon, the attack gets +4 and it deals double damage.
- Starting at level 6, the attack deals triple damage instead.
- Starting at level 11, the attack deals quadruple damage instead.
<div class="dividedTableWrapper levelTable">
@@ -62,7 +64,7 @@ Someone skilled at stealth-based retrieval.
- On a complicated success, the attack roll is made as normal.
- On a failure, the attack roll gains [disadvantage](/rules/basics.html#advantage-and-disadvantage).
- May only be used successfully once per 10 minutes (1 turn).
- ex: jump on a banquet table, kicking the drinks over the stunned guards, before making a leaping strike at the nearest opponent.
- ex: jump on a banquet table, kicking the drinks over the surprised guards, before making a leaping strike at the nearest opponent.
- **Hear Noise**: Make a skilled WIS check to use improved listening (at doors, etc.).
- Only works in quiet areas (not in combat).
- **Manipulate Traps**: Make a skilled DEX check to manipulate a trap.
@@ -80,7 +82,6 @@ Someone skilled at stealth-based retrieval.
- **Thief Lore**: After reaching 3rd level, make a skilled INT check to recall lore pertaining to valuable items, security setups, and famous thieves or heists.
- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: sleight of hand).
### Stronghold
After 9th level, may construct a stronghold (usually, a secret hideout).
+284
View File
@@ -0,0 +1,284 @@
---
title: Eldritch Gifts
description: Eldritch Gifts available to the Warlock class for OSR gaming.
date_pub: 2026-09-01T16:02:32-04:00
section: classes
content_type: feature
short_code: cweg
---
Eldritch Gifts are additional features or abilities that can be gained by certain classes (typically Warlocks).
- 1st-level Warlocks can only choose from the list of Basic Gifts.
- Warlocks of 2nd level and above can choose from either the Basic Gifts or Advanced Gifts.
### Basic Gifts
### Acid Splash
Can create an acidic bubble at a point within 60', where it explodes in a 10-foot-radius sphere.
- Must be declared at start of round, and can be interrupted as with a magic spell.
- Each creature within sphere must **Save** or take 1d4 damage.
- Damage increases by an additional 1d4 at Warlock level 5 (2d4) and every 5 levels thereafter.
- May be used a number of times per day equal to 1/2 Warlock level (rounded up).
#### Chill Touch
Can channel the chill of the grave by making an unarmed attack against a target within reach.
- Must be declared at start of round, and can be interrupted as with a magic spell.
- On a hit, target takes 1d8 damage and can't regain hit points until the end of the next round.
- Damage increases by an additional 1d8 at Warlock level 5 (2d8) and every 5 levels thereafter.
- May be used a number of times per day equal to 1/2 Warlock level (rounded up).
#### Curse of Confusion
Once per day, may force target humanoid within 60' to **Save vs Spells** or be affected as by the [Confusion spell](/spells/confusion.html).
- In subsequent rounds, an affected target must **Save vs Spells** before rolling for behavior to end the delusions.
#### Devil's Sight
Can see normally in dim light and darkness (magical and non-magical), up to a distance of 120'.
#### Eldritch Blast
Can fire a beam of magical energy at a target within 120'.
- Must be declared at start of combat round, and can be interrupted as with a magic spell.
- Target must **Save vs Spells** or take 1d6 damage.
- Damage increases by an additional 1d6 at Warlock level 5 (2d6) and every 5 levels thereafter.
- May be used a number of times per day equal to 1/2 Warlock level (rounded up).
#### Eyes of Knowing
Can read all non-magical writing.
#### Fire Bolt
Can hurl a mote of fire at target within 120', making a ranged attack against it.
- Must be declared at start of combat round, and can be interrupted as with a magic spell.
- On a hit, target takes 1d6 damage.
- Damage increases by an additional 1d6 at Warlock level 5 (2d6) and every 5 levels thereafter.
- A flammable object hit by this spell starts burning if it isn't being worn or carried.
- May be used a number of times per day equal to 1/2 Warlock level (rounded up).
#### Mage Hand
Can manifest a spectral, floating hand, which appears at a point within 30'.
- When creating a hand during combat, must be declared at start of round, and can be interrupted as with a magic spell.
- Manifested hand:
- Must remain within 30'.
- Lasts up to 1 minute (6 combat rounds) or until dismissed as a free action.
- Can be move up to 30' per round.
- Can be used to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.
- Cannot attack, activate magic items, or carry more than 10 pounds.
#### Message
Can use a combat action to point toward a creature within 120' and whisper a message.
- The target (and only the target) hears the message and can reply in a whisper that only the Warlock can hear.
- Message is blocked by magical silence; 1 foot of stone, metal, or wood; or a thin sheet of lead.
- If Warlock is familiar with target, message can go through solid non-magical objects.
#### Minor Illusion
Can create a sound or an image of an object within 30' that lasts for up to 1 minute (6 combat rounds).
- When used during combat, must be declared at start of round, and can be interrupted as with a magic spell.
- Illusion can be dismissed as a free action, and ends if another illusion is created.
- A creature must spend at least 1 combat round examining the illusion and make a successful INT check to determine it is an illusion.
- An illusory image become translucent (faint and see-through) to anyone who knows it is one.
- For an illusory sound:
- Its volume can range from a whisper to a scream.
- It can be a voice, a lion's roar, a beating of drums, or any other sound known or remembered.
- It can continue unabated throughout the duration, or discrete sounds can be made at different times before the spell ends.
- It becomes faint to anyone who knows it is illusory.
- For an illusory image:
- It must be no larger than a 5-foot cube.
- It cannot create sound, light, smell, or any other sensory effect
- Physical interaction with the image reveals it to be an illusion, since things can pass through it.
- An illusory image become translucent (faint and see-through) to anyone who knows it is one.
#### Produce Flame
Can make a flickering flame appear in hand as an action and remain there for up to 10 minutes (1 turn).
- When creating a flame during combat, it must be declared at start of round, and can be interrupted as with a magic spell.
- Flame emits no heat and ignites nothing, but sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
- Flame can be dismissed as a free action, and ends if another flame is created.
- While the flame is in hand, can be hurled at target within 60', making a ranged attack against it.
- On a hit, target takes 1d6 damage.
- Damage increases by an additional 1d6 at Warlock level 5 (2d6) and every 5 levels thereafter.
#### Ray of Frost
Can create a frigid beam of blue-white light which streaks toward a creature within 60', making a ranged attack against it.
- Must be declared at start of combat round, and can be interrupted as with a magic spell.
- On a hit, target takes 1d6 damage and its movement is reduced by 1/3 (rounded up) until the end of the next round.
- Damage increases by an additional 1d6 at Warlock level 5 (2d6) and every 5 levels thereafter.
#### Shared Gaze
Can use a combat action to touch a willing humanoid and perceive through its senses until the end of the next combat round.
- As long as the creature remains on the same plane, can use a combat action to maintain the connection, extending it until the end of the next combat round.
- While perceiving through the other creature's senses:
- Can perceive any special senses possessed by that creature, and
- Are blind and deaf to own surroundings.
#### Shocking Grasp
Can channel lightning by making an unarmed attack against a target within reach.
- Must be declared at start of round, and can be interrupted as with a magic spell.
- On a hit, target takes 1d6 damage and its movement is reduced by 1/3 (rounded up) until the end of the next round.
- Damage increases by an additional 1d6 at Warlock level 5 (2d6) and every 5 levels thereafter.
- May be used a number of times per day equal to 1/2 Warlock level (rounded up).
#### Starry Wisp
Evocation Cantrip (Bard, Druid)
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Can launch a mote of light at target within 60', making a ranged attack against it.
- Must be declared at start of combat round, and can be interrupted as with a magic spell.
- On a hit, target takes 1d6 damage and, until the end of the next round, it emits dim light in a 10' radius and can't become invisible.
- Damage increases by an additional 1d6 at Warlock level 5 (2d6) and every 5 levels thereafter.
#### Supernatural Sneak
Gains the following feature:
- **Backstab**: When attacking an unaware opponent from behind with a one-handed weapon, the attack gets +4 and it deals double damage.
- Starting at level 6, the attack deals triple damage instead.
- Starting at level 11, the attack deals quadruple damage instead.
Also gains the following Warlock skill:
- **Sneak**: Make a skilled CHA check to hide in shadows or move silently, avoiding enemies.
#### Words of Confusion
Can unleash a string of words laced with subtle enchantments at one creature within 60' and sight or earshot.
- Must be declared at start of round, and can be interrupted as with a magic spell.
- Words can be in any language known to caster, and can be insults, maddening whispers, or even just gibberish.
- Target must **Save vs Spells** or take 1d4 damage and gain disadvantage on the next attack roll it makes before the end of the next round.
- Damage increases by an additional 1d4 at Warlock level 5 (2d4) and every 5 levels thereafter (3d4 at 10, 4d4 at 15, etc).
- May be used a number of times per day equal to 1/2 Warlock level (rounded up).
### Advanced Gifts
Warlocks beyond the 1st level can choose from the list above or the list below.
#### Agonizing Blast
_Prerequisite: Warlock level 2+, an Eldritch Gift that deals damage_
Can add a damage bonus when using another Eldritch Gift.
- Choose a known eldritch gift that deals damage, such as Acid Splash, Chill Touch, Eldritch Blast, Fire Bolt, Produce Flame, Ray of Frost, Shocking Grasp, Starry Wisp, or Vicious Mockery.
- When rolling damage for the chosen gift, add an additional 1d4.
- This gift may be chosen multiple times, but only once for each known eldritch gift that deals damage.
#### Armor of Shadow
Can cast [Mage Armor](/spells/mage-armor.html) at will, without it counting as a cast spell for the day.
#### Armorer's Blessing
Can wear magical chainmail armor and/or a magical helmet.
#### Ascendant Step
_Prerequisite: Warlock level 5+_
You can cast [Levitate](/spells/levitate.html) at will, without it counting as a cast spell for the day.
<!--
Devouring Blade
Prerequisite: Level 12+ Warlock, Thirsting Blade Invocation
The Extra Attack of your Thirsting Blade invocation confers two extra attacks rather than one.
-->
#### Eldritch Mind
When rolling a CON or CHA check for [concentration](/rules/magic.html#concentration), gains advantage on the roll.
#### Eldritch Smite
_Prerequisite: Warlock level 5+, Pact of the Blade Gift_
- May use 1 Pact Magic Point to add 1d4 to the attack and damage of a single attack with a weapon bound by the Pact of the Blade.
- May only be used once per attack.
Once per turn when you hit a creature with your pact weapon, you can expend a Pact Magic spell slot to deal an extra 1d8 Force damage to the target, plus another 1d8 per level of the spell slot, and you can give the target the Prone condition if it is Huge or smaller.
#### Eldritch Telepathy
Can speak telepathically to any creature within 40' and line-of-sight.
- Does not need to share a language with creature.
- Creature must be able to speak at least one language.
- Initially, communication is one-way.
- After reach Warlock level 5, communication becomes two-way.
- After reaching Warlock level 10, can enable "group communication" including a number of creatures (in range and sight) up to Warlock's INT score.
#### Pact of the Blade
Can create a bond with a specific weapon and make it appear in hand as a free action.
- Must spend at least 10 seconds (one combat round) to create bond with a weapon (magical or otherwise) being touched, after which the weapon disappears into a pocket dimension.
- Cannot create bond with a weapon that is already bound to another Warlock (or similar entity).
- Bound weapon can be dismissed as a free action.
- Bound weapon can be used as spellcasting focus.
- Bound weapon counts as a magical weapon when determining damage.
- When attacking with bound weapon, can use Charisma modifier for attack and damage rolls (rather tha Strength or Dexterity).
- Bond with weapon ends when a bond is created with another weapon, if bound weapon is more than 5' away for 1 minute (6 combat rounds) or more, or upon death (when the weapon reappears from pocket dimension within 10').
#### Pact of the Chain
Can learn the Find Familiar ritual and can use it to summon a specialized familiar provided by a Patron.
- Familiars summoned this way can be the types listed in the spell or one of the following, as appropriate: Imp, Pseudodragon, Quasit, Skeleton, Sphinx of Wonder, Sprite, or Venomous Snake.
- Also: amoeba / gel-pod thing, flaming eye, shapechanger, any other weird ones?
- If a normal familiar is chosen, it will often have traits based on or inspired by the Patron that provided it.
#### Pact of the Tome
Can conjure a book (or similar object) inscribed with eldritch magic that can only be accessed by the Warlock that conjured it.
- The book contains 3 ritual spells granted by the patron.
- While holding the book, can cast the ritual spells.
- The book can be dismissed to a pocket dimension as a free action.
#### Poison Spray
Can spray toxic mist at a creature within 30', making a ranged attack against it.
- Must be declared at start of round, and can be interrupted as with a magic spell.
- On a hit, target takes 1d8 damage.
- Damage increases by an additional 1d8 at Warlock level 5 (2d8) and every 5 levels thereafter.
- May be used a number of times per day equal to 1/2 Warlock level (rounded up).
#### True Strike
Can use a combat action to gain a flash of magical insight about their next attack with a weapon in hand.
- Next attack made before the end of the next round uses CHA for attack and damage rolls.
- Damage dealt counts as magical.
- Damage increases by 1d6 at Warlock level 5 and every 5 levels thereafter.
+2 -1
View File
@@ -4,7 +4,7 @@ description: The Warlock class for OSR gaming.
date_pub: 2023-02-17T00:26:00-05:00
section: classes
content_type: feature
short_code: cw1
short_code: cw10
---
Warlocks are spellcasters that gain access to magic by making pacts with powerful, otherworldly beings.
@@ -69,4 +69,5 @@ Warlocks are spellcasters that gain access to magic by making pacts with powerfu
</div>
[^spells]: Chosen spells can be of the indicated level or lower.
[^1]: D: Death; W: Wielded; P: Paralyze; B: Blasts; S: Spells

Some files were not shown because too many files have changed in this diff Show More