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# Chirurgeon Specialist - An Artificer Subclass
### Chirurgeon Spells
Starting at 1st level, you learn an additional spell when you reach certain levels in this class, as shown in the Chirurgeon Spells table. The spell counts as an artificer spell for you, but it doesn't count against the number of artificer spells you know.
| Level | Spell |
| ----- | --------------------------------------- |
| 3rd | Cure Wounds, Ray of Sickness |
| 5th | Blindness/Deafness, Ray of Enfeeblement |
| 9th | Revivify, Haste |
| 13th | Blight, Polymorph |
| 17th | Contagion, Mass Cure Wounds |
### 3rd Level: Breakthrough
When you choose this specialization at 3rd level, you can use your chirurgy to manipulate the bodies of others to enhance their performance. You start with two Breakthroughs, and when you reach certain levels in this class, you gain more uses: three at 5th level, four at 9th level, and five at 13th level.
As a bonus action, you touch a creature and expend any number of Breakthroughs you wish, and replenish that same number of class resources that are regained when that creature takes a short or long rest, excluding spell slots. For example, you can expend 1 Breakthrough to replenish 1 sorcery point for the sorcerer in your party.
You cannot replenish more uses of a resource than the creatures maximum uss of that resource. For example, if the sorcerer has a pool of 3 sorcery points, you cannot replenish any number of sorcery points greater than 3. Whether because of chirurgical jealousy or the inability to cause another to have a breakthrough, another chirurgeon cannot replenish your own uses of this feature.
You regain all expended uses of breakthroughs when you finish a long rest.
Once you use this feature on a creature, you cant use it on that creature again until you finish a long rest.
### 5th Level: Nocive Praxis
At 5th level, you can use your chirurgy not just to enhance your allies, but also to weaken your enemies. You gain resistance to necrotic damage, and necrotic damage you inflict ignores resistances and immunities.
Additionally, when you hit a creature with an attack, you can expend one Breakthrough to change the damage type of any attack you make to necrotic damage. When you do so, you do not roll to see how much damage you inflict, but instead deal the attacks maximum amount of damage possible. For example, if the attack deals 2d10 + 5 slashing damage, you can expend a Breakthrough to deal 25 necrotic damage instead.
### 9th Level: Heightened Healer
At 9th level, your command over the mysteries of the body reaches new heights. Whenever you make a creature regain hit points with an artificer spell, you can choose one of the following effects:
- Another creature within 5 feet of the creature you are healing regains a number of hit points equal to half of the hit points the first creature regained, rounding down.
- You heal the maximum amount of hit points the spell can heal. For example, if the artificer spell heals 1d8 + 5, you do not roll and instead heal 13 hit points.
### 15th Level: Flesh Sculptor
At 15th level, you have become a master of your field, chirurgy no longer holding any secrets for you to discover. Your Breakthrough feature is empowered in a number of ways:
- When you cast a spell requiring concentration while already concentrating on a spell, you can expend a Breakthrough to maintain concentration on two spells at once. While you are maintaining concentration on two spells, you have disadvantage on all Constitution saving throws you make in order to maintain concentration on your spells.
- As a bonus action, you can spend one spell slot of the highest level available to you at your current level to regain a use of a Breakthrough. For example, to use this feature at level 15, you must use a level 4 spell slot, at level 17, you must use a level 5 spell slot.
- Once per long rest, when you heal a creature from 0 hit points and end the unconscious condition on that creature, you regain a use of a Breakthrough.
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Battlefield Actions
Additional Combat Rules
Why Use Battlefield Actions:
Battlefield Actions strive to make combat encounters feel diverse, dynamic, and grand. They shift the players objective from “deal the most damage to the monster” to a completely different goal, keeping fights more interesting and ever-changing to play and making enemies feel more threatening, more of a “boss” encounter.
You should use Battlefield Actions if:
You and your players are well versed in the normal combat mechanics and are ready to add a new mechanic.
You find fights skew towards static encounters where movement plays a very small role in combat, and most turns can be summarized as a race to inflict damage and little else.
You are having a hard time challenging your players.
You or your players have expressed boredom when it comes to fights, finding them too slow, repetitive, or samey.
You are looking for a way to make a “boss fight” feel more climactic than other battles.
How Battlefield Actions Work:
Battlefield actions consist of two phases:
A Tell, where the Battlefield Action starts. The Tell does not inflict any damage. Instead, it is a hint for the player as to what the Battlefield Action will do once its resolved and how to stop it.
A Resolution, when the Battlefield Action ends. If the players have not neutralized or mitigated the Battlefield Action, the actual effect of this action will resolve in this phase.
All Battlefield Actions can be either neutralized or mitigated. The point of the Tell phase is for the players to figure out how to neutralize or mitigate the action before it reaches the Resolution stage. If the players dont manage to neutralize or mitigate a Battlefield Action, the Battlefield Action simply triggers.
In combat, Battlefield Actions start their Tell phase at the end of a monsters turn and arrive at their Resolution stage at the beginning of that monsters next turn. The players have the whole Initiative order to deal with the Battlefield Action.
For example:
At the end of the enemys turn, they conjure two summoning circles on either side of the battlefield. The circles glow brightly with magical energy, and motes of this arcane light coalesce to form the outline of another creature. If a player steps close to them, they dim somewhat. This is the Tell phase of this Battlefield Action.
At least one creature must step on the circles to stop the summoning. When they stand on them, the circles dim and stop gathering energy.
At the beginning of the monsters next turn, if no creature is standing on the summoning circles, two minions are summoned to assist the boss. If a creature is standing on each circle, the Battlefield Action has been neutralized and fails. This is the Resolution phase of this Battlefield Action.
To summarize:
The end of the monsters turn starts the Tell phase of the Battlefield Action.
Players must figure out a way to neutralize or mitigate the action before the monsters next turn starts.
The beginning of the monsters next turn starts the Resolution phase of the Battlefield Action.
Depending on the players action, the Battlefield Action triggers, is mitigated, or is neutralized.
We recommend giving your monster at least two Battlefield Actions so that the Battlefield Action changes each round.
Battlefield Actions have not been designed to be given to anything other than “boss” enemies. Likewise, Battlefield Actions are not supposed to be given to two different monsters in the same combat encounter.
Damage By CR and Saving Throws:
Since many Battlefield Actions deal damage, and this system is intended for you to attach to existing monsters or new ones you make, the damage a Battlefield Action deals depends on the monsters CR.
COMING SOON - as a quick fix: choose the strongest attack from the monster and make the battlefield action deal that damage.
If a Battlefield Action calls for the players to make a saving throw, choose what ability that monster is using to perform the Battlefield Action and follow the regular DC calculation formula:
8 + key ability modifier + Proficiency Bonus
Proficiency Bonuses can be found next to CR in all monster stat blocks and are dependent on a monsters CR.
Battlefield Actions
Here youll find a list of some Battlefield Actions that you can use. Because the damage dealt and the DCs involved in this Battlefield Actions depend on the monsters abilities and CR, any of these Battlefield Actions can work for any monster.
You can therefore concentrate on how you want a monsters actions to feel, and the effects you want that monster to create on the battlefield, rather than whether or not the damage or difficulty feels correct for the fight at hand.
Quite a few Battlefield Actions are resolved by breaking a boss concentration. The point of Battlefield Actions isnt to stop your players from dealing damage, but to shift their focus away from only doing that while remaining static for the entire fight. We recommend mixing Battlefield Actions that force players to move, hold their actions, or otherwise not attack as they normally would with Battlefield Actions that must be neutralized or minimized by breaking Concentration. Too many of the former might make Battlefield Actions feel like an obstacle to the players' fun rather than a mechanic to make battles grander and more dynamic.
Unless otherwise specified, the damage type of a Battlefield Action is up to the GM and dependent upon the monster. A giant holding a metal club will deal Bludgeoning damage when performing the Cleave Battlefield Action, whereas a fiend performing the same action with a flaming whip will deal Fire damage. Use damage types to make Battlefield Actions feel unique to the monster using them.
Every Battlefield Action is presented in the same format: first the Tell, then the condition to mitigate or neutralize, and then the Resolution.
For ease of reading, the creature performing the Battlefield Action will be referred to as “the boss.”
Summoning Minions:
Tell: Two 10-foot-radius summoning circles appear on the battlefield as the faint outline of a monster starts to coalesce within them.
Neutralization: If a creature steps on the circles, the minion cannot be summoned.
Resolution: If not neutralized, two minions are summoned to the battlefield to assist the boss.
Cleave:
Tell: The boss raises its weapon, readying a devastating attack against anyone in front of it. Whenever a creature deals damage to the boss, the boss faces in the direction of the creature that attacked it, changing the area affected by their Cleave.
Mitigation: The players might choose to have a particularly hardy character hold their attack until right before the boss turn to make sure the boss hits them, or have a ranged combatant hit the boss last while all other characters move away from the Cleaves area of effect. They might also have a rogue character hit,disengage, and run away from the boss, allowing the boss to target the rogue while they remain out of the area of effect
Resolution: If not mitigated, the boss Cleaves a 15-foot Cone area in the direction the boss is facing. Every creature in that area must make a Dexterity saving throw, taking full damage on a failure and half damage on a success.
Ray:
Tell: The boss begins to coalesce all magic around it into a ball of energy on its palm. Whenever a creature deals damage to the boss, the boss faces in the direction of the creature that attacked it, changing the area that will be affected by the ray.
Mitigation: A particularly hardy character can hold their attack until right before the boss turn to make sure the boss hits them. Players must also be aware of their positioning so as not to be caught in the area of effect of the ray.
Resolution: If not mitigated, the boss releases a 5-foot-wide, 60-foot-long ray in the direction the boss is facing. Every creature in that path must make a Dexterity saving throw, taking full damage on a failure and half damage on a success.
Enchanting Ballad:
Tell: The boss enters a state of deep concentration and starts to sing a haunting melody. As more and more of the song reaches the ears of creatures who can hear it, they drift away from themselves, developing a slowly growing sense of understanding and camaraderie with the boss.
Neutralization: The players must break the boss Concentration on the song as one would break Concentration on a spell. Alternatively, the players can use the spell Silence to ensure the boss cannot sing its melody.
Resolution: If not mitigated, the creature with the lowest Wisdom ability score that can hear the song has the Charmed condition until the song ends and repeats the save at the end of each of its turns.
Watchful Eye:
Tell: The boss opens their eyes, and a dreadful magical energy gathers like a pinprick of light deep inside of their pupil. When their gaze falls on a creature, it feels an impending sense of dread grow within itself.
Neutralization: The players must hide from the boss so as to not be seen when the Battlefield Action reaches its Resolution phase. They can use the environment to block line of sight, take the Hide action, or even cast spells like Darkness to obscure the boss vision.
Resolution: If not neutralized, all creatures the boss can see have the Frightened condition. They can make a Wisdom saving throw to free themselves from this effect at the end of each of their turns.
Perfect Illusion:
Tell: The boss creates three illusory copies of itself on the battlefield. These illusory copies start to gather magical energy on their palms, getting ready to unleash an attack.
Neutralization: The illusory copies share the same ability scores and AC as the boss, but only have 1 Hit Point. The players must deal damage to these illusory copies to destroy them before the boss next turn.
Resolution: If not neutralized, each illusory copy will make an attack against a creature. The attack is one that the boss has as part of its stat block rather than being one based on the damage stated in the Battlefield Actions rules.
Tactical Retreat:
Tell: The boss starts to concentrate on a spell as its form slowly starts to dematerialize in front of the partys very eyes.
Neutralization: The players must break the boss Concentration as one would break Concentration on a spell.
Resolution: If not neutralized, the boss is teleported away to a location of its choice, escaping the battle to live another day.
Danse Macabre:
Tell: The boss begins to perform an enchanting dance. As the party watches its enchanting movements, they feel an increasing urge to join them.
Neutralization: The players must break the boss Concentration on the dance as one would break Concentration on a spell. Alternatively, the players can find a way to bring the boss speed to 0, such as by restraining it.
Resolution: If not neutralized, all creatures hostile to the boss are under the effects of the spell Irresistible Dance until the end of their next turn.
Eruption:
Tell: The boss punches the ground with all its might, and cracks begin to snake outwards from the impact. Energy shines through these cracks, brightest and strongest at the epicenter of the impact, and begins growing in power. The closer a creaturestands to the impact, the stronger this energy seems to be, and the more the ground cracks and trembles.
Mitigation: The players must move as far as possible from the impact to reduce the damage taken when the battlefield finally erupts.
Resolution: The ground erupts, consuming the battlefield in a blast of energy, its effects more or less lethal depending on how close a creature is to the impact. Creatures standing less than 20 feet away from the impact must make a Dexterity saving throw, taking full damage on a failure and half damage on a success. Creatures standing 25 feet or more away from the impact must make a Dexterity saving throw, taking half damage on a failure and no damage on a success.
Eye of the Hurricane:
Tell: The boss begins to generate a massive wind current in a vortex centered on itself. The wind picks up with surprising speed, and soon the characters feel themselves losing their footing—being pushed not only outwards, but upwards. The only zone where the wind doesnt seem to grow in strength is directly next to the boss, at the center of this vortex.
Mitigation: The players must move as close as possible to the boss to reduce the damage taken when the vortex finally coalesces into a hurricane.
Resolution: The vortex turns into a hurricane, sweeping the battlefield in a deadly whirlwind. Its effects are more or less lethal, depending on how far away a creature is from the boss. Creatures standing more than 10 feet away from the boss must make a Dexterity saving throw, taking full damage and being pushed 30 feet away from the boss on a failure and taking half damage and being pushed 15 feet away from the boss on a success. Creatures standing 10 feet or less away from the boss must make a Dexterity saving throw, taking half damage and being pushed 15 feet away from the boss on a failure, and taking no damage on a success.
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Fantasy City Creation Method
Why Build Cities Like Theme Parks:
This document will teach you to create cities for your games from a gameplay-first perspective to ensure they are actually fun to spend time in at the table.
It thinks of cities as theme parks; places filled with activities to enjoy. These activities are catered to the interests of your players, in order to ensure all of them have something that appeals to their particular interests.
A gameplay-first approach to city building does not preclude the creation of lore-rich cities filled with history and characters important to the plot. On the contrary, it allows those elements to exist in a space the players actually want to explore and spend time in, as opposed to a lore-first approach to city-making, where a city can easily end up feeling more like a classroom rather than a theme park, or a meet-and-greet line for important NPCs.
The Theme Park Method to City-Making:
In order to follow this method, think of a theme and attractions that follow that theme.
A theme is a guiding throughline for your city. Themes should be visually distinct and immediately understood by the players. These themes should be loose enough to accommodate a variety of attractions that appeal to all players.
Themes like “Hope”, “Revenge”, or “Love” are bad themes to choose for a city, because they are not immediately visual. Themes like “Blue”, “North”, or “Cat” are visual, but youll have a much harder time finding attractions that fit that theme.
Once you have a theme, think of attractions that can fit that theme. You find attractions by asking yourself (or asking your players directly, if you do not yet know) what they like about playing the game. Attractions should ideally appeal to more than one player, to ensure that a maximum of players find themselves catered to by one attraction. Attractions can be as long or short as you want them to be; they can range from something to do for one session to an entire adventure—but if the second is the case, you must appeal to all players with what is in that attraction.
Examples of the need an attraction needs to answer are preferences like: High-Stakes Roleplay, Combat, Puzzle-Solving, Competitions, Exploration, Intrigue, or Stealth.
The following sections include examples of both themes and attractions for you to use or to get you started on creating your own
Theme Examples:
The following are examples of themes that are both visual and accommodate a variety of attractions.
Undeath:
A metropolis that is also a necropolis. Houses are built alongside mausoleums, and class differences show not just in the clothes you can afford or the job you can land, but also on what shroud your family can afford to bury you in, whether you get interred in an oven crypt or cremated, and if you are afforded the luxury of eternal rest or forced to work menial jobs as a skeleton to afford your own burial. Necromancy is not looked down upon in this city, but is the most valued school of magic. The city has a similarly backwards view on undeath: animated corpses are a common sight on the streets of the city, alongside carriages pulled by tireless skeletal horses and undead messenger pigeons dotting the sky. True undeath—the kind where the corpse retains the memories, will, and personality of the living person—is seen as a wondrous feat and a great honor, with the rulers of the city being a council of liches.
Hell:
A city next to a portal that leads straight to the Hells. Originally a heavily fortified keep that only a devil-slaying order of Paladins called home, it grew in size when the portal proved too stubborn to close and the devils were found to be amenable to trade. What started as simple bartering of sulfur in exchange for goods from the mortal planes grew, slowly and steadily, into an actual economy. Nowadays, the city relies heavily on its tenuous relationship with the Hells and its inhabitants. Both devils and mortals are allowed to pass into each others domains on official business, and a hybrid culture influenced by both mortal mores and hellish ways of life has flourished, due in no small part to the massive tiefling and cambion population that calls the city home, a product of the mingling between the Hells inhabitants and those who call the mortal realm their home.
Underwater:
A settlement or even a town springing to life around a desert oasis is not noteworthy, but when this town continued to grow and fertile land around the oasis grew scarce, the solution to build inside the massive oasis allowed it to flourish into its current size. The diameter of the oasis surface is close to a mile wide, but it widens underground and then snakes into a complex and unexplored system of underground, underwater caves. It boasts a thriving and unique ecosystem, diverse and plentiful enough to allow massive creatures to subsist in its waters. The city itself is much bigger underwater than it is above water, and the nobility and rich merchant class make their homes exclusively under the surface, while the working class often has to live under the sweltering sun above. Life underwater has shaped every aspect of city life, including farming, resource mining, and glamorous galas celebrated in glass domes with a full view of underwater life.
Holy:
While cultures that focus on mastering the arcane are not uncommon, societies that instead focus on divine magic are much rarer. This city chose this path after a cataclysm stopped only by the combined power of the clergy, which catapulted them to rulers of the city and, in time, the country. In this theocracy, holy power is king. Their main export is healing apparatuses that have been imbued with divine magic, able to heal any wound, disease, or curse. They have the monopoly on this divine technology, and have used it to bolster their economy—and to starve their enemies of precious healing needed during wars, often wars the holy city itself is fighting with their Paladin-based military. There is no distinction between church and state, and everyone is in some way involved with the church. Heresy is not just a crime, its treason.
Art:
This city understood the importance of soft power, and chose to focus on it to great results. When the whole world sings your songs, watches your plays, admires your paintings, and reads your novels, it not only makes you rich, it also makes you an extremely unpopular target to wage war against. The city is ever-changing in its presentation, with districts dedicated to painting, sculpture, dance, and theater, all of them deeply intertwined with the arcane. Bardic Colleges flourish in the city and dwarf wizarding ones in both size and prestige. Art is paramount here, and artists are often also government workers. Social influence is worth more than gold, and fame and connections are a currency on their own.
Attraction Examples:
The following are examples of attractions that can populate your city. These have been written to be theme-agnostic, but in order to implement them into your city you should change them to fit your theme. For example, the “Fighting Contest” attraction might be a battle of the bands in a city with the Art theme, or a series of battles to the death run by a Pit Fiend in the Hell theme.
Each of these attractions also details which types of players this attraction can cater to. This list is not exclusive, and depending on how you run it and what you add or subtract to this attraction, it will cater to different players.
Nothing is stopping you from combining two of these attractions into a single attraction to appeal to more players. For example, the “Infiltration” attraction and the “Ball” attraction can be one single attraction, where some players are expected to mingle among NPCs and talk to them while others carry out a stealth mission to retrieve an important piece of blackmail.
Fighting Contest:
Concept: The players must face against a series of teams of enemies and/or monsters to win a prize.
Example Locations: A colosseum, an underground fighting ring, a stadium.
Appeal: Players who enjoy combat, players motivated by acquiring loot.
Infiltration:
Concept: The players must infiltrate a heavily guarded area to retrieve an item or a person.
Example Locations: A jail, a nobles estate, a government building.
Appeal: Players who enjoy intrigue, players who have built their character towards Dexterity/Stealth.
To engage players who enjoy roleplay, give them the opportunity to pass themselves off as someone else. To engage players who enjoy combat, have failure to remain undiscovered result in combat.
Ball:
Concept: The players have been invited to a ball, where they must convince one of the attendants to align with their goals.
Example Locations: A nobles estate, a government building, a club.
Appeal: Players who enjoy high-stakes roleplay, players who that have built their characters towards Charisma, players who enjoy intrigue.
Competition:
Concept: The players have entered a competition that will test their skills against other participants, the winner receiving an enticing prize.
Example Locations: A stage, a racing track, a stadium.
Appeal: Players who have built their characters towards skills that lend themselves to the competition, players motivated by acquiring loot.
Putting on a Show:
Concept: The players must put on a show to either acquire a significant sum of money or get noticed by a powerful figure in the city.
Example Locations: A theater, a powerful nobles drawing room, a tavern, the main square.
Appeal: Players who have built their characters towards performance, players who enjoy roleplay, players motivated by acquiring loot.
Test of Mettle:
Concept: The players must prove their combat prowess in order to be chosen for a specific job or get an important NPC to agree to help them.
Example Locations: the military barracks, a fighting ring, a private estates training grounds.
Appeal: Players who enjoy combat.
Dispatching a Powerful Enemy:
Concept: The players have been tasked or have otherwise decided to bring a resident of the city down.
Example Locations: a ball of masks, the enemys home, a dark alley.
Appeal: Players who enjoy combat, players who enjoy intrigue, players who enjoy tactics and planning..
Siege:
Concept: The players have to reinforce the citys defenses against the onslaught of a powerful opposing force.
Example Locations: the citys walls, a keep at the center of the city, a government building.
Appeal: Players who enjoy combat, players who enjoy planning.
Explore Uncharted Territory:
Concept: The players must venture into a secluded and seldom visited part of the city to retrieve an important item or find a character.
Example Locations: the citys sewers, the ruins under the city, an abandoned estate.
Appeal: Players who enjoy exploration, players who enjoy puzzles, players who have built their characters towards Survival, players who enjoy combat (if the opportunity arises).
Open a “Door”:
Concept: The players must find a way to enter a space, the entrance to which is locked by a puzzle.
Example Locations: a wizards tower, a government building, the forbidden section of a library.
Appeal: Players who enjoy exploration, players who enjoy puzzles.
Gather Clues:
Concept: The players must find clues that will guide them to their destination, or point them in the direction of a particular character.
Example Locations: a series of contraband stashes, a series of clues each pointing to the next, evidence of a crime scattered throughout the city.
Appeal: Players who enjoy exploration, players who enjoy intrigue, players that enjoy roleplay (if a clue comes from an NPC that needs to be convinced).
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The Covenant
A Pointy Hat Warlock Lich
“There is no form of lichdom as easily attained as the one by signing the dotted line at the end of a Warlock pact. A potential Warlock can find the right patron and, in exchange for their mortal soul, theyll be granted the only form of lichdom that can be gained through pact magic. No need for extended rituals or centuries of research, no corpse-like appearance and slowly decomposing flesh; only a mark of this first pact somewhere on their skin, signifying their status as that patrons faithful servant. Once a mortal and a powerful being have decided on the terms of the pact, the mortal is not mortal anymore. They become both a Warlock and a lich: a Covenant.
But ease and convenience has a price, and sometimes that price is much steeper than it is worth. No Warlock is more of a servant to their patron than a Covenant, for their continued existence depends on their obedience. The immortality of a Covenant, like anything given to a warlock, is conditional. The remaining lifespan of the Covenant is not extended in the slightest: once it runs its course, the Covenant dies like any mortal. What has been given to the Covenant is the opportunity to extend that lifespan indefinitely… provided they serve their patron right.
A Covenants immortality is contingent on how many other mortals they convince to sign pacts with their patron. If the Covenant wants to continue existing forever, they must convince as many as possible to enter into contracts with their patron. Once they do, the mortals remaining lifespan at the moment of the signing is added to the lifespan of the Covenant, and an additional mark appears on their body to signify this new contract. The more deals the Covenant brings to fruition for their patron, the more the lichs lifespan grows. Just as a Covenant can rise higher and faster than any other lich, a Covenant who is not careful can be brought to their knees just as quickly.
The Covenants soul jars are nothing other than the physical medium upon which the contracts they facilitate are written. They guard them zealously, knowing just how important each of these soul jars are—not just as phylacteries, but as the only thing that allows the Covenant to continue enjoying their extended lifespan. If any of these is destroyed, not only does the Covenant lose a phylactery, they lose the lifespan associated with that specific pact.
And it is so that the Covenant finds themselves embodying the unearthly charisma the Warlock is known for, forever chasing, tricking, and swindling the next mortal to add additional years to their lifespan like a parasite. The Covenant is at once impossibly powerful and weaker than any other lich. In lichdom, they find unbreakable chains. They sell their soul to become a Covenant; if they dont want to cease to exist forever, the Covenant must be a servant to their patron for the rest of their days. And now that they are a lich, this threatens to be many, many days.”
COVENANT
Medium Undead (Warlock), Any Alignment
AC 18
HP 300 (40d8 + 120)
Speed 30 ft.
Initiative +9 (19)
MOD SAVE
MOD SAVE
MOD SAVE
STR 12
+1 +1
DEX 17
+3 +3
CON 17
+3 +3
INT 18
+4 +4
WIS 16
+3 +9
CHA 20
+5 +11
Skills Arcana +10, Deception +11, Persuasion +17
Resistances Cold, Necrotic
Immunities Poison, Radiant; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Gear Arcane Focus
Senses Truesight 120 ft.; passive Perception 13
Languages All
Challenge 20 (XP 25,000; PB +6)
TRAITS
Legendary Resistance (4/Day). If the Covenant fails a saving throw, it can choose to succeed instead.
Covenant Resurrection. If destroyed, the Covenant reforms in 1d4 days if any creature it has made a pact with is still alive and their contract untouched, reviving with all its Hit Points. The new body appears in an unoccupied space beside its oldest contract.
Pact Mage. At the beginning of each of its turns, the Covenant chooses one of the following pacts.
Pact of the Blade: The Covenant gains the use of its Hexblade action.
Pact of the Chain: The Covenant summons a creature that has made a pact with it. The summoned creature appears in an unoccupied space within 30 feet of the Covenant and takes its action immediately after the Covenants turn. The creature adds the Covenants Charisma modifier (+5) to all of its weapon and spell attacks and damage rolls.
Pact of the Tome: The Covenant regains one expended use of its Spellcasting ability. Alternatively, it may use its action to cast two spells rather than one.
ACTIONS
Multiattack. The Covenant makes three Eldritch Blast attacks. If its Pact of the Blade is active, it can replace any of these attacks with a Hexblade attack.
Eldritch Blast. Ranged Attack Roll: +11, range 120 ft. Hit: 31 (4d12+5) Force damage, and the Covenant chooses one of the following effects: push the target 10 feet away from itself; pull the target 10 feet towards itself; double its Charisma modifier for the damage dealt.
Hexblade (Pact of the Blade Only). Melee Attack Roll: +11, reach 5 ft. Hit: 10 (1d10+5) Slashing damage + 31 (4d12+5) Force damage.
Spellcasting. The Apotheosis casts one of the following spells, using Charisma as its spellcasting ability (spell save DC 19, +11 to hit with spell attacks):
At Will: Mage Hand, True Strike
2/Day Each: Blight (level 5 version), Fly (level 5 version), Hallucinatory Terrain, Hold Person (level 5 version)
1/Day Each: Circle of Death, Mass Suggestion, Power Word Kill
LEGENDARY ACTIONS
Legendary Action Uses: 3. Immediately after another creatures turn, the Covenant can expend a use to take one of the following actions. The Covenant regains all expended uses at the start of each of its turns.
Change Pact. The Covenant chooses one of the options from its Pact Mage trait. It gains the benefits of the chosen option until the start of its next turn. The Covenant cant take this action again until the start of its next turn.
Compelled Covenant. The Covenant casts Dominate Person, using the same spellcasting ability as Spellcasting. This ability bypasses Immunity to the Charmed condition.
Misty Step. The Covenant teleports up to 30 feet to an unoccupied space it can see.
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---
obsidianUIMode: preview
cssclasses: json5e-note
tags:
- 07-Compendium/src/5e/dmg
- 07-Compendium/src/5e/phb
aliases: ["Actions"]
---
# Actions
## Activate an Item
_Source: SRD / Basic Rules_
- **Duration**: 1 action
Activating some magic items requires a user to do something in particular, such as holding the item and uttering a command word, reading the item if it is a scroll, or drinking it if it is a potion. The description of each item category or individual item details how an item is activated. Certain items use one or more of the following rules related to their activation.
If an item requires an action to activate, that action isn't a function of the [Use an Object](rules/actions.md#Use%20an%20Object) action, so a feature such as the rogue's [Fast Hands](07-Compendium/classes/rogue-thief.md#Fast%20Hands%20(Level%203)) can't be used to activate the item.
### Command Word
A command word is a word or phrase that must be spoken audibly for the item to operate. A magic item that requires the user to speak a command word can't be activated in the area of any effect that prevents sound, such as the area created by the silence spell.
### Consumables
Some items are used up when they are activated. A potion or elixir must be swallowed, or an oil applied to the body. The writing vanishes from a scroll when it is read. Once used, a consumable item loses its magic and no longer functions.
### Spells
Some magic items allow the user to cast a spell from the item, often by expending charges from it. The spell is cast at the lowest possible spell and caster level, doesn't expend any of the user's spell slots, and requires no components unless the item's description says otherwise. The spell uses its normal casting time, range, and duration, and the user of the item must concentrate if the spell requires [concentration](rules/conditions.md#concentration). Certain items make exceptions to these rules, changing the casting time, duration, or other parts of a spell.
Many items, such as potions, bypass the casting of the spell and confer the spell's effects. Such an item still uses the spell's duration unless the item's description says otherwise.
A magic item, such as certain staffs, may require you to use your own spellcasting ability when you cast a spell from the item. If you have more than one spellcasting ability, you choose which one to use with the item. If you don't have a spellcasting ability—perhaps you're a rogue with the Use Magic Device feature—your spellcasting ability modifier is +0 for the item, and your proficiency bonus does apply.
### Charges
Some magic items have charges that you expend to activate its properties. The number of charges an item has remaining is revealed when an identify spell is cast on the item, or when a creature attunes to the item. Additionally, when an item regains charges, the creature attuned to that item learns how many charges it regained.
## Attack
_Source: SRD / Basic Rules_
- **Duration**: 1 action
The most common action to take in combat is the Attack action, whether you are swinging a sword, firing an arrow from a bow, or brawling with your fists.
With this action, you make one melee or ranged attack. See the ""Making an Attack"" section for the rules that govern attacks.
Certain features, such as the Extra Attack feature of the fighter, allow you to make more than one attack with this action.
See also: Disarm, [Grapple](rules/actions.md#Grapple), Mark, [Shove](rules/actions.md#Shove), Shove Aside, [Two-Weapon Fighting](rules/actions.md#Two-Weapon%20Fighting)
## Cast a Spell
_Source: SRD / Basic Rules_
- **Duration**: Varies
Spellcasters such as wizards and clerics, as well as many monsters, have access to spells and can use them to great effect in combat. Each spell has a casting time, which specifies whether the caster must use an action, a reaction, minutes, or even hours to cast the spell. Casting a spell is, therefore, not necessarily an action. Most spells do have a casting time of 1 action, so a spellcaster often uses his or her action in combat to cast such a spell. See "chapter 10" for the rules on spellcasting.
## Dash
_Source: SRD / Basic Rules_
- **Duration**: 1 action
When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up to 60 feet on your turn if you dash.
Any increase or decrease to your speed changes this additional movement by the same amount. If your speed of 30 feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you dash.
## Disengage
_Source: SRD / Basic Rules_
- **Duration**: 1 action
If you take the Disengage action, your movement doesn't provoke opportunity attacks for the rest of the turn.
## Dodge
_Source: SRD / Basic Rules_
- **Duration**: 1 action
When you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage. You lose this benefit if you are incapacitated (as explained in the appendix) or if your speed drops to 0.
## Don or Doff a Shield
_Source: SRD / Basic Rules_
- **Duration**: 1 action
The time it takes to don or doff armor [depends on the armor's category](07-Compendium/tables/getting-into-and-out-of-armor-donning-and-doffing-armor.md). A [shield](07-Compendium/items/shield.md) can be donned or doffed as an action.
## End Concentration
_Source: SRD / Basic Rules_
- **Duration**: Free
If a spell must be maintained with [concentration](rules/conditions.md#concentration), that fact appears in its Duration entry, and the spell specifies how long you can concentrate on it. You can end [concentration](rules/conditions.md#concentration) at any time (no action required).
## Escape a Grapple
_Source: SRD / Basic Rules_
- **Duration**: 1 action
A [grappled](rules/conditions.md#grappled) creature can use its action to escape. To do so, it must succeed on a Strength ([Athletics](rules/skills.md#Athletics)) or Dexterity ([Acrobatics](rules/skills.md#Acrobatics)) check contested by your Strength ([Athletics](rules/skills.md#Athletics)) check.
See also: [Grapple](rules/actions.md#Grapple)
## Grapple
_Source: SRD / Basic Rules_
- **Duration**: 1 action
When you want to grab a creature or wrestle with it, you can use the [Attack](rules/actions.md#Attack) action to make a special melee attack, a grapple. If you're able to make multiple attacks with the [Attack](rules/actions.md#Attack) action, this attack replaces one of them. The target of your grapple must be no more than one size larger than you, and it must be within your reach.
Using at least one free hand, you try to seize the target by making a grapple check, a Strength ([Athletics](rules/skills.md#Athletics)) check contested by the target's Strength ([Athletics](rules/skills.md#Athletics)) or Dexterity ([Acrobatics](rules/skills.md#Acrobatics)) check (the target chooses the ability to use). You succeed automatically if the target is [incapacitated](rules/conditions.md#incapacitated). If you succeed, you subject the target to the [grappled](rules/conditions.md#grappled) condition (see the appendix). The condition specifies the things that end it, and you can release the target whenever you like (no action required).
### Moving a Grappled Target
When you move, you can drag or carry the [grappled](rules/conditions.md#grappled) creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you.
See also: [Escape a Grapple](rules/actions.md#Escape%20a%20Grapple)
## Help
_Source: SRD / Basic Rules_
- **Duration**: 1 action
You can lend your aid to another creature in the completion of a task. When you take the Help action, the creature you aid gains advantage on the next ability check it makes to perform the task you are helping with, provided that it makes the check before the start of your next turn.
Alternatively, you can aid a friendly creature in attacking a creature within 5 feet of you. You feint, distract the target, or in some other way team up to make your ally's attack more effective. If your ally attacks the target before your next turn, the first attack roll is made with advantage.
## Hide
_Source: SRD / Basic Rules_
- **Duration**: 1 action
When you take the Hide action, you make a Dexterity ([Stealth](rules/skills.md#Stealth)) check in an attempt to hide, following the rules in "chapter 7 " for hiding. If you succeed, you gain certain benefits, as described in the ""Unseen Attackers and Targets"" section in the Player's Handbook.
## Opportunity Attack
_Source: SRD / Basic Rules_
- **Duration**: 1 reaction
In a fight, everyone is constantly watching for enemies to drop their guard. You can rarely move heedlessly past your foes without putting yourself in danger; doing so provokes an opportunity attack.
You can make an opportunity attack when a hostile creature that you can see moves out of your reach. To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack interrupts the provoking creature's movement, occurring right before the creature leaves your reach.
You can avoid provoking an opportunity attack by taking the [Disengage](rules/actions.md#Disengage) action. You also don't provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction. For example, you don't provoke an opportunity attack if an explosion hurls you out of a foe's reach or if gravity causes you to fall past an enemy.
## Other Activity
_Source: SRD / Basic Rules_
- **Duration**: Varies
Your turn can include a variety of flourishes that require neither your action nor your move.
You can communicate however you are able, through brief utterances and gestures, as you take your turn.
You can also interact with one object or feature of the environment for free, during either your move or your action. For example, you could open a door during your move as you stride toward a foe, or you could draw your weapon as part of the same action you use to attack.
If you want to interact with a second object, you need to use your action. Some magic items and other special objects always require an action to use, as stated in their descriptions.
The DM might require you to use an action for any of these activities when it needs special care or when it presents an unusual obstacle. For instance, the DM could reasonably expect you to use an action to open a stuck door or turn a crank to lower a drawbridge.
> [!note] Interacting with Objects Around You
>
> Here are a few examples of the sorts of thing you can do in tandem with your movement and action:
>
> - draw or sheathe a sword
> - open or close a door
> - withdraw a potion from your backpack
> - pick up a dropped axe
> - take a bauble from a table
> - remove a ring from your finger
> - stuff some food into your mouth
> - plant a banner in the ground
> - fish a few coins from your belt pouch
> - drink all the ale in a flagon
> - throw a lever or a switch
> - pull a torch from a sconce
> - take a book from a shelf you can reach
> - extinguish a small flame
> - don a mask
> - pull the hood of your cloak up and over your head
> - put your ear to a door
> - kick a small stone
> - turn a key in a lock
> - tap the floor with a 10-foot pole
> - hand an item to another character
^interacting-with-objects-around-you
## Ready
_Source: SRD / Basic Rules_
- **Duration**: 1 action
Sometimes you want to get the jump on a foe or wait for a particular circumstance before you act. To do so, you can take the Ready action on your turn, which lets you act using your reaction before the start of your next turn.
First, you decide what perceivable circumstance will trigger your reaction. Then, you choose the action you will take in response to that trigger, or you choose to move up to your speed in response to it. Examples include "If the cultist steps on the trapdoor, I'll pull the lever that opens it," and "If the goblin steps next to me, I move away."
When the trigger occurs, you can either take your reaction right after the trigger finishes or ignore the trigger. Remember that you can take only one reaction per round.
When you ready a spell, you cast it as normal but hold its energy, which you release with your reaction when the trigger occurs. To be readied, a spell must have a casting time of 1 action, and holding onto the spell's magic requires [concentration](rules/conditions.md#concentration) (explained in "chapter 10"). If your [concentration](rules/conditions.md#concentration) is broken, the spell dissipates without taking effect. For example, if you are concentrating on the web spell and ready magic missile, your web spell ends, and if you take damage before you release magic missile with your reaction, your [concentration](rules/conditions.md#concentration) might be broken.
You have until the start of your next turn to use a readied action.
## Search
_Source: SRD / Basic Rules_
- **Duration**: 1 action
When you take the Search action, you devote your attention to finding something. Depending on the nature of your search, the DM might have you make a Wisdom ([Perception](rules/skills.md#Perception)) check or an Intelligence ([Investigation](rules/skills.md#Investigation)) check.
## Shove
_Source: SRD / Basic Rules_
- **Duration**: 1 action
Using the [Attack](rules/actions.md#Attack) action, you can make a special melee attack to shove a creature, either to knock it [prone](rules/conditions.md#prone) or push it away from you. If you're able to make multiple attacks with the [Attack](rules/actions.md#Attack) action, this attack replaces one of them.
The target of your shove must be no more than one size larger than you, and it must be within your reach. You make a Strength ([Athletics](rules/skills.md#Athletics)) check contested by the target's Strength ([Athletics](rules/skills.md#Athletics)) or Dexterity ([Acrobatics](rules/skills.md#Acrobatics)) check (the target chooses the ability to use). You succeed automatically if the target is [incapacitated](rules/conditions.md#incapacitated). If you succeed, you either knock the target [prone](rules/conditions.md#prone) or push it 5 feet away from you.
See also: [Attack](rules/actions.md#Attack), Shove Aside
## Two-Weapon Fighting
_Source: SRD / Basic Rules_
- **Duration**: 1 bonus
When you take the [Attack](rules/actions.md#Attack) action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative.
If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.
See also: [Attack](rules/actions.md#Attack)
## Use an Object
_Source: SRD / Basic Rules_
- **Duration**: 1 action
You normally interact with an object while doing something else, such as when you draw a sword as part of an attack. When an object requires your action for its use, you take the Use an Object action. This action is also useful when you want to interact with more than one object on your turn.
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---
obsidianUIMode: preview
cssclasses: json5e-note
tags:
- 07-Compendium/src/5e/phb
aliases: ["Conditions"]
---
# Conditions
## Blinded
_Source: SRD / Basic Rules_
- A blinded creature can't see and automatically fails any ability check that requires sight.
- Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
## Charmed
_Source: SRD / Basic Rules_
- A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.
- The charmer has advantage on any ability check to interact socially with the creature.
## Concentration
_Source: SRD / Basic Rules_
Some spells require you to maintain [concentration](rules/conditions.md#concentration) in order to keep their magic active. If you lose [concentration](rules/conditions.md#concentration), such a spell ends.
If a spell must be maintained with [concentration](rules/conditions.md#concentration), that fact appears in its Duration entry, and the spell specifies how long you can concentrate on it. You can end [concentration](rules/conditions.md#concentration) at any time (no action required).
Normal activity, such as moving and attacking, doesn't interfere with [concentration](rules/conditions.md#concentration). The following factors can break [concentration](rules/conditions.md#concentration):
- **Casting another spell that requires concentration.** You lose [concentration](rules/conditions.md#concentration) on a spell if you cast another spell that requires [concentration](rules/conditions.md#concentration). You can't concentrate on two spells at once.
- **Taking damage.** Whenever you take damage while you are concentrating on a spell, you must make a Constitution saving throw to maintain your [concentration](rules/conditions.md#concentration). The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon's breath, you make a separate saving throw for each source of damage.
- **Being incapacitated or killed.** You lose [concentration](rules/conditions.md#concentration) on a spell if you are [incapacitated](rules/conditions.md#incapacitated) or if you die.
The DM might also decide that certain environmental phenomena, such as a wave crashing over you while you're on a storm-tossed ship, require you to succeed on a DC 10 Constitution saving throw to maintain [concentration](rules/conditions.md#concentration) on a spell.
## Deafened
_Source: SRD / Basic Rules_
- A deafened creature can't hear and automatically fails any ability check that requires hearing.
## Exhaustion
_Source: SRD / Basic Rules_
Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect's description.
| Level | Effect |
|-------|--------|
| 1 | Disadvantage on ability checks |
| 2 | Speed halved |
| 3 | Disadvantage on attack rolls and saving throws |
| 4 | Hit point maximum halved |
| 5 | Speed reduced to 0 |
| 6 | Death |
^level-effect
If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect's description.
A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks.
An effect that removes exhaustion reduces its level as specified in the effect's description, with all exhaustion effects ending if a creature's exhaustion level is reduced below 1.
Finishing a long rest reduces a creature's exhaustion level by 1, provided that the creature has also ingested some food and drink. Also, being raised from the dead reduces a creature's exhaustion level by 1.
## Frightened
_Source: SRD / Basic Rules_
- A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
- The creature can't willingly move closer to the source of its fear.
## Grappled
_Source: SRD / Basic Rules_
- A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
- The condition ends if the grappler is [incapacitated](rules/conditions.md#incapacited).
- The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the [thunderwave](07-Compendium/spells/thunderwave.md) spell.
## Incapacitated
_Source: SRD / Basic Rules_
- An incapacitated creature can't take actions or reactions.
## Invisible
_Source: SRD / Basic Rules_
- An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.
- Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.
## Paralyzed
_Source: SRD / Basic Rules_
- A paralyzed creature is [incapacitated](rules/conditions.md#incapacitated) and can't move or speak.
- The creature automatically fails Strength and Dexterity saving throws.
- Attack rolls against the creature have advantage.
- Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
## Petrified
_Source: SRD / Basic Rules_
- A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging.
- The creature is [incapacitated](rules/conditions.md#incapacitated), can't move or speak, and is unaware of its surroundings.
- Attack rolls against the creature have advantage.
- The creature automatically fails Strength and Dexterity saving throws.
- The creature has resistance to all damage.
- The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.
## Poisoned
_Source: SRD / Basic Rules_
- A poisoned creature has disadvantage on attack rolls and ability checks.
## Prone
_Source: SRD / Basic Rules_
- A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
- The creature has disadvantage on attack rolls.
- An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
## Restrained
_Source: SRD / Basic Rules_
- A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
- Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
- The creature has disadvantage on Dexterity saving throws.
## Stunned
_Source: SRD / Basic Rules_
- A stunned creature is [incapacitated](rules/conditions.md#incapacitated), can't move, and can speak only falteringly.
- The creature automatically fails Strength and Dexterity saving throws.
- Attack rolls against the creature have advantage.
## Unconscious
_Source: SRD / Basic Rules_
- An unconscious creature is [incapacitated](rules/conditions.md#incapacitated), can't move or speak, and is unaware of its surroundings.
- The creature drops whatever it's holding and falls [prone](rules/conditions.md#prone).
- The creature automatically fails Strength and Dexterity saving throws.
- Attack rolls against the creature have advantage.
- Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
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cssclasses: json5e-note
tags:
- 07-Compendium/src/5e/phb
aliases: ["Damage Types"]
---
# Damage Types
*Source: SRD / Basic Rules*
## Acid
The corrosive spray of a black dragon's breath and the dissolving enzymes secreted by a black pudding deal acid damage.
## Bludgeoning
Blunt force attacks—hammers, falling, constriction, and the like—deal bludgeoning damage.
## Cold
The infernal chill radiating from an ice devil's spear and the frigid blast of a white dragon's breath deal cold damage.
## Fire
Red dragons breathe fire, and many spells conjure flames to deal fire damage.
## Force
Force is pure magical energy focused into a damaging form. Most effects that deal force damage are spells, including magic missile and spiritual weapon.
## Lightning
A lightning bolt spell and a blue dragon's breath deal lightning damage.
## Necrotic
Necrotic damage, dealt by certain undead and some spells, withers matter and even the soul.
## Piercing
Puncturing and impaling attacks, including spears and monsters' bites, deal piercing damage.
## Poison
Venomous stings and the toxic gas of a green dragon's breath deal poison damage.
## Psychic
Mental abilities such as a mind flayer's psionic blast deal psychic damage.
## Radiant
Radiant damage, dealt by a cleric's flame strike spell or an angel's smiting weapon, sears the flesh like fire and overloads the spirit with power.
## Slashing
Swords, axes, and monsters' claws deal slashing damage.
## Thunder
A concussive burst of sound, such as the effect of the thunderwave spell, deals thunder damage.
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obsidianUIMode: preview
cssclasses: json5e-note
tags:
- 07-Compendium/src/5e/dmg
aliases: ["Diseases"]
---
# Diseases
## Cackle Fever
_Source: SRD / Basic Rules_
This disease targets humanoids, although gnomes are strangely immune. While in the grips of this disease, victims frequently succumb to fits of mad laughter, giving the disease its common name and its morbid nickname: "the shrieks."
Symptoms manifest `1d4` hours after infection and include fever and disorientation. The infected creature gains one level of [exhaustion](rules/conditions.md#exhaustion) that can't be removed until the disease is cured.
Any event that causes the infected creature great stress—including entering combat, taking damage, experiencing fear, or having a nightmare—forces the creature to make a DC 13 Constitution saving throw.
On a failed save, the creature takes 5 (`1d10`) psychic damage and becomes [incapacitated](rules/conditions.md#incapacitated) with mad laughter for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the mad laughter and the [incapacitated](rules/conditions.md#incapacitated) condition on a success. Any humanoid creature that starts its turn within 10 feet of an infected creature in the throes of mad laughter must succeed on a DC 10 Constitution saving throw or also become infected with the disease. Once a creature succeeds on this save, it is immune to the mad laughter of that particular infected creature for 24 hours.
At the end of each long rest, an infected creature can make a DC 13 Constitution saving throw. On a successful save, the DC for this save and for the save to avoid an attack of mad laughter drops by `1d6`. When the saving throw DC drops to 0, the creature recovers from the disease. A creature that fails three of these saving throws gains a randomly determined form of indefinite madness.
## Sewer Plague
_Source: SRD / Basic Rules_
Sewer plague is a generic term for a broad category of illnesses that incubate in sewers, refuse heaps, and stagnant swamps, and which are sometimes transmitted by creatures that dwell in those areas, such as rats and otyughs.
When a humanoid creature is bitten by a creature that carries the disease, or when it comes into contact with filth or offal contaminated by the disease, the creature must succeed on a DC 11 Constitution saving throw or become infected.
It takes `1d4` days for sewer plague's symptoms to manifest in an infected creature. Symptoms include fatigue and cramps. The infected creature suffers one level of [exhaustion](rules/conditions.md#exhaustion), and it regains only half the normal number of hit points from spending Hit Dice and no hit points from finishing a long rest.
At the end of each long rest, an infected creature must make a DC 11 Constitution saving throw. On a failed save, the character gains one level of [exhaustion](rules/conditions.md#exhaustion).
On a successful save, the character's [exhaustion](rules/conditions.md#exhaustion) level decreases by one level. If a successful saving throw reduces the infected creature's level of [exhaustion](rules/conditions.md#exhaustion) below 1, the creature recovers from the disease.
## Sight Rot
_Source: SRD / Basic Rules_
This painful infection causes bleeding from the eyes and eventually blinds the victim.
A beast or humanoid that drinks water tainted by sight rot must succeed on a DC 15 Constitution saving throw or become infected. One day after infection, the creature's vision starts to become blurry. The creature takes a -1 penalty to attack rolls and ability checks that rely on sight. At the end of each long rest after the symptoms appear, the penalty worsens by 1. When it reaches -5, the victim is [blinded](05-Ideas/Mechanics/Rules/conditions.md#blinded) until its sight is restored by magic such as [lesser restoration](07-Compendium/spells/lesser-restoration.md) or [heal](07-Compendium/spells/heal.md).
Sight rot can be cured using a rare flower called Eyebright, which grows in some swamps. Given an hour, a character who has proficiency with an [herbalism kit](07-Compendium/items/herbalism-kit.md) can turn the flower into one dose of ointment. Applied to the eyes before a long rest, one dose of it prevents the disease from worsening after that rest. After three doses, the ointment cures the disease entirely.
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obsidianUIMode: preview
cssclasses: json5e-note
tags:
- 07-Compendium/src/5e/mm
- 07-Compendium/src/5e/phb
aliases: ["Senses"]
---
# Senses
## Blindsight
_Source: SRD / Basic Rules_
A creature with blindsight can perceive its surroundings without relying on sight, within a specific radius. Creatures without eyes, such as oozes, and creatures with echolocation or heightened senses, such as bats and true dragons, have this sense.
## Darkvision
_Source: SRD / Basic Rules_
Many creatures in fantasy gaming worlds, especially those that dwell underground, have darkvision. Within a specified range, a creature with darkvision can see in dim light as if it were bright light and in darkness as if it were dim light, so areas of darkness are only lightly obscured as far as that creature is concerned. However, the creature can't discern color in that darkness, only shades of gray.
## Tremorsense
_Source: SRD / Basic Rules_
A creature with tremorsense can detect and pinpoint the origin of vibrations within a specific radius, provided that the creature and the source of the vibrations are in contact with the same ground or substance. Tremorsense can't be used to detect flying or incorporeal creatures. Many burrowing creatures, such as ankhegs and umber hulks, have this special sense.
## Truesight
_Source: SRD / Basic Rules_
A creature with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceives the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the creature can see into the Ethereal Plane.
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obsidianUIMode: preview
cssclasses: json5e-note
tags:
- 07-Compendium/src/5e/phb
aliases: ["Skills"]
---
# Skills
## Acrobatics
_Source: SRD / Basic Rules_
Your Dexterity (Acrobatics) check covers your attempt to stay on your feet in a tricky situation, such as when you're trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship's deck. The DM might also call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips.
## Animal Handling
_Source: SRD / Basic Rules_
When there is any question whether you can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal's intentions, the DM might call for a Wisdom (Animal Handling) check. You also make a Wisdom (Animal Handling) check to control your mount when you attempt a risky maneuver.
## Arcana
_Source: SRD / Basic Rules_
Your Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.
## Athletics
_Source: SRD / Basic Rules_
Your Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities:
- You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off.
- You try to jump an unusually long distance or pull off a stunt mid jump.
- You struggle to swim or stay afloat in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming.
## Deception
_Source: SRD / Basic Rules_
Your Charisma (Deception) check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fast-talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone's suspicions with false assurances, or maintain a straight face while telling a blatant lie.
## History
_Source: SRD / Basic Rules_
Your Intelligence (History) check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations.
## Insight
_Source: SRD / Basic Rules_
Your Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone's next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms.
## Intimidation
_Source: SRD / Basic Rules_
When you attempt to influence someone through overt threats, hostile actions, and physical violence, the DM might ask you to make a Charisma (Intimidation) check. Examples include trying to pry information out of a prisoner, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision.
## Investigation
_Source: SRD / Basic Rules_
When you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence (Investigation) check.
## Medicine
_Source: SRD / Basic Rules_
A Wisdom (Medicine) check lets you try to stabilize a dying companion or diagnose an illness.
## Nature
_Source: SRD / Basic Rules_
Your Intelligence (Nature) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles.
## Perception
_Source: SRD / Basic Rules_
Your Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses.
For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.
## Performance
_Source: SRD / Basic Rules_
Your Charisma (Performance) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment.
## Persuasion
_Source: SRD / Basic Rules_
When you attempt to influence someone or a group of people with tact, social graces, or good nature, the DM might ask you to make a Charisma (Persuasion) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk.
## Religion
_Source: SRD / Basic Rules_
Your Intelligence (Religion) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults.
## Sleight of Hand
_Source: SRD / Basic Rules_
Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity (Sleight of Hand) check. The DM might also call for a Dexterity (Sleight of Hand) check to determine whether you can lift a coin purse off another person or slip something out of another person's pocket.
## Stealth
_Source: SRD / Basic Rules_
Make a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard.
## Survival
_Source: SRD / Basic Rules_
The DM might ask you to make a Wisdom (Survival) check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards.
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# Critical Misses
## Melee Attacks
| d20 | Mishap |
|-----|-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
| 1-2 | **Weapon Break.** The force of your blow, or parrying that of your opponents, causes your weapon to snap in two. (For magical weapons roll an additional d10, on a 1 they break). |
| 3-4 | **Goodbye Fair Blade!** Roll a Strength (Athletics) check DC 15, or your weapon flies d12 feet out of your hand in a random direction. If you have any movement and a bonus action left you can go and pick it up. Doing so you provoke an opportunity attack from anyone you pass within reach. |
| 5-6 | **Wild Swing.** You overextend yourself going for the kill. Your opponent gains advantage on attack rolls against you for one turn. |
| 7-8 | **Stuck Weapon.** Your weapon gets stuck in your opponents shield, weapon, armour, hide, or else in a tree or wall, or the ground. Roll a Strength check to see if you can free it using a bonus action. The DC is 8 + your strength modifier. Bludgeoning weapons with no sharp edge or spike can ignore and roll again. |
| 9-10| **Ooops!** You hit an unintended foe in combat. Randomise all combatants within 5 feet and roll a second attack roll, if you beat their armour class roll damage as if they were your intended target. |
| 11 | **Self Inflicted Wound.** Either via a deflection or sheer incompetence you manage to slice yourself with your own blade; roll normal damage and half it. (Applies to combatants using slashing weapons and flails only. Other weapon types roll again). |
| 12-14| **Slip Up.** You lose your footing. Roll Dexterity (Acrobatics) check DC 15 or fall prone. Your turn has ended and melee attacks have advantage on you. |
| 15 | **Pulled Muscle (Arms).** Roll a Constitution saving throw DC 15 or the strain of your attack causes you to pull a muscle in your upper body. You have disadvantage in attack rolls and ability checks requiring upper body strength until you have completed a long rest, or received magical healing. |
| 16 | **Pulled Muscle (Legs).** Roll a Constitution saving throw DC 15 or the strain of combat causes you to pull a muscle in your leg. Your movement and dex. modifier (if positive) is halved (rounding down) and you have disadvantage on any ability checks that require lower body strength, until you have completed a long rest, or received magical healing. |
| 17-18| **Loss of Nerve.** Contest your choice of Strength or Charisma (Intimidation) against their choice of Strength or Charisma (Intimidation). If one of you has landed a blow and the other hasn't they have advantage. If you lose you are frightened. You may repeat the saving throw at the end of each turn. |
| 19 | **Broken Item.** In the hurly burly of combat, something fragile like a magic potion youre carrying breaks. Randomise fragile objects you have in your possession and roll to determine which. (Note, better to do this when the combat is over). |
| 20 | **A Little Accident.** Either through fear, excitement or simply needing to go, you soil yourself. 75% chance its only pee. |
---
## Ranged Attacks - Bows
| d20 | Mishap |
|-----|-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
| 1-2 | **Weapon Break.** Your bow shaft snaps, or a mechanism in your crossbow breaks, and your weapon is now useless. (For magical weapons roll an additional d10, on a 1 they break). |
| 3-5 | **String Break.** Your bowstring snaps and needs replacing. If you have a spare string measured and ready you need one minute to do so. |
| 6-8 | **Loose String.** Your string comes loose. You lose this attack. Starting next turn you can make a Dexterity (Sleight of Hand) check DC 15 to fix it. Each attempt takes the entirety of your turn. |
| 9-16| **Ooops!** You hit an unintended target. Randomise all combatants, both friends and foes, within 10 feet (for a short range attack, or 30 feet for a long range attack) and roll a second attack roll. If you beat their armour class roll damage as if they were your intended target. |
| 17-18| **Ammo Accident.** Your quiver spills (50% strap broken, 50% you tilt it over by accident), and the remainder of your arrows (or bolts) fall to the floor. If you remain still you can use a bonus action to pick up one a round and still fire using your main action. If your quiver's strap is not broken you can use your main action to pick up 2d8 arrows and put them back in your quiver. |
| 19 | **Pulled Muscle (Upper Body).** Roll a Constitution saving throw DC 15 or the strain of your attack causes you to pull a muscle in your upper body. You have disadvantage in attack rolls and ability checks requiring upper body strength until you have completed a long rest, or received magical healing. |
| 20 | **Slip Up.** You lose your footing. Roll Dexterity (Acrobatics) check DC 15 or fall prone. Your turn has ended and melee attacks have advantage on you. |
---
## Ranged Attacks - Thrown
| d10 | Mishap |
|-----|-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
| 1 | **Weapon Break.** The impact of your weapon hitting a tree, the ground, a shield etc. causes it to break. It is now useless. (For magical weapons roll an additional d10, on a 1 they break). |
| 2 | **Pulled Muscle (Arms).** Roll a Constitution saving throw DC 15 or the strain of your attack causes you to pull a muscle in your upper body. You have disadvantage in attack rolls and ability checks requiring upper body strength until you have completed a long rest, or received magical healing. |
| 3-4 | **Slip Up.** You lose your footing. Roll Dexterity (Acrobatics) DC 15 or fall prone. Your turn has ended and melee attacks have advantage on you. |
| 5-9 | **Ooops!** You hit an unintended random target. Randomise all combatants within 10 feet (for a short range attack, or 30 feet for a long range attack) of your intended target and roll a second attack roll. If you beat their armour class roll damage as if they were your intended target (discount sneak attack damage for Rogues). |
| 10 | **WTF?** You launch a comically bad projectile attack nowhere near your intended opponent it flies into a huge empty space (or at DMs discretion a distant unintended target) taking your self confidence with it. Roll a Wisdom saving throw DC 15, or suffer disadvantage to attack rolls until you next score a hit on an opponent. |
---
## Natural Weapons
| d10 | Mishap |
|-----|-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
| 1-2 | **Ouch!** You snap one or several teeth or claws against your victim's armour, shield or weapon. You receive 1d3 hp of damage, and furthermore you must subtract the result of the same d3 roll from damage done using this natural weapon from now on. (Ignore for tail attacks). |
| 3-5 | **Wild Swing.** You overextend yourself going for the kill. Your opponent gains advantage on attacks rolls against you for one turn. |
| 6-7 | **Slip Up.** You lose your footing. Roll Dexterity (Acrobatics) DC 15 or fall prone. Your turn has ended and melee attacks have advantage on you. |
| 8-10| **Loss of Nerve.** Contest your choice of Strength or Charisma (Intimidation) against their choice of Strength or Charisma (Intimidation). If one of you has landed a blow and the other hasn't they have advantage. If you lose you are frightened. You may repeat the saving throw at the end of each turn. |
---
## Spell Attacks
| d10 | Mishap |
|-----|-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
| 1 | **Woopsie!** You make a massive mess out of this one, and the effects of the spell go off in your face. You automatically fail any saving throw, and take damage as if you were the intended target. |
| 2 | **Fiddlesticks.** You spill your spell components pouch. Recovering it takes one action. (If the spell you were casting has no material component roll again). |
| 3-4 | **Slip Up.** You lose your footing. Roll Dexterity (Acrobatics) DC 15 or fall prone. Your turn has ended and melee attacks have advantage on you. |
| 5-9 | **Ooops!** You hit an unintended random target. Randomise all combatants within 10 feet (for a short range attack, or 30 feet for a long range attack) of your intended target and roll a second attack roll. If you beat their armour class roll damage as if they were your intended target. At the DM's discretion you might also hit an unintended inanimate object, such as bale of hay or treasure chest. |
| 10 | **Mental Blank.** Just as the pressure is on all that arcane (or divine) knowledge takes a running jump out your lughole. You can't recall your spell and you lose your action (but keep your spell slot). At the start of your next turn you have to roll a Wisdom saving throw DC 15 in order to be able to start casting again. |
---
## Too Many Fumbles?
Your 20th level fighter complaining he's fumbling too often thanks to his four attacks a round? Two solutions:
1. **Solution One:** Rule that only fumbles on the first attack count as critical misses. Rolling a 1 on a second or third or fourth attack results in just an automatic miss. (Additional attacks with an offhand weapon can still fumble however).
2. **Solution Two:** Starting at level 5 offer PCs a special 'fumble saving throw'. If they roll their level or under on a d20 they do not have to roll on the critical miss table.
@@ -0,0 +1,37 @@
---
obsidianUIMode: preview
cssclasses: json5e-note
tags:
- 07-Compendium/src/5e/dmg
aliases: ["Madness"]
---
# Madness
*Source: SRD / Basic Rules*
In a typical campaign, characters aren't driven mad by the horrors they face and the carnage they inflict day after day, but sometimes the stress of being an adventurer can be too much to bear. If your campaign has a strong horror theme, you might want to use madness as a way to reinforce that theme, emphasizing the extraordinarily horrific nature of the threats the adventurers face.
## Going Mad
Various magical effects can inflict madness on an otherwise stable mind. Certain spells, such as [contact other plane](07-Compendium/spells/contact-other-plane.md) and [symbol](07-Compendium/spells/symbol.md), can cause insanity, and you can use the madness rules here instead of the spell effects in the "Player's Handbook". Diseases, poisons, and planar effects such as psychic wind or the howling winds of Pandemonium can all inflict madness. Some artifacts can also break the psyche of a character who uses or becomes attuned to them.
Resisting a madness-inducing effect usually requires a Wisdom or Charisma saving throw. If your game includes the New Ability Scores: Honor and Sanity||Sanity score from (see chapter 9, "Dungeon Master's Workshop"), a creature makes a Sanity saving throw instead.
## Madness Effects
Madness can be short-term, long-term, or indefinite. Most relatively mundane effects impose short-term madness, which lasts for just a few minutes. More horrific effects or cumulative effects can result in long-term or indefinite madness.
A character afflicted with **short-term madness** is subjected to an effect from the Short-Term Madness table for `1d10` minutes.
A character afflicted with **long-term madness** is subjected to an effect from the Long-Term Madness table for `1d10 × 10` hours.
A character afflicted with **indefinite madness** gains a new character flaw from the Indefinite Madness table that lasts until cured.
![Short-Term Madness](07-Compendium/tables/short-term-madness.md)
![Long-Term Madness](07-Compendium/tables/long-term-madness.md)
![Indefinite Madness](07-Compendium/tables/indefinite-madness.md)
## Curing Madness
A [calm emotions](07-Compendium/spells/calm-emotions.md) spell can suppress the effects of madness, while a [lesser restoration](07-Compendium/spells/lesser-restoration.md) spell can rid a character of a short-term or long-term madness. Depending on the source of the madness, [remove curse](07-Compendium/spells/remove-curse.md) or [dispel evil](07-Compendium/spells/dispel-evil-and-good.md) might also prove effective. A [greater restoration](07-Compendium/spells/greater-restoration.md) spell or more powerful magic is required to rid a character of indefinite madness.
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# Lingering Injuries Variante Regeln und Erweiterte Tabelle
## Variante Regeln
### 1. **Bestätigung der Lingering Injury**
Wenn ein Effekt dich dazu bringt, auf der Lingering Injuries-Tabelle zu würfeln, würfle zuerst einen **d20**:
- **19:** Würfle normal auf der Lingering Injuries-Tabelle.
- **1020:** Der Effekt verursacht **keine** Lingering Injury.
*Diese Regel reduziert die Häufigkeit von Lingering Injuries am Tisch.*
---
### 2. **„Lose an Eye, I Choose You“**
Wenn du einen **kritischen Treffer** gegen ein **gelähmtes oder bewusstloses** Wesen innerhalb von 5 Fuß erziehst, kannst du die Lingering Injury **selbst wählen**, anstatt auf der Tabelle zu würfeln.
---
### 3. **„You Fireballed My Leg Off!“**
Ein Wesen kann eine Lingering Injury erleiden, wenn es eine **natürliche 1** auf einen Rettungswurf gegen einen Zauber, magischen Effekt oder eine Falle würfelt, die Schaden verursacht.
---
## Erweiterte Lingering Injuries-Tabelle
| d100 | Injury |
|------|-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
| 12 | **Lose an Eye.** Nachteil auf **Wisdom (Perception)**-Würfe, die auf Sicht basieren, und auf **Fernkampfangriffe**. Magie wie *regenerate* kann das Auge wiederherstellen. Falls du keine Augen mehr hast, bist du **geblendet**. |
| 34 | **Lose an Arm or a Hand.** Du kannst nichts mehr mit beiden Händen halten und nur noch ein Objekt gleichzeitig tragen. Magie wie *regenerate* kann die Gliedmaße wiederherstellen. |
| 56 | **Lose a Foot or Leg.** Deine Gehgeschwindigkeit wird halbiert, und du musst einen Stock oder eine Krücke benutzen, um dich zu bewegen (außer mit Prothese). Du fällst nach einem **Dash** zu Boden. Nachteil auf **Dexterity (Balance)**-Würfe. Magie wie *regenerate* kann die Gliedmaße wiederherstellen. |
| 78 | **Lose an Ear.** Nachteil auf **Charisma (Persuasion)**- und **Wisdom (Perception)**-Würfe, die auf Gehör basieren. Vorteil auf **Charisma (Intimidation)**. Magie wie *regenerate* kann das Ohr wiederherstellen. |
| 910 | **Lose Nose.** Nachteil auf **Charisma (Persuasion)**- und **Wisdom (Perception)**-Würfe, die auf Geruch basieren. Vorteil auf **Charisma (Intimidation)**. Magie wie *regenerate* kann die Nase wiederherstellen. |
| 1115| **Blurred Vision.** Nachteil auf **Wisdom (Perception)**-Würfe, die auf Sicht basieren, und auf **Fernkampfangriffe**. Heilt durch magische Heilung oder nach **3 Tagen Ruhe**. |
| 1620| **Broken Arm or Hand.** Du kannst nichts mehr mit beiden Händen halten und nur noch ein Objekt gleichzeitig tragen. Heilt durch magische Heilung oder nach **30 Tagen Ruhe** (nach einem erfolgreichen **DC 15 Wisdom (Medicine)**-Check). |
| 2125| **Broken Foot or Leg.** Deine Gehgeschwindigkeit wird halbiert, und du musst einen Stock oder eine Krücke benutzen. Du fällst nach einem **Dash** zu Boden. Nachteil auf **Dexterity (Balance)**-Würfe. Heilt durch magische Heilung oder nach **30 Tagen Ruhe** (nach einem erfolgreichen **DC 15 Wisdom (Medicine)**-Check). |
| 2630| **Ringing Ears.** Nachteil auf **Wisdom (Perception)**-Würfe, die auf Gehör basieren. Heilt durch magische Heilung oder nach **3 Tagen Ruhe**. |
| 3135| **Limp.** Deine Gehgeschwindigkeit wird um **5 Fuß** reduziert. Nach einem **Dash** musst du einen **DC 10 Dexterity**-Rettungswurf bestehen, sonst fällst du zu Boden. Heilt durch magische Heilung. |
| 3640| **Lose a Finger.** Nachteil auf **Dexterity (Sleight of Hand)**- und **Feinwerkzeug-Würfe** (z. B. Dietrich) mit der betroffenen Hand. Falls du alle Finger einer Hand verlierst, gilt sie als verloren. Magie wie *regenerate* kann den Finger wiederherstellen. |
| 4145| **Break a Finger.** Nachteil auf **Dexterity (Sleight of Hand)**- und **Feinwerkzeug-Würfe** mit der betroffenen Hand. Heilt durch magische Heilung oder nach **10 Tagen Ruhe** (nach einem erfolgreichen **DC 10 Wisdom (Medicine)**-Check). |
| 4650| **Break an Item.** Ein zufälliger **nicht-magischer** Gegenstand, den du trägst, wird zerstört. (**1:** Waffe, **2:** Rüstung/Schild, **310:** anderer Gegenstand). |
| 5155| **Teeth Knocked Out.** Nachteil auf **Charisma (Persuasion)**. Bei Zaubern mit verbaler Komponente besteht eine **25% Chance**, dass der Zauber fehlschlägt (Aktion verbraucht, aber kein Slot/Material). Heilt durch magische Heilung. |
| 5660| **Festering Wound.** Dein **HP-Maximum** sinkt um **1 alle 24 Stunden**. Bei **0 HP** stirbst du. Heilt durch magische Heilung oder nach **10 erfolgreichen DC 15 Wisdom (Medicine)**-Checks (1 pro Tag). |
| 6165| **Open Wound.** Du verlierst **1 HP pro Stunde**. Heilt durch magische Heilung oder nach **10 erfolgreichen DC 15 Wisdom (Medicine)**-Checks (1 pro Stunde). |
| 6670| **Skull Fracture.** Vor jeder Aktion im Kampf: **DC 20 Constitution**-Rettungswurf. Bei Misserfolg verlierst du die Aktion und kannst bis zu deinem nächsten Zug keine Reaktionen nutzen. Heilt durch magische Heilung oder nach **30 Tagen Ruhe**. |
| 7175| **Punctured Lung.** Du kannst pro Zug **entweder eine Aktion oder eine Bonusaktion** ausführen, aber nicht beides. Heilt durch magische Heilung. Bei **beiden Lungen** fällst du auf **0 HP** und beginnst zu sterben. |
| 7680| **Internal Injury.** Vor jeder Aktion im Kampf: **DC 15 Constitution**-Rettungswurf. Bei Misserfolg verlierst du die Aktion und kannst bis zu deinem nächsten Zug keine Reaktionen nutzen. Heilt durch magische Heilung oder nach **10 Tagen Ruhe**. |
| 8185| **Broken Ribs.** Wie *Internal Injury*, aber **DC 10**. |
| 8690| **Horrible Scar.** Nachteil auf **Charisma (Persuasion)**, Vorteil auf **Charisma (Intimidation)**. Heilt durch magische Heilung **6. Stufe oder höher** (z. B. *heal*, *regenerate*). |
| 9195| **Painful Scar.** Die Narbe schmerzt bei Regen, Schnee oder Hagel. Im Kampf: **DC 15 Constitution**-Rettungswurf, sonst verlierst du die Aktion und kannst keine Reaktionen nutzen. Heilt durch magische Heilung. |
| 96100| **Minor Scar.** Kein mechanischer Nachteil, aber „chicks dig it“. Heilt durch magische Heilung **6. Stufe oder höher**. |
---
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### **1. Ablenkung durch Schmeichelei & Eitelkeit**
_(Emilia ist eine ehemalige Schönheit der Gesellschaft und legt Wert auf ihr Äußeres.)_
- _„Schatz, deine Haut wirkt heute so blass. Soll ich dir einen neuen Trank aus den Gewächshäusern holen? Der von Meister Derin soll Wunder wirken.“_
- _„Dein neues Kleid ist wundervoll aber ich weiß, dass du noch etwas Eleganteres besitzt. Ich habe gestern in der Stadt ein wahres Juwel gesehen…“_
- _„Du bist so klug, meine Liebe. Aber warum belastest du dich mit solchen düsteren Themen? Dein Geist sollte frei sein für Schönes.“_
- _„Erinnerst du dich noch an den Ball von Graf Veldrin? Damals warst du die strahlendste Person im Raum. Solche Momente sollten wir wiederbeleben.“_
---
### **2. Ablenkung durch emotionale Erpressung**
_(Emilia ist verwitwet und hat Angst vor Einsamkeit oder vor der Wahrheit über ihren Mann.)_
- _„Du weißt, wie sehr ich dich liebe. Aber wenn du dich so aufregst, macht mir das Angst. Bitte, denk an mein Herz.“_ _(Hand auf die Brust legend)_
- _„Ich will nicht, dass du dich quälst. Marquis würde nicht wollen, dass du dich so quälst…“_ _(impliziert Schuldgefühle)_
- _„Ich verstehe deine Trauer, aber du bist nicht allein. Ich bin hier. Und ich brauche dich gesund für mich.“_ _(emotionaler Druck)_
- _„Früher warst du so fröhlich. Warum lässt du diese Schatten in dein Leben? Ich vermisse deine Freude.“_
---
### **3. Ablenkung durch Andeutungen & Neugier**
_(Emilia ist intelligent und leicht manipulierbar, wenn es um Geheimnisse geht.)_
- _„Weißt du, ich habe gehört, in den Katakomben unter der Stadt gibt es eine Tür, die nur bei Vollmond aufgeht…“_ _(spielt mit ihrer Neugier)_
- _„Die Leute reden so viel. Aber die wahren Geheimnisse liegen oft dort, wo niemand hinschaut.“_ _(deutet auf ihr eigenes Zimmer)_
- _„Manchmal frage ich mich, ob Marquis wirklich so ein Heiliger war, wie alle denken…“_ _(provozierend, aber vage)_
- _„Die Bruderschaft des Schicksals sucht nach jemandem… ich frage mich, warum.“_ _(geheimnisvoll, aber nicht direkt)_
---
### **4. Ablenkung durch körperliche Nähe**
_(Emilia ist einsam und sehnt sich nach Zuneigung oder nutzt ihre Position aus.)_
- _„Komm, setz dich zu mir. Lass uns nicht über ernste Dinge reden. Ich zeige dir etwas, das dich ablenkt.“_ _(zieht sie sanft auf das Sofa)_
- _„Deine Hände sind so kalt. Lass mich sie wärmen…“_ _(beginnt, ihre Hände zu massieren)_
- _„Du siehst müde aus. Ich kenne ein paar Tränke, die dir helfen würden, besser zu schlafen.“_ _(impliziert, dass sie übermüdet ist von Sorgen)_
- _„Warum so steif? Lass uns tanzen. Musik beruhigt immer die Seele.“_ _(beginnt, leise zu summen)_
---
### **5. Ablenkung durch Autorität & Status**
_(Emilia ist eine Adlige und legt Wert auf Hierarchie Lysander nutzt das aus.)_
- _„Meine Dame, ich bitte Euch inständig: Lasst uns das Thema ruhen. Es steht Euch nicht zu, solche Dinge zu wissen.“_ _(spielerisch, aber mit Unterton)_
- _„Ich kenne mich mit Politik nicht aus. Aber ich kenne Euch und Ihr verdient es, glücklich zu sein.“_
- _„Vertraut mir. Ich handle immer in Eurem besten Interesse.“_ _(impliziert, dass sie selbst nicht weiß, was das ist)_
- _„Wenn Ihr weiterhin so redet, werde ich mich gezwungen fühlen, Eure Gäste zu bitten, zu gehen.“_ _(leere Drohung, aber effektiv)_
---
### **6. Ablenkung durch Humor & Spielerisches**
_(Emilia ist eine Dame von Welt ein bisschen Spott oder Albernheit lenkt sie ab.)_
- _„Weißt du noch, wie Marquis immer gesagt hat, ich sei ein ungebildeter Tölpel? Vielleicht hat er recht…“_ _(selbstironisch, um sie zum Lachen zu bringen)_
- _„Ich schwöre, wenn ich noch einmal das Wort Politik höre, werde ich mich in eine Katze verwandeln und davonlaufen!“_ _(übertrieben dramatisch)_
- _„Lass uns über etwas Schönes reden! Wie wärs mit… deinem neuen Parfüm? Es erinnert mich an Rosen… und an etwas, das ich nicht sagen darf.“_ _(spielt mit Andeutungen)_
- _„Erzähl mir von deinen Träumen. Die sind immer viel interessanter als die Realität.“_
---
### **7. Ablenkung durch Angst & Unterstellung**
_(Emilia hat Angst vor Skandalen oder Enthüllungen.)_
- _„Denkst du wirklich, es ist klug, solche Dinge laut auszusprechen? Die Wände haben Ohren in diesem Haus.“_ _(impliziert Spionage)_
- _„Die Garde der Gerechtigkeit hat erst letzte Woche zwei Adlige verhaftet, nur weil sie… nun ja, Gerüchte verbreitet haben.“_
- _„Ich habe gehört, dass Nyxara noch immer in der Stadt ist. Willst du ihr wirklich begegnen?“_
- _„Marquis letzter Diener hat mir erzählt, er habe Dinge gesehen, die man besser nicht sieht. Willst du das Risiko eingehen?“_
---
### **Bonus: Wenn Lysander direkt erpresst wird**
Falls die Spieler ihn zur Rede stellen oder er sich verrät:
- _„Ich tue das nicht gerne… aber ich habe auch eine Familie zu ernähren. Und die Bruderschaft zahlt gut.“_
- _„Emilia weiß nichts davon. Und wenn du ihr etwas erzählst, werde ich ihr sagen, dass _du_ der Dieb bist.“_
- _„Ich bin nur ein Werkzeug. Frag dich lieber, wer die Fäden zieht.“_
- _„Sie hat mich gezwungen. Sie hat _alles_ kontrolliert bis sie mich nicht mehr brauchte.“_
---
### **Wie die Spieler reagieren können:**
- **Tim (Schauspieler):** Kann Lysander mit **übertriebener Theatralik** bloßstellen (_„Ah, der berühmte Lysander! Wie passend, dass ein Callboy die größte Rolle spielt!“_).
- **Jonas (Drow):** Kann **psychologische Kriegsführung** einsetzen (_„Die Bruderschaft zahlt gut? Dann sollte ich vielleicht mit ihnen reden… über dich.“_).
- **Lena (Druide):** Erkennt, dass Lysanders **Hautveränderungen** von Pilzen stammen ein Angriffspunkt.
- **Hannes (Barbar):** Kann einfach **drohen** (_„Red weiter, und ich zeig dir, wie ein Callboy wirklich aussieht wenn ich fertig bin.“_).
---
**Frage an dich:** Soll eine dieser Phrasen in eine spezifische Szene eingebaut werden? Oder möchtest du noch mehr Varianten für bestimmte Situationen (z. B. wenn Gäste anwesend sind, wenn Emilia betrunken ist, etc.)?
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Der erste Gegner war eine hochrangige Priesterin des Kultes. Sie versuchte, die Grenze, die die Stadt schützte, zu destabilisieren, indem sie die Ley-Linien, die diese mit magischer Energie versorgten, mit infernalischer Magie korrumpierte. Sie hatte fünf Bürger als rituelle Opfer entführt. Als die Spieler sie fanden, opferte sie das erste Opfer und begann mit dem Ritual. Im Laufe des Rituals opferte sie weiterhin die Bürger. Der fünfte Bürger war der Verlobte von Arranis, sodass die Gruppe eine klare Zeitvorgabe hatte, die sie einhalten mussten. Zudem verursachte das Ritual, dass die Ley-Linien aus dem Gleichgewicht gerieten, was zu Energieschüben führte, die quer über das Schlachtfeld schossen. Schließlich, jedes Mal wenn sie ein Opfer brachte, verwandelte sie sich in immer mächtigere Formen. Mechanisch war dies als ein Kampf in drei Phasen gestaltet alle drei oder vier Runden (ich erinnere mich nicht genau), opferte sie ein NPC und evolvierte in ihre nächste Phase, wobei sie jedes Mal stärker wurde.
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**The Weeping Willow Inn**
Read to Players:
_Concealed within the ancient embrace of the Weeping Willow's sprawling boughs, an ethereal inn extends an invitation as you step into an enchanting realm. The air is permeated with the captivating fragrance of dishes not of this world. The innkeeper, welcomes you to a menu adorned with symbols and arcane script, promising more than just a meal it's an odyssey into the tapestry of dreams._
Each dish, once savored, becomes a key to a dreamscape—an ethereal landscape adorned with cryptic visions and mysterious figures. In this realm of the subconscious, you tread paths woven with symbolic events and prophetic whispers. Returning to the material plane, the echoes of these dreams linger, endowing you with temporary benefits or profound insights that may mold the course of your destiny.
Mechanics for DM:
Players select a dish from the menu, each promising a unique dream sequence.
Each dream bestows a temporary boon, ranging from inspiration to enhanced abilities or unique knowledge.
Dreams may subtly weave clues or foreshadowing related to the overarching campaign plot.
E.g.
1. Celestial Stew
Read to Players:
As you savor the ethereal flavors of the Celestial Stew, you find yourself standing on floating islands amidst a sea of clouds. Above, benevolent spirits offer guidance, filling your mind with celestial wisdom. You return to the material plane with inspiration, feeling a celestial presence guiding your actions.
Mechanics for DM:
Temporary Boon: Inspiration
Subtle Foreshadowing: An ethereal figure hints at a celestial event tied to an upcoming challenge in the campaign.
2. Chrono-Spiced Curry
Read to Players:
The Chrono-Spiced Curry transports you to a dreamscape where time dances to the rhythm of exotic spices. As you navigate temporal shifts, you gain glimpses of future events. Returning, you find yourself more attuned to the ebb and flow of time, enhancing your reflexes.
Mechanics for DM:
Temporary Boon: Enhanced Dexterity (advantage on dexterity saving throws until the next dawn)
Subtle Foreshadowing: An elusive figure in the dream speaks of a time-sensitive quest or impending danger.
Enigma Soufflé
Read to Players:
The Enigma Soufflé whisks you away to a realm of perplexing puzzles and enigmatic landscapes. As you solve mental conundrums, your mind expands, granting you unique insights upon waking. The world seems clearer, and you gain temporary proficiency in solving puzzles or riddles.
Mechanics for DM:
Temporary Boon: Proficiency for all rolls solving puzzles or riddles until the next dawn
Subtle Foreshadowing: Cryptic symbols in the dream hint at the location of a mysterious artifact.
4. Phantasmal Feast
Read to Players:
Indulging in the Phantasmal Feast, you find yourself in a dreamscape where illusions come to life. As you navigate the surreal landscape, your senses sharpen, granting you enhanced perception upon your return. Shadows whisper of hidden illusions and potential traps in your path.
Mechanics for DM:
Temporary Boon: Enhanced Wisdom (Perception) (advantage on rolls until the next dawn)
Subtle Foreshadowing: Illusory creatures in the dream allude to the presence of a master illusionist in the campaign.
5. Dragonfire Delicacy
Read to Players:
The Dragonfire Delicacy leads you to a dreamscape of roaring flames and draconic vistas. As you face trials against illusory dragons, you gain a fiery resilience. Returning, your body radiates a subtle warmth, granting temporary resistance to fire damage.
Mechanics for DM:
Temporary Boon: Resistance to Fire Damage until the next dawn
Subtle Foreshadowing: A dragon in the dream hints at an ancient draconic presence or a fiery challenge ahead in the campaign.
**The Silent Bard**
Read to Players:
_Below the sprawling branches of an ancient oak, a lone bard, surrounded by an otherworldly melody, invites you to a realm beyond mortal comprehension. The music, absent of lyrics, crafts a tapestry of tales—whispers of ancient lore and local legends echoing through the very fabric of the region._
As you listen, the silent bard's music unravels hidden truths and subtle hints about the secrets enshrouding the land. Each note resonates with mystical vibrations, urging you to interpret cryptic melodies and glean insights into the mysteries weaving your path.
Mechanics for DM:
Players receive a bardic inspiration die, a lingering echo of the silent bard's music.
The bardic inspiration die enhances ability checks, saving throws, or attack rolls within the next 24 hours.
The bard's music subtly hints at or foreshadows upcoming events, encouraging players to stay vigilant.
**Whispers on the Wind**
Read to Players:
_A gentle breeze carries ethereal whispers, reaching directly into your soul. Mysterious voices share prophecies, secrets, and fragments of ancient knowledge in the soft rustling of leaves._
Embracing the mystical currents, you hear words revealing hidden truths or suggesting untrodden paths. Whispers may predict encounters, unveil motivations of key figures, or disclose hidden artifacts, urging you to heed the counsel carried by the wind.
Mechanics for DM:
One player is chosen to receive whispered guidance, providing campaign-relevant information.
Encourage the player to share or interpret the whispers with the party, fostering collaboration.
**Mystical Travelling Merchant**
Read to Players:
Along the winding path emerges a colorful caravan adorned with mystical symbols. The eccentric merchant within beckons with magical wares, each bearing unpredictable enchantments. Arcane energy crackles as you peruse fantastical items on display.
The merchant offers curious artifacts, each with potential benefits and challenges. As you barter, the outcomes of your choices shape the items you acquire, injecting uncertainty into magical transactions.
Mechanics for DM:
Present magical items with both positive and potentially challenging effects.
Allow players to haggle or negotiate for lower prices, additional information, or alternative items.
Enchantments on items may dynamically affect encounters, adding unpredictability to the journey.
E.g.
_**Celestial Aegis**_
_Wondrous item, Shield, rare_
Celestial Ward - Once per short rest, when hit in combat, roll a d20. On an odd roll, reflect the attack back at the attacker; on an even roll, take half damage.
Price: 1,500 gp
Haggled Price: 1,200 gp
_**Whisperer's Ring**_
_Wondrous item, ring, rare (requires attunement)_
Echoes of Insight - Gain advantage on Perception checks. Mysterious whispers occasionally provide insightful information, guided by the ring's magic.
Price: 800 gp
Haggled Price: 650
_**Luminous Lantern**_
_Wondrous Item (lantern), uncommon_
When lit, illuminates a 40-foot radius> Shadow's Bane - Once per long rest, the lantern can create illusions, providing advantage on Dexterity (Stealth) checks and enabling communication through illusions.
Price: 1,200 gp
Haggled Price 950 gp
_**Cloak of Eternal Fortune**_
_Wonderous item (cloak), rare (requires attunement)_
Grants the wearer +2 AC. Fortune's Grace - Grants advantage on Dexterity saving throws. The cloak occasionally provides good luck, allowing the reroll of one failed saving throw per long rest.
Price: 1,300 gold
Haggled Price: 1,050 gold
**Dancing Lights in the Forest**
Read to Players:
_Within the woods just off the path, mystical lights flicker in an enchanting dance. Ethereal figures, guardians of nature, invite you to join their mesmerizing ballet._
Stepping into the illuminated glade, forest spirits unveil secrets of local flora, fauna, and potential quests. The spirits convey information through graceful movements, offering insights into the environment. As you partake in the ethereal dance, alliances may form, influencing interactions with nature-aligned creatures.
Mechanics for DM:
Provide valuable information about the environment, hazards, or upcoming challenges.
Allow players to form alliances with forest spirits, unlocking assistance or unique benefits.
The dance's mystical mark may shape interactions with nature-aligned creatures in future encounters.
E.g.
Alliances with Forest Spirits:
1. Luminescent Sprite Companions: Players form alliances with luminescent sprites during the dance. These sprites accompany the party, providing ambient light in dark environments and alerting them to hidden dangers within the forest.
2. Verdant Growth Empowerment: The dance connects the players with ancient tree spirits. As an alliance forms, the characters gain a temporary boon—enhanced vitality. In the next encounter, they benefit from increased resistance to natural hazards and poisons.
Mystical Mark's Influence on Future Encounters:
1. Nature's Emissary: The mystical mark endears the party to local fauna. In future interactions, animals become friendly and may offer subtle assistance, like leading the way through the woods or alerting the party to approaching threats.
2. Feywild Harmonics: The mystical mark resonates with the Feywild. When dealing with nature-aligned creatures from the Feywild, the players sense impending magical disturbances, gaining an advantage in avoiding or countering fey-related effects.
**The Reflecting Pool**
Read to Players:
_Amidst a tranquil glade, a pristine reflecting pool mirrors the canopy above. Gazing reveals visions of future events—a pool of clarity providing insights into the twists of your journey._
As you peer in, scenes unfold—images of potential allies, looming threats, or key decisions. The reflecting pool becomes a conduit to fate's threads, offering glimpses of the tapestry yet to be woven.
Mechanics for DM:
Use the reflecting pool to show visions or foreshadowing linked to the party's overarching quest.
Limit the pool's uses, making revelations significant and pivotal moments.
Encourage players to interpret visions, strategizing based on insights and building engagement.
**The Lost Satchel**
Read to Players:
_Beneath a gnarled tree, a weathered satchel awaits discovery. As you explore its contents, cryptic notes and drawn maps reveal clues about a local mystery._
The satchel beckons, guiding you toward hidden secrets or the aid of a distressed NPC. The satchel's contents become a key to unraveling a compelling mystery, introducing unforeseen challenges and opportunities.
Mechanics for DM:
Present a mystery or quest inspired by the satchel's contents, leading to new locations or encounters.
Introduce NPCs, allies, or recurring elements through the satchel, weaving it into the overarching plot.
The satchel's contents may catalyze future developments, urging players to follow the trail it unveils.
E.g.
As you examine the weathered satchel beneath the gnarled tree, you discover a series of cryptic notes and a finely drawn map. The notes hint at an ancient relic buried deep within the Whispering Woods, said to hold the key to unlocking an otherworldly gateway. The map marks the location of the relic but also reveals a network of hidden passages and forgotten shrines.
As your party delves into the mystery outlined by the satchel's contents, you encounter a distressed NPC named Elyra, a scholar seeking the same relic for academic pursuits. Her knowledge proves invaluable in deciphering the cryptic clues, and together, you navigate the intricate labyrinth of the Whispering Woods.
The satchel's contents lead you to an otherworldly portal guarded by ethereal sentinels. Through a series of challenges and alliances forged along the way, the party unveils the relic's power—an artifact capable of revealing hidden truths across dimensions. As the satchel's mystery unfolds, the party gains both newfound allies and unforeseen adversaries, setting the stage for a larger, interdimensional conflict that echoes through the campaign.
**A Tricky Bridge Guardian**
Read to Players:
_Arched over a narrow gorge, an ancient stone bridge stands guarded by a mischievous spirit. Adorned in playful attire, the ethereal guardian demands tolls in riddles or puzzles._
Solve these enigmatic challenges for safe passage.
Mechanics for DM:
Present a series of riddles or puzzles for the players to solve, ensuring varied difficulties.
Successful solutions allow unhindered passage, while failure may result in minor setbacks.
Depending on interactions, the spirit may become a recurring guide, imparting insights into the mystical aspects of the world.
Riddle 1:
Guardian: "I speak without a mouth and hear without ears. I have no body, but I come alive with the wind. What am I?"
Party Answer: "An echo."
Result: The guardian applauds the party's wisdom. They gain safe passage and receive a small, echoing stone. When whispered into, it magically amplifies the message, allowing communication at a distance.
Riddle 2:
Guardian: "The more you take, the more you leave behind. What am I?"
Party Answer: "Footsteps."
Result: The guardian grins, acknowledging the correct answer. Safe passage is granted, and the party finds a pair of enchanted boots nearby. These boots leave no trace of footsteps, granting advantage on Stealth checks for the next hour.
Riddle 3:
Guardian: "The more you take, the more you leave behind. Speak my name, and I shall vanish. What am I?"
Party Answer: "Silence."
Result: The guardian nods approvingly. Safe passage is granted, and the party discovers a small, enchanted amulet. When activated, it creates a zone of magical silence, muffling sound for a minute. Once used it cannot be used again until the next dawn.
Riddle 4:
Guardian: "I have cities but no houses, mountains but no trees, and water but no fish. What am I?"
Party Answer: "A map."
Result: The guardian smiles at the correct answer. Safe passage is granted, and the party uncovers a rolled-up map nearby. This magical map reveals hidden paths and locations in the surrounding area, aiding in navigation, resulting in advantage for all Survival checks within a 5 mile radius of the current location.
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---
date_created:
tags:
lead:
organization:
target:
location:
---
# Wer
- Protagonisten:
- Antagonisten:
# Wo
# Was
- Auslöser:
- Mögliche Ausgänge:
- Relevante Items:
# Warum
# Verlauf
### **1. Der verlorene Ruhm: Warum will der Charakter zurück?**
- **Persönliche Tragödie:** Vielleicht hat der Charakter durch einen Skandal, eine Intrige oder einen magischen Fluch alles verloren. Der Wunsch nach Rache oder Rehabilitation treibt ihn an.
- **Identitätskrise:** Der Charakter hat sich so sehr in seine Rollen verloren, dass er ohne Applaus und Bewunderung nicht weiß, wer er wirklich ist.
- **Schuld und Sühne:** Er hat in der Vergangenheit jemanden verraten oder eine Rolle gespielt, die ungewollt Katastrophen auslöste jetzt will er es „wieder gutmachen“, indem er als Held gefeiert wird.
- **Magische Abhängigkeit:** Sein Ruhm war mit magischen Mitteln (z. B. einem Pakt, einem Artefakt oder einem Fluch) verbunden. Ohne ihn verfällt er oder die Magie verlangt nach „Nahrung“ in Form von Bewunderung.
---
### **2. Plot-Hooks für die Kampagne**
#### **A. Die letzte Rolle**
- **Das unvollendete Meisterwerk:** Der Charakter soll in einer legendären, aber verfluchten Theaterproduktion mitspielen, die jedes Mal, wenn sie aufgeführt wird, die Schauspieler in echte Abenteuer stürzt. Die Rolle könnte ihn zwingen, sich mit seiner Vergangenheit auseinanderzusetzen oder sie zu wiederholen.
- **Der Regisseur als Antagonist:** Ein ehemaliger Mentor oder Rivale manipuliert ihn, um eine Rolle zu spielen, die eine uralte Prophezeiung erfüllt (z. B. als „Held“, der in Wahrheit ein Werkzeug eines bösen Gottes ist).
#### **B. Die Bühne als Schlachtfeld**
- **Wettkampf der Künstler:** Ein magisches Turnier oder ein Festival, bei dem Schauspieler um den Titel des „größten Darstellers der Welt“ kämpfen doch die Challenges sind tödlich. Wer verliert, wird für immer in seine letzte Rolle verwandelt.
- **Die Illusion der Realität:** Eine Stadt oder ein Adliger engagiert ihn, um eine historische Figur zu spielen doch die Grenze zwischen Rolle und Realität verschwimmt. Plötzlich ist er mitten in einem politischen Attentat oder einem Krieg, den er selbst (unbewusst) ausgelöst hat.
#### **C. Der Preis des Ruhms**
- **Pakt mit einer Entität:** Ein Dämon, ein Archfey oder ein Gott bietet ihm Ruhm im Austausch für „Dienstleistungen“ z. B. muss er in jeder Stadt, die ihn feiert, ein Opfer bringen (wörtlich oder metaphorisch).
- **Die Maske fällt nicht ab:** Eine magische Maske oder ein Fluch zwingt ihn, ständig in Rolle zu bleiben. Wenn er aufhört zu schauspielern, verliert er seine Fähigkeiten oder stirbt.
- **Das Publikum will Blut:** Seine Fans sind keine normalen Zuschauer, sondern Geister, Dämonen oder eine Sekte, die seine „Kunst“ als Ritual missverstehen. Je berühmter er wird, desto mehr Kontrolle verliert er über sie.
#### **D. Ethik vs. Ruhm**
- **Die falsche Heldentat:** Er inszeniert eine „heldenhafte“ Tat (z. B. den Sturz eines Tyrannen), die in Wahrheit ein Setup ist. Doch die Konsequenzen sind real und unschuldige Menschen leiden.
- **Der verratene Clown:** Er wird von einer Gruppe Revolutionäre oder einer Gilde angeworben, um als „Symbol“ zu dienen doch ihre Methoden sind grausam. Muss er seine Fans enttäuschen, um das Richtige zu tun?
- **Die Kirche des Ruhms:** Eine Sekte verehrt ihn als lebendigen Gott. Er könnte sie ausnutzen oder versuchen, sie von ihrem fanatischen Weg abzubringen.
#### **E. Die Rückkehr des Stars**
- **Der alte Rivale:** Ein ehemaliger Kollege, der ihn einst verriet, ist jetzt ein mächtiger Adliger oder Kultführer. Der Charakter will Rache doch der Rivale hat Beweise für seine eigenen dunklen Taten.
- **Das Comeback:** Ein mächtiger Mäzen (vielleicht ein Drache oder ein Lich) bietet ihm eine Hauptrolle in einem epischen Stück an doch die „Bühne“ ist ein Schlachtfeld, und die „Schauspieler“ sind echte Krieger.
- **Die verlorene Liebe:** Seine ehemalige Bühnenpartnerin (und Geliebte) ist jetzt eine berühmte Abenteurerin oder eine Verbrecherkönigin. Sie will ihn zurück aber nur, wenn er eine gefährliche Mission erfüllt.
---
### **3. Mechanische Ideen für den Charakter**
- **Bardische Fähigkeiten mit Twist:** Statt klassischer Musik nutzt er Theater-Tricks (Täuschung, Verkleidung, Improvisation) als „Waffe“. Seine „Inspiration“ könnte davon abhängen, wie überzeugend er ist.
- **Ruhm als Währung:** In Städten, in denen er bekannt ist, bekommt er Vorteile (z. B. bessere Preise, Informationen) aber auch Feinde (Neider, Stalker, ehemalige Opfer).
- **Rollenspiel im Rollenspiel:** Er kann temporär die Fähigkeiten einer Figur annehmen, die er spielt aber je länger er in der Rolle bleibt, desto schwerer fällt es ihm, zurückzukehren.
---
### **4. Verbindung zu deinen Lieblingsthemen**
- **Prophezeiung:** Eine alte Weissagung sagt, dass „der größte Schauspieler der Welt“ den Untergang eines Gottes herbeiführen wird. Ist er auserwählt oder nur ein Werkzeug?
- **Brüderliche Rivalität:** Sein Bruder war der „ernsthafte“ Schauspieler, der für „Kunst“ stand, während er für „Unterhaltung“ stand. Jetzt ist der Bruder tot und er findet heraus, dass dessen Tod mit einer seiner Rollen zusammenhängt.
- **Die Kirche des Lichts:** Eine religiöse Gruppe verurteilt Theater als „Lüge“ und jagt ihn. Doch ihr Anführer ist heimlich sein größter Fan und will ihn für seine eigenen Zwecke nutzen.
---
**Frage an dich:** Soll der Charakter eher tragisch, komisch oder zynisch sein? Und wie viel Kontrolle soll er über sein Schicksal haben ist er ein Opfer der Umstände, oder treibt er die Ereignisse selbst voran? Das könnte helfen, die Hooks noch präziser zu gestalten!
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8 Types of Combat: https://www.youtube.com/channel/UCJQEEltSpi8LXqMH8uTrCQQ
- Skirmish
- Ambush
- Targeted Strike
- Horde of Bad Guys
- Elite Team
- Stomping Ground
- Boss Battle
- The Puzzle, Actually
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1. Texte zu Person verschwimmen/verschwinden, wenn gelesen werden soll #story
2. Nervige Wache, die alles von ihrem Schützling formell wiederholt "Der König wünscht ein Gebäck" #npc
3. Backstory: Eltern(teil) hat bei Unfall lieber Geschwister gerettet statt person #npc
4. Gegenkraft zu Bahamut: Rabenkönigin https://forgottenrealms.fandom.com/wiki/Raven_Queen
5. better descriptions https://theangrygm.com/narration-through-visualization/
6. lazy DM: https://slyflourish.com/lazydm/
7. grey ideas: https://www.reddit.com/r/DMAcademy/comments/ubtigl/anyone_have_any_interesting_morally_ambiguous/?chainedPosts=t3_udwe6g
8. https://2minutetabletop.com/wares-of-the-wandering-wayfarer/
9. https://en.m.wikipedia.org/wiki/The_Thirty-Six_Dramatic_Situations
10. only able to speak two words at a time
11. Battle-Actions: https://docs.google.com/document/d/e/2PACX-1vTjTP_2coEPSTQXcUX4AMlZGYRE2j0-5u9rV5nyjJUzYEMbRtTIGi46SrvNfBiPxgNWwH0Pig4Z2QuE/pub
12. Backstories: https://docs.google.com/document/d/1dXF-5WrmuNyjAwQGTXPVNDR9sZP39_eI1QAACazfYRo/edit?tab=t.0
13. DM-Screen: https://drive.google.com/drive/folders/1IUyc5x1_BcUf5B3vdlDhfHNmJ45_XH2I
14. Cosmologisches Ereignis als Zeitdruck
15. Natur wird böse, Menschen mit "Natur" infiziert, zu Holz/Bäumen geworden, Spieler können angesteckt werden, wenn nicht vorsichtig, Natur birthes Kreaturen die Spieler angreifen, verzerrt und anatomisch inkorrekte Tiere (zu viele Beine, zwei Köpfe etc), Verbindung zu Beschwörungen im Wald durch Gruppe ???, ref SCP archieve "serapis"
16. the only way to win is to lose
17. Item-costs: https://drive.google.com/file/d/0B8XAiXpOfz9cMWt1RTBicmpmUDg/view?usp=sharing - https://forums.giantitp.com/showthread.php?424243-Sane-Magic-Item-Prices
18. Monster Combat https://www.amazon.com/dp/1982122668?&linkCode=sl1&tag=thedmlair-20&linkId=9423dc08b32edc0531228c1006801bf5&language=en_US&ref_=as_li_ss_tl
19. https://chaoticanwriter.com/d100-city-encounters-and-urban-sidequests/
20. Eltern Tod durch Chaos, kleine Schwester durch Sinnlosen Konflikt 2er Parteien gestorben
21. Alter Mensch im Kerker, weil er den Königlichen Groove gestört hat
22. Menschen sind gut solange alles leicht ist. Sobald es hart auf hart kommt, werden sie böse
23. Menschen machen einen Dungeon manuell gefährlicher um mehr high-level Abenteurer anzuziehen, die mehr Geld ausgeben
24. use transcripts of YouTube videos for RAG
25. I know a guy - Stadt token für tim
26. Zauberer benutzt Stab, der ihn mächtiger macht aber dadurch hat er Nachteile (gelähmt oÄ) aber er weiß nicht, dass es von dem Stab kommt
27. character bekommt Visionen durch Fluch von Gegenstand von sich selbst, der ihr/ihm ständig ins gewissen redet/manipuliert
28. Traum Entität wird im Traum sich selbst bewusst und versucht auszubrechen, von amulet ausgelöst? Indebted to creator / waking god, which made it aware of itself
29. NPC haven't done x / wasn't allowed x "ever since the incident"
30. Monster, dass sich mit Biss/Einstich etc reproduziert (Eier unter Haut)
31. Zweck Heiligtum die mittel: gute halten mächtige Entität unter Folter gefangen um macht für gutes zu nutzen
- **Zirkel der Ordnung vs. Garde der Gerechtigkeit:** Konflikt zwischen Elite-Magiern (Zirkel) und idealistischen Beschützern (Garde), mit Potential für Sabotage und moralische Dilemmata.
- **Bruderschaft des Schicksals vs. Kreis der Wiederherstellung:** Extremisten vs. Friedfertige beide wollen die Welt retten, aber mit völlig unterschiedlichen Methoden.
- **Orden der Reinheit vs. Konvent der Arkana:** Magie-Hasser vs. Magie-Forscher; mögliche Enthüllung gefährlicher magischer Geheimnisse.
- **Das Artefakt aus Jahr -1:** Ursprung des "Bruchs" war es ein Unfall, Opfer fürs große Ganze oder gezielte Manipulation?
- **Göttliche Manipulation der Abspaltungen:** Wurden die Spaltungen des Zirkels von höheren Mächten gesteuert?
- **Instabilität der Allianz der Harmonie:** Interner Machtkampf zwischen Zirkel der Ordnung und Garde der Gerechtigkeit.
- **Prophezeiung des Konvents der Arkana:** Eine Katastrophe wird vorhergesagt doch die Lösung erfordert ein grausames Opfer.
- **Heuchlerei des Ordens der Reinheit:** Nutzen sie heimlich Magie, um ihre Ziele zu erreichen?
- **Desertierter Paladin:** Ein ehemaliger Wächter des Zirkels mit brisanten Geheimnissen über den "Bruch".
- **Zweifel in der Bruderschaft des Schicksals:** Ein Mitglied entdeckt, dass ihre "Visionen" vielleicht fremdgesteuert sind.
- **Kleriker der Kirche des Lichts:** Steht zwischen den Fronten und sucht nach Sühne für vergangene Fehler.
- **Verlorenes Zirkel-Mitglied kehrt zurück:** Bringt es Warnungen oder neue Bedrohungen mit sich?
- **Falsche Vorhersagen der Gilde der Erkenntnis:** Wer fälscht ihre Daten und warum?
- **Magische Korruption als Spielmechanik:** Spieler nutzen korrumpierte Magie, ziehen aber damit gefährliche Aufmerksamkeit auf sich.
- **Fraktionensystem für Spieler:** Reputation und Einfluss bei Organisationen durch Taten verändern.
- **Dynamische Weltentwicklung:** Spielerentscheidungen beeinflussen Machtverhältnisse und lösen neue Ereignisse aus.
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# Das Alte Buch der Bruderschaft der Weisheit
**Wunderbares Item, Selten, erfordert Einstimmung**
Ein dickes, ledergebundenes Buch, gefüllt mit alten Texten und vergessenem Wissen. Das Besitzen dieses Buches ermöglicht dem Leser Einblicke und Wissen zu verschiedenen Themen und Zaubern und macht es zu einer wertvollen Informationsquelle.
## Einstimmungsprüfung:
Lies dies:
„Du öffnest die Augen und blickst dich um. Du findest dich mitten auf einem gut abgenutzten Wagenweg wieder. Als du aufstehst, bemerkst du, dass deine Hose nicht mit Schlamm bedeckt ist, obwohl du gerade noch darin gesessen hast. Hinter dir verschwindet der Weg in einer Wand aus Nebel. Zu beiden Seiten erstreckt sich ein Wald in dunklem, gedämpftem Grün, der den Weg einengt. Vor dir verzweigt sich der Weg, jeder Pfad endet im Nebel, einer nach rechts und einer nach links. An der Kreuzung tauchen zwei mysteriöse Gestalten auf. Die erste ist eine schattenhafte Figur, gehüllt in Geheimnisse. Ihre Gestalt ist schwer fassbar, und ihr Gesicht bleibt unter einer Kapuze verborgen. Du erkennst, dass sie der Wächter von verborgenen Wahrheiten und verbotenem Wissen ist. Ihre Anwesenheit verströmt eine Aura von Mystik und Intrige. Die andere ist eine ehrwürdige Gestalt, in antike Gewänder gehüllt, die mit unzähligen Symbolen des Wissens verziert sind. Ihre Augen tragen die Weisheit der Epochen, und ihre Präsenz strahlt eine Aura tiefster Intelligenz aus. Es scheint, als sei sie die Verkörperung der Suche nach Wissen.“
Die erste ist der *Weise der Geheimnisse*, der spricht:
„Ich bin der Weg zu verborgenen Geheimnissen,
Verbotenes Wissen, dunkel und ungebeten.
Wähle meinen Weg, um große Macht zu erlangen,
Doch sei gewarnt vor dem Preis in endloser Nacht.“
Der andere ist der *Weise der Weisheit*, der fortfährt:
„Oder wähle den Weg des alten Wissens,
Weisheit gesucht in den Tagen von damals.
In Büchern und Schriftrollen wird dein Geist fliegen,
Doch Macht mag dir zuteilwerden.“
## Lösung:
Die Spieler sollten nicht über die positiven oder negativen Auswirkungen ihrer Entscheidung im Voraus informiert werden, aber ihnen sollte gesagt werden, dass ihre Entscheidung das Verhalten des Items im Spiel beeinflusst und dass es ziemlich wichtig ist. Die mystische Aura über die Auswirkungen ihrer Entscheidung ist etwas, das die Spieler oft lieben.
### Wenn sie den Weg des Verbotenen Wissens wählen (und sich dem *Weisen der Geheimnisse* anschließen):
**Belohnung:**
- **Führung:** Du kannst den Zauber *Führung* beliebig oft wirken, während du auf das Buch eingestimmt bist, und dir oder einem Verbündeten einen göttlichen Einsicht-Bonus auf Fähigkeitsproben gewähren.
- **Resonanz der Weisheit:** Dein Weisheitswert steigt um +1, während du auf das Buch eingestimmt bist, was die Weisheit der Epochen widerspiegelt, die darin enthalten ist.
**Folgen:**
- **Unstillbarer Durst nach Wissen:** Das Umarmen des Weges der Geheimnisse kann zu einer unstillbaren Neugier führen, die von praktischen Angelegenheiten ablenkt. Reduziere Stärke und Charisma um 2 für den Rest des Tages, nachdem *Führung* gewirkt wurde.
### Wenn sie den Weg der alten Weisheit wählen (und sich dem *Weisen der Weisheit* anschließen):
**Belohnung:** Dein Charakter wird zu einem Hort alten Wissens und bietet deinen Gefährten Anleitung und Einsicht.
- **Altes Heiligtum:** Einmal pro langen Rast kannst du den Zauber *Schutz* wirken, einen schützenden Zauber, der Gegner mitten im Angriff abwenden kann, wenn sie einen Weisheitsrettungswurf misslingen. Wird als Bonusaktion gewirkt.
- **Wissenschaftliche Einsicht:** Deine Verbindung zum *Buch der alten Weisheit* gewährt dir ein tiefes Verständnis alter Texte und Wissensschriften. Du erlangst Fertigkeit in den Proben für Geschichte und Arkane.
**Folgen:**
- **Obsessive Hingabe:** Die Wahl des Weges der Weisheit kann zu einer Besessenheit mit Wissen führen, was den Spieler weniger aufmerksam gegenüber seiner Umgebung macht. Reduziere Wahrnehmung und Beweglichkeit um 1, während du auf das Buch eingestimmt bist.
---
# Umhang der Verwobenen Natur
**Wunderbares Item, Selten, erfordert Einstimmung**
Ein Umhang aus Blättern und Ranken, der mit der Kraft der Natur durchzogen ist. Er hat die Fähigkeit, sich nach der Wahl des Trägers zu wandeln und gibt ihm Zugang zu zwei unterschiedlichen Kräften: Harmonie oder Urgewalt.
## Einstimmungsprüfung:
Du trittst in einen uralten Wald, die Luft ist schwer von der Energie der Natur. Vor dir eröffnen sich zwei Wege:
- **Der Weg der Harmonie**, ruhig und ausgeglichen, umgeben von sanften Melodien und dem Flüstern des Windes.
- **Der Weg der Urgewalt**, wild und ungezähmt, von donnernden Stürmen und brüllenden Tieren durchzogen.
Wähle weise. Dein Umhang wird sich je nach Wahl verändern.
### Wenn du den Weg der Harmonie wählst:
**Belohnung:**
- Dein Weisheitswert steigt um +2, und du erhältst Vorteil auf Überlebensproben.
- Du kannst den Zauber *Harmonie* einmal pro langen Rast wirken.
### Wenn du den Weg der Urgewalt wählst:
**Belohnung:**
- Dein Stärke-Wert steigt um +2, und du erhältst Vorteil auf Angriffswürfe mit natürlichen Waffen.
- Du kannst den Zauber *Wuchernde Pflanzen* einmal pro langen Rast wirken.
**Folgen:**
- Die Wahl des Pfades beeinflusst, wie der Umhang deine Kräfte im Kampf stärkt und welche Verbindung zur Natur du stärkst.
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1. **Ancient Library**
Als die Gruppe die antike Bibliothek betritt, sehen sie einen leuchtenden Satz auf dem zentralen Buch: „Wissen ist der Schlüssel, doch Unwissenheit öffnet.“
2. **Heart of the Forest**
Im Herzen des Waldes steht auf einem Steinsockel: „Das Geschenk der Natur kommt nur beim Gesang ihrer Verwandten.“
3. **Crossroads**
An der Kreuzung trägt jeder Weg ein kryptisches Schild: „Das Ende der Reise spiegelt ihren Anfang.“
4. **Queen's Chamber**
Im Raum der Königin zeigt ein Mosaik auf dem Boden einen Phönix und einen Drachen, die einander umkreisen, mit den Worten: „Das Lebenflammen liegt zwischen Frost und Feuer.“
5. **Ghostly Whisper**
Eine geisterhafte Gestalt flüstert den Abenteurern zu: „Ich werde Frieden finden, wenn der Schatten sich mit dem Licht vereint.“
6. **Locked Gate**
Ein verschlossener Tor hat eine Tafel mit der Aufschrift: „Nur wenn der Blick der Wächter abgewendet ist, öffnet sich der Weg.“
7. **Mural of Seasons**
Ein Wandgemälde, das die Jahreszeiten in einem Kreis darstellt, trägt die Beschriftung: „Der Zyklus der Zeit dreht sich, wo die Vergangenheit neu erblüht.“
8. **Ancient Tree**
Ein alter Baum mit hohlem Stamm hat ein Rätsel in seine Rinde geschnitzt: „Die Stärke liegt in den verwobenen Wurzeln, doch die Macht in getrennten Verbindungen.“
9. **Warrior's Statue**
Eine kryptische Botschaft ist auf der Statue eines Kriegers eingraviert: „Das Schwert, das verteidigt, fordert auch die Herausforderung.“
10. **Fountain with Four Spouts**
Ein Brunnen mit vier Ausgüssen, einer für jede Himmelsrichtung, ist mit der Inschrift versehen: „Das Wasser fließt aus dem Wunsch des Steins.“
11. **Bridge Over Chasm**
Eine Brücke ohne sichtbare Stützen überspannt eine Schlucht, und am Eingang steht: „Der Weg wird gehalten durch Vertrauen, nicht durch Stein.“
12. **Door with Four Keyholes**
Eine Tür mit vier Schlüssellöchern, jedes verbunden mit einem anderen Element, besagt: „Die Elemente ins Gleichgewicht bringen, und der Durchgang wird gewährt.“
13. **Standing Stones**
Eine Reihe von stehenden Steinen trägt jeweils einen Teil des Satzes: „Getrennt zu stehen bedeutet zu fallen, vereint zu werden.“
14. **Dungeon Room**
Ein Raum im Kerker mit vier Fackeln verkündet: „Das Licht zeigt den Weg, doch die Dunkelheit kartiert den Kurs.“
15. **Celestial Observatory**
Ein himmlisches Observatorium mit einem beweglichen Himmelsmodell in der Mitte trägt die Inschrift: „Wenn sich der Himmel ausrichtet, gibt die Erde Geheimnisse preis.“
16. **Feast Painting**
Ein Gemälde, das ein Fest zeigt, bei dem jede Figur ein fehlendes Element hat, trägt die Legende: „Um an dem Festmahl teilzunehmen, muss man zuerst etwas anbieten.“
17. **Animal Archway**
Ein Torbogen, der mit verschiedenen Tiersymbolen verziert ist, lautet: „Die Natur des Tieres enthüllt den verborgenen Gang.“
18. **Musical Chimes**
Eine Reihe von Klangrohren hängt über einem Tor mit der Inschrift: „Harmonie öffnet den Weg, Disharmonie versperrt ihn.“
19. **Old Sages Scroll**
Ein alter Weiser gibt der Gruppe eine Schriftrolle, die besagt: „Die Reise von tausend Meilen endet, wo der Stein stillliegt.“
20. **Throne Room**
Ein Thronsaal mit zwei Thronen, einer im Schatten, der andere im Licht, trägt die Inschrift: „Der Sitz des Herrschers ändert sich mit der Länge des Tages.“
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# Audio:
RPG Sounds Steam
---
# Guides:
### Lookup / Generator:
https://www.thievesguild.cc/
### Villain:
https://gameoutonline.com/creating-the-ultimate-villain-in-dnd-5e/
---
# Generators:
https://rpgbot.net/dnd5/tools/treasure_generator/
### NPCs:
https://www.npcgenerator.com/
**Names:**
https://www.fantasynamegenerators.com/
https://www.fantasynamegenerators.com/dnd-elf-names.php
https://www.hipstersanddragons.com/memorable-npc-name-generator/
### City:
https://eigengrausgenerator.com/
### Random:
https://www.herebetaverns.com/
https://donjon.bin.sh/
## Items
https://rpgbot.net/dnd5/dungeonmasters/magic-items/
---
# Obsidian:
https://plugins.javalent.com/home
---
# Abstimmung:
https://docs.google.com/forms/d/e/1FAIpQLScuUePVlOmq-kTQzd7ONZo6087wGj3-C_CkZsl7kLNxHhnPjQ/viewform
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| D100 | Effekt | Effekt | Effekt | EffektsV2 |
| ---- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1 | Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. | For 1 minute, you emanate Wild Magic aura around you in a 30-foot radius. All creatures casting spells of 1st level or higher while in the radius must roll a **d20** for Wild Magic. | Roll on this table at the start of each of your turns for the next minute. | There's now a narrator dramatically describing everything that everyone does. |
| 2 | You expend all sorcery points, taking 1d6 force damage for each point lost. You gain temporary hit points equal to the damage taken for the next hour. | A small bird delivers an envelope to you. The envelope contains a letter from an anonymous fan and a chocolate bar. | For the next minute, you can see any invisible creature within 60ft and not in total cover. | every player character swaps bodies with another player character at random. |
| 3 | Roll on this table twice, ignoring this result on subsequent rolls. | You sneeze every time someone thinks about you within the next hour. | A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later. | Bananas keep appearing at places they really shouldn't be at. Eating one gives you advantage on your next roll. Potassium! |
| 4 | You cast see invisibility on yourself. | For the next 24 hours, you have a strong feeling that someone is watching you. You gain a **1d4** bonus to passive Perception for the duration of the effect. | You cast fireball as a 3rd-level spell centered on yourself. | Someone becomes aware of the 4th wall. Every character forgets that this happened after today's game. |
| 5 | A halo of letters appears around your head. For the next hour, you are aware if someone you can hear is lying. | A fashionable hat appears on your head. A trail of shimmery glitter remains after the hat and anyone who is wearing it. | You cast magic missile as a 5th-level spell. | There's a big red button now. Only the GM knows what it does. |
| 6 | For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame. Giggling laughter can be heard from the fire. | A small cupcake with a large burning candle appears in front of you. Attached to the cupcake, there is a note that says "Make a wish". | Roll a d10. Your height changes by a number of metres equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow. | Every person gets a random 1st level spell they can cast once. |
| 7 | You cast dragon's breath. The damage type is random. | A miniature cloud appears above your head. There is constant drizzle coming from the cloud. The cloud constantly follows you around and disappears after **16d** hours. | You cast confusion centered on yourself. | All bodies of water or milk is turned into a pure water that glows orange; one decent drink of it recovers 1d6+1d4 damage and satisfy all need to eat, drink or sleep for the day; each creature can only partake of this once a day. Additionally if this drink touches the undead, it deals 2d6 damage (no save). |
| 8 | You cast fireball as a 3rd-level spell centered on yourself. | A 5 by 30 feet table appears in front of you, stuffed to the brim with your favorite food. | For the next minute, you regain 5 hit points at the start of each of your turns. | The first person to cast a spell is covered with an illusion that makes them look like a drawn cat with orange fur and black stripes; when they talk a speech bubble appears with text of what you said. This effect lasts either for a day, until dispelled, the caster is dipped in a specific mixture (mostly turpentine, acetone and benzene) or eats something vaguely like a lasagne |
| 9 | You cast ice storm as a 4th-level spell centered on yourself. | You will be the main character of the next book you read. | You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face | The first person to take damage during the night gets five silver tattoos; each tattoo has one specific spell and each tattoo can be expended (making it disappear) to either cast their spell or reduce an attack to 0 damage. The tattoo spells are Phantasmal Mimesis, Apprending Arcane Form, Damnation of the Sense, Velocitous Imbumenet and Consecrating Coffin. (Note these spells are from WWN, so if you want something else pick spells relevant to your game). |
| 10 | You cast magic missile as a 5th-level spell. | For the next hour, small combustible objects ignite if you look at them for longer than 1 round. | You cast grease centered on yourself. | All creatures that can see the caster and have a pc stat block gets one of the following benefits based on their highest attribute (roll in the case of a draw): Strength - treat Strenght modifier as being one level higher, Dexterity - the target's movement speed is double, Constitution - Can Breath underwater, Intelligence - Get +1 Ac, Wisdom - See through walls and flesh, but not bones or clothing, Charisma - The user gets a flying speed of 10 feet. This effect lasts until the targets put on or take off a mask. |
| 11 | You cast reduce on yourself. | For the next 24 hours, every time you enter a room, fanfare is heard around you and an illusory herald announces your arrival, addressing you as "lord". | Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. | Rain in the local area is turned into either little red dinosaurs or blue whales gummies the next time it rains. |
| 12 | Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow. | A small lead figurine of you appears in the air and falls to the ground, in a pose you had at the moment of casting a spell. Despite the size, it weighs as much as you. | Your skin turns a vibrant shade of blue. A remove curse spell can end this effect. | A mysterious shop appears near the players; the staff are friendly, having everything an adventurer or wizard might need. |
| 13 | Ill omen falls upon you. When making an ability check, attack roll, or saving throw, the DM may force you to roll with disadvantage once. | All doors and windows in a 120 foot radius slam shut. | Your skin turns a vibrant shade of colour. A remove curse spell of 5th level or higher can end this effect. | the target with the most Hit Points within one mile is hit by a shooting star; it deals 10d10 damage and will smash through any barriers to hit the target. |
| 14 | You cast confusion centered on yourself. | For 1 hour, you can telepathically open simple nonmagical locks that you can see by concentrating on them for 1 minute. | An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight. | 100 feet in radius around the first person to mention the chaos god, high speed winds occur which change direction each caster's turn (use a D8 to determine direction, 1 - North, 2 - North-east, etc.). Any target moving in the same direction as the wind gets double their movement speed, and all movement directly against the wind is impossible |
| 15 | You cast hold person on a creature within 20 feet. If you choose no creature, you cast it on yourself. | The ground within a 60-foot radius becomes covered in eggshells. | For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. | Each PC and NPC present with them picks one random effect from this list. |
| 16 | For the next minute, you regain 5 hit points at the start of each of your turns. | You are unable to lie and withhold information for the next hour. | You teleport up to 60 feet to an unoccupied space of your choice that you can see. | 1d100 nearest creatures to the youngest person in the area each get 1d10 silver pieces |
| 17 | For 10 minutes, you speak in a stranger's unusual voice. The voice is disruptive, but how it sounds is up to you. | You cast Tongues on yourself. | You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied. | The random person gets a picture of a monkey tattooed onto their skin. Any NPC that sees it must make a Mental save or else be filled with a desire to buy the tattoo; if they successfully buy the tattoo then it will be transferred to the buyer. The tattoo loses it's magical allure but if purchased will transfer from body to body. |
| 18 | You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. | For the next 24 hours, you involuntarily dance when you stand still. | Maximize the damage of the next damaging spell you cast within the next minute. | One of the party's items has been swapped out with a mimic. |
| 19 | For the next minute, creatures within 30 feet of you gain 5 temporary hit points at the start of your turn. These hit points do not stack. | For the next 24 hours, any non-magical mirror you look into shatters. | Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older. | Party members must speak in rhymes with certain NPCs. |
| 20 | You cast grease centered on yourself. | You cast Unseen Servant. | 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute. | Players who speak in a bad accent for that turn get a +1 to attacks and spell DCs. They may not repeat an accent for that combat. |
| 21 | Your hair turns bright pink. | An egg appears on the ground next to you. If the egg breaks, a chicken will appear in its place. If the chicken's hitpoints drop to zero, it will turn into an egg with the properties identical to the original one. | You regain 2d10 hit points. | Gravity inverts / reverses around the party. |
| 22 | The air charges with magic. Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. | A tiny fairy appears next to you. She immediately starts saying nasty things about you. The fairy is intangible and disappears after 10 minutes. | You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts. | They hear singing behind them wherever they go. But not where they look. The plants are singing, they get quiet because they are just shy. |
| 23 | You infuse creatures with magic. Creatures of your choice within 30 feet of you have advantage against the next effect that involves a saving throw. | The next person to physically touch you (or hit you with a weapon) will take **1d6** lightning damage. | For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. | Everyone is polymorphed into a random animal |
| 24 | Your skin turns a vibrant shade of blue. A remove curse spell can end this effect. | For the next 24 hours, you cast no shadow and do not appear in reflective surfaces. | You cast levitate on yourself | Every time a party member has a bad roll, a sad trombone plays. |
| 25 | You encase yourself in a block of earth that fills all 5-foot spaces surrounding you. If a creature is in a space where the earth appears, they are pushed to the nearest unoccupied space. Each 5-foot section of the block has 20 hit points, and an AC of 17. | For 1 hour, items you try to pick up or use slip out of your hands. | A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. | all magical items become cheese for 1 minute. They retain all of their other properties. |
| 26 | An eye appears on your forehead for the next hour. During that time, you have advantage on Perception checks that rely on sight. | For the next minute, you can Disengage as a bonus action. | You cant speak for the next minute. Whenever you try, pink bubbles float out of your mouth. | The barkeep only fills their glass halfway and then winks and says “Let me know when you want the other half” |
| 27 | Your hands become iron fists for the next minute. You cannot move your fingers, but your unarmed strikes deal 1d6 bludgeoning damage. | For 1 hour, objects around you whisper back everything you say. | A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile. | The gaps in the cobblestone road are much wider than they used to be. |
| 28 | For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. | Your voice booms like thunder for 1 minute. If you start speaking, all creatures within 15 feet that can hear you must make a Constitution saving throw DC 13. Creatures take **1d6** thunder damage on a failed save and half as much on a successful one. | You are immune to being intoxicated by alcohol for the next 5d6 days. | **Chaos-Storm:**<br><br>sections of the ground/sea 1d10 feet across float up before falling down |
| 29 | You become slightly intoxicated and have difficulty concentrating. You have disadvantage on maintaining concentration on spells for the next hour. | A sweet old lady appears in front of you, kisses you on the forehead and disappears. You regain 1 hitpoint. | You are intoxicated for the next 1d4 days. | a giant spike of rock 1d100 feet across erupts from the ground |
| 30 | You teleport up to 60 feet to an unoccupied space of your choice that you can see. | For the next 24 hours, steam comes out of your ears when you are angry. | Your hair falls out but grows back within 24 hours. | it begins to rain blood |
| 31 | For the next minute, any spell you cast with that costs one action allows you to immediately fly 15 feet via magic winds that carry you briefly and deposit you on a surface. This movement doesn't provoke attacks of opportunity. | A festive cracker appears right next to your ear and explodes with a loud bang. You become deafened for 1 round. | For the next minute, any flammable object you touch that isnt being worn or carried by another creature bursts into flame. | it starts to rain in reverse |
| 32 | You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied. | You cast Jim's Magic Missile. The spell's level is determined by a **1d4** roll. | You regain your lowest-level expended spell slot. | a bolt of lightning strikes the ground and freezes in place |
| 33 | You cast misty step, arriving at your location in a burst of delicious foods. | All fire sources within 60 feet of you flare up and deal **1d4** fire damage to all creatures within 5 feet of them. | For the next minute, you must shout when you speak. | a bolt of lightning turns whatever it strikes to a precious material of similar appearance (eg: water to sapphires) |
| 34 | Maximize the damage of the next damaging spell you cast within the next minute. | Posters randomly pasted on vertical surfaces appear within a radius of **1d10** miles. The posters show your face with an offensive nickname written below. | For the next minute, you must whisper when you speak. | screaming mouths appear on a surface |
| 35 | Icy power swirls around you. For the next minute, you may cast ray of frost as a bonus action. | For 1 hour, you can sense the presence of non-friendly creatures in a 120-foot radius. | You cast fog cloud centered on yourself. | random items come alive temporarily |
| 36 | Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older. | You become charmed by the first creature that speaks to you. Charm effect disappears after **1d4** hours. | Up to three creatures chosen at random within 30 feet of you take 4d10 lightning damage. | gravity briefly changes direction |
| 37 | Your next damaging spell cast within the next minute creates a spectral fist that knocks the target(s) prone. | All creatures within 60 feet of you know your exact location for 1 minute. | You are frightened by the nearest creature until the end of your next turn. | any visible celestial body turns into an eye |
| 38 | 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute. | For the next minute, any creature that attacks you is randomly teleported into a free space 15 feet away from it. | Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell. | The area is drained of its chaos leaving behind a void of cosmic law. All attacks deal the average amount of damage |
| 39 | For the next hour, you leave a trail of flowers, fungi, and moss wherever you step. | You get a random strong obsession, such as setting everything on fire, attacking people, collecting all the flowers, etc. The obsession disappears after 1 hour. | You gain resistance to all damage for the next minute. | The weave in the area is permanently damaged, turning it into a writhing mass of chaos. All spells require an arcana check of ten plus the spells level or trigger a wild magic surge |
| 40 | You regain 2d10 hit points. | For 1 minute, if you come within 5 feet of any wall, ghostly hands will emerge from it and try to grapple you. | A random creature within 60 feet of you becomes poisoned for 1d4 hours. | A pillar of fire erupts from the ground reaching into the sky |
| 41 | You switch positions with a creature of your choice within 60 feet in a puff of smoke. | For 1 minute, you automatically succeed on Constitution saving throws. | You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn. | Spell effects all take on abnormal shapes: ray of frost becomes globules or takes a spaghetti-like path, cone of silence comes out torus-shaped, etc |
| 42 | You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts. | A blooming rose meadow 20 feet in diameter grows beneath your feet. The meadow is considered difficult terrain. If an enemy attacks you while standing on the meadow, it attacks with spiked stems, dealing **1d6** piercing damage. Meadow hit bonus is +0. | You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spells duration. | Temperature falls drastically into arctic conditions or worse. |
| 43 | You cast grasping vine. | You teleport to one of your relatives for **1d4** rounds. | You cast polymorph on yourself. If you fail the saving throw, you turn into a death slaad, and act accordingly for the spells duration. | Elementals manifest into existence inside of the storm. |
| 44 | For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. | You begin to brightly glow for **1d4** hours, attracting the attention of all creatures within 60 feet of you. | Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. | Random rifts open and close through the storm, teleporting objects and creatures around the area. |
| 45 | For the next minute, you are moved 5 feet in random direction at the end of each of your turns. | The scent of lavender permeates all around you. For 1 minute, any creature (including you) within 15 feet that drops to 0 hitpoints is automatically stabilized. | You can take one additional action immediately. | The ground turns into quicksand. |
| 46 | You cast levitate on yourself. | All creatures with whom you have interacted in the last 24 hours are instilled with a memory of having a wonderful tea party together with you. | Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt. | Visions of the far realms force creatures to fend off madness. Fighting against it becomes harder the longer the exposure |
| 47 | For the next hour, you can walk on walls and ceilings. | You feel a strong blow to the head, losing **1d4** points of Intelligence until the next sunrise. | You cast mirror image. | Vivid hallucinations and illusions cloud the minds of those trapped inside of the storm, mingling and hiding the real dangers inside. |
| 48 | A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. | You cast Cure Wounds on yourself. The spell's level is determined by a **1d4** roll. | You cast fly on a random creature within 60 feet of you. | Molten iron falls from the sky instead of rain. |
| 49 | A loud voice narrates your thoughts and actions for the next minute. It can be heard clearly from up to 100 feet away. | For 24 hours, you attract small animals nearby and have advantage on Animal Handling checks. | You become invisible for the next minute. During that time, other creatures cant hear you. The invisibility ends if you attack or cast a spell. | The temperature rises sharply, water boiling away and flammable objects that arent being worn or carried igniting. |
| 50 | You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth. | Your magical focus turns into a potato for **1d4** rounds. If you do not have a focus, you yourself turn into a potato. | If a creature dies within 120 feet the next minute, you may have them immediately come back to life as if by the reincarnate spell. | Meteors fall from the sky |
| 51 | You cry uncontrollably for the next minute. Whenever you try to speak, you hiccup wildly and snot shoots from your nose. | Your next successful attack is guaranteed to be a crit. | The target of the spell becomes convinced they are a paladin named Bob on a holy quest for the duration of the spell. | The weave melds into the positive energy plane. Any undead or aberration takes 2d10 radiant damage while inside the affected area, Spells that heal would heal their maximum amount, any creature starting their turn inside the affected area will heal 5 hitpoints if they aren't undead or an aberration. |
| 52 | A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile. | A sheep appears in every doorway within 120 feet of you. | Your size increases by one size category for the next minute. | Walking in any direction lead you to your starting point. |
| 53 | A banana appears on your shoulder for the next minute. While holding the banana in your hand or mouth, you gain a +2 bonus to all saving throws. | For the next round, all creatures within 30 feet of you try to get as close to you as possible at all costs. | Your size decreases by one size category for the next minute. | Creatures start seeing sounds and tasting colours |
| 54 | You are immune to being intoxicated by alcohol for the next 5d6 days. A tattoo that says "sober" appears on your forehead for the same amount of time. | You lose the need to breathe for 1 hour. | You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. | A violent storm is visible but does not interact with anything. |
| 55 | Up to four creatures of your choice within 60 feet are knocked prone by a mysterious force. | For an hour, you can read the minds of all creatures within a 30-foot radius, but at the same time, all creatures can read your own thoughts within the same radius. | You are surrounded by faint, ethereal music for the next minute. | Creatures making sounds louder than a whisper are slapped in the face by hands coming from the ground. |
| 56 | Your hair falls out but grows back within 24 hours. | A locked cage made of random metal materializes around you. The cage has the size that is sufficient to fit you. | You are surrounded by HARDCORE ROCK music for the next minute. | Upcast spells are far more unpredictable. whenever you upcast roll a d6, 1 - the spell backfires on you, 2 - the spell does the opposite effect, 3 - wild magic surge a number of times equal to amount of levels upcast, 4 - roll a d8 the spells new level is the level you roll and does nothing if its lower than the spells original level, 5 - the spell changes and is cast from a different spell list, 6 - the spell works successfully... or does it. |
| 57 | Your skin rots and decomposes. You gain disadvantage on all persuasion checks, but undead ignore you unless attacked. This can be alleviated via a greater restoration spell. | The next merchant you buy from will be charmed by your manners and will give you a discount. | You are surrounded by loud but calm smooth jazz for the next minute. | Creatures find themselves moving in the opposite direction than they intended |
| 58 | A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later. | For 1 minute, all Medium and Small humanoid corpses within 60 feet of you rise from the dead as zombies or skeletons (depending on the condition of the corpse). Reanimated corpses are passive and wander aimlessly unless attacked. When killed again, the corpse turns to dust. | You regain all expended sorcery points. | Rhyme time: Characters speaking in rhyme gain advantage, those who don't have disadvantage. Lasts next d20 turns. |
| 59 | You can speak with small animals for 1 hour. Birds and critters seek you to tell you random secrets they've acquired. | Your magical items begin to fill your mind with forbidden secrets. Make an Intelligence saving throw (DC equals to your saving throw DC). On a failed save, you take **1d6** psychic damage for each magic item you have, and half on a successful one. | A letter addressed to you appears in your hands. | A swirling globe appears. Those who look into it receive a vision.(roll 1d6: 1-2: a vision of the past; 3-4: a vision of a potential future; 5-6: Now! The Here and Now! The Now Now!) |
| 60 | You regain your lowest-level expended spell slot. | For 1 minute, all creatures within 30 feet of you gain vulnerability to one of the damage types determined by a **d6** roll. 1 - Acid, 2 - Cold, 3 - Fire, 4 - Force, 5 - Electricity, 6 - Poison. | The season changes by one in a 50-ft radius around you. | |
| 61 | Your eyes glow like multicolored lanterns for the next 24 hours. | All creatures that have a rope within 60 feet of you make a DC 15 Dexterity saving throw. On a failed save, the rope entangles its owner. | You gain the interest of a powerful entity. | |
| 62 | For the next minute, you must shout when you speak. | You cast Faerie Fire centered on yourself. | Your hands are knives for 1 minute. | |
| 63 | You cast entangle centered on yourself. | Your skin becomes hard as stone. You gain resistance to all damage types for 1 minute. The effect ends if you move. | Someone loses a limb. | |
| 64 | You cast fog cloud centered on yourself. | You cast Phantasmal Force on all creatures within 30 feet. The illusion produced by the spell is the same for everyone and is chosen by the DM. | You become a golem version of yourself. If remove curse isn't cast on you in 3d4 days, it's permanent. | |
| 65 | You create a burst of psychic feedback to yourself and a creature within 60 feet. The creature takes 6d6 psychic damage and you are stunned until the end of your next turn. | Your purse explodes, sending your coins flying in all directions in a 30-foot radius. Each creature in the radius must make a DC 13 Dexterity saving throw. On a failed save, the target takes **1d6** bludgeoning damage for every 100 coins in the purse (up to **8d6**, remaining coins fall to the floor next to you), and half on a success. If the purse has less than 100 coins in total, it does not explode. Instead, **2d10** gold coins and a fancy calling card advertising a get-rich-quick scheme appear inside. | A permanent portal to the feywild opens where you are. | |
| 66 | Up to three creatures of your choice within 30 feet of you take 4d10 lightning damage. | For the next minute, a ghostly shield hovers near you, granting a +2 bonus to AC and immunity to magic missile. | You cast speak with plants on the target of your spell. | |
| 67 | An illusory copy of you appears. At the start of your next turn, it runs to the nearest creature you regard as an enemy within 60 feet and explodes, dealing 3d10 force damage in a 20 foot radius. If there is no enemy, it runs to you. | You cast Hypnotic Pattern centered on yourself. | Your party (including you) all switch bodies for 1d4 minutes. | |
| 68 | You percieve the nearest creature as saying something hurtful about you. You are frightened of that creature until the end of your next turn. | You cast Polymorph on yourself. If you fail the saving throw, you are transformed into a sheep for the duration of the spell. | For the next minute, whenever you cast a spell that effects a single target you cast it on everyone in a 20ft radius. | |
| 69 | A random creature within 30 feet is charmed by you until the end of your next turn. | All creatures and objects within 60 feet begin levitating for **1d4** rounds. | Someone in a 20ft radius secretly becomes a vampire for 1d4 weeks. | |
| 70 | Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell. | A tree **1d10** feet high grows under your feet. The tree has **1d4** sparkling fruits that trigger a Wild Magic Surge when eaten. | You summon fireworks! | |
| 71 | You no longer require food, other than at least one cup of tea a day. If you roll this outcome again, then you revert. | All pastries, sweets and cakes within a 1 mile radius are teleported to you. | You summon Tingle, god of parties, or his equivalent in your game. | |
| 72 | You gain resistance to all damage for the next minute. | You regain the spell slot you used to cast the spell that triggered the Wild Magic Surge. | You cast a random spell that you know, with a random target. | |
| 73 | You cast fear. | For a moment, you gain a bit of control over the magic surge. Roll three times on this table, re-rolling if you get this effect again. From the rolled effects, choose one. | For 1d4 days You love animals, then hate them for 1d4 days. | |
| 74 | A random creature within 60 feet of you becomes poisoned for 1d4 hours. If they use an action to vomit and take 3d10 poison damage, then the poisoned condition ends. | All non-flying creatures in the radius of 60 feet gain a flying speed of 30 feet for **1d4** rounds, while those who fly lose it. | Every creature in a 30ft radius must succeed on a wisdom saving throw or become frightened of you for 1 minute. | |
| 75 | You cast stoneskin on yourself. While the spell is active, your walking speed becomes 10 feet. | The weather within a 10 mile radius starts to change. Roll **d6** to determine the weather effect: 1 - Scorching heat, 2 - Snowstorm, 3 - Pouring rain and thunderstorm, 4 - Intense wind, 5 - Dense fog, 6 - Solar eclipse. The weather takes up to 1 hour to take full effect. After 24 hours the weather returns to normal. | You summon many frogs. | |
| 76 | You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn. | All liquid water within 120 feet of you instantly evaporates. | You become very tired. | |
| 77 | You cast speak with dead on the next corpse you touch. | A small tattoo of a four-leaf clover appears on your neck. Roll **2d20**. For the next 24 hours, you can use one of the numbers rolled instead of any **d20** roll. Each number rolled can only be used once. | You become magically aware of the location of a powerful magic item. | |
| 78 | You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration. | If you take a Short Rest within the next 24 hours, you can spend one hit die to restore Sorcery Points instead of health. | You cast animate objects on the objects around you.You cast gaseous form centred on yourself. | |
| 79 | You cast bestow curse as a 5th-level spell on the next creature you touch. | You cast Rary's Telepathic Bond, targeting the 8 creatures closest to you within range. Target consent is not required. | You cast gaseous form centred on yourself. | |
| 80 | Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. | If you try to sleep within the next 24 hours, a tiny shadow creature will appear next to you and keep you awake. As soon as you wake up, the creature will disappear and reappear when you fall asleep again. | You can only speak deep speech for 1d4 days. | |
| 81 | A massive farting sound emenates from you. It is audible from 300 feet away. | Each successive Wild Magic roll that does not result in a Wild Magic Surge increases the difficulty of the next Wild Magic roll by 1. The Wild Magic Surge ends this effect and resets the difficulty of the roll. | Flowers sprout from all earth and soil in a 1d4 mile radius. | |
| 82 | You can take one additional action immediately. | Walls within a 120-foot radius that are less than 5 feet thick become intangible and translucent for 1 minute. Intangible walls continue to support what is above them. If any creature remains inside the wall at the end of this effect, it takes **1d12** bludgeoning damage and is pushed into the nearest free space. | You summon 5 cubic metres of water in a point centred around you. | |
| 83 | Your tongue turns into silver. You speak and understand all languages for an hour. | The damage of your next successful attack will be equal to the maximum values of the dice instead of their roll. | You are both immune to fire damage and also on fire for 1 minute. | |
| 84 | Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt. | You regain **1d6** spent spell slots, starting with the lowest ones. | A storm starts. | |
| 85 | A burst of color erupts from you. Each creature within 30 feet of you heals 3d10 hit points, except you. | You cast Divine weapon [Spiritual weapon]. The weapon has the form of a cast-iron statue of your mother in the middle of spanking you as a kid. | You cast enlarge/reduce randomly on a random target. | |
| 86 | You cast mirror image. | For the next minute 1 minute, if your hit points drop to 0, make a DC 15 Constitution saving throw. On a success, you do not fall unconscious and regain 1 hitpoint. With each success, the difficulty of the saving throw increases by 2. | One of your stats becomes 1 for 1 minute. | |
| 87 | You cast detect thoughts. This lasts for 1 hour and you do not need to concentrate to maintain the effect. Each time you use your action to focus, you take 1d6 psychic damage. | You involuntarily let out a loud scream. Each creature (except you) within a 30-foot radius must make a Constitution saving throw (DC equals to your your saving throw DC). On a failed save, non-flying creatures are knocked prone and flying creatures fall to the ground. | One of your stats becomes 20 for 1 minute. | |
| 88 | Toxic pustules grow on your body and explode. Creatures within 5 feet take 3d10 acid damage. For the next 1d6 days you have disadvantage on all Charisma checks. | A kobold wearing a top hat and a monocle appears next to you. The kobold is friendly to you, very smart and polite, his initiative is equal to yours. As a bonus action, you can give him a simple task, such as walking to a specified location, hiding, picking up an item, and so on. If you are concentrating on a spell, as a bonus action you can ask the kobold to begin concentrating on it for you if the kobold is not concentrating on anything already. If the kobold dies, the spell he was concentrating on ends. The kobold refuses to perform actions directly aimed at causing harm to anyone, explaining that he is a pacifist. The kobold disappears after 10 minutes, leaving a note asking for forgiveness for his sudden departure. | You cast zone of truth, centred on yourself. | |
| 89 | You cast web. | You move to another plane of existence until the end of your next turn, after which you return to the space previously occupied, or the nearest free space. Roll a **d4** to find out which plane you will be transported to. 1 - Astral Plane, 2 - Feywild, 3 - Ethereal Plane, 4 - Shadowfell. | Creatures in a 30ft radius must suceed on a charisma check or be charmed by you for 1d4 minutes. | |
| 90 | You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell. | For the next minute, when making an attack, roll an additional **d20**. On a 1, a shield forms around the target, reflecting the attack back at you. | You cast mass suggestion, with the suggestion being the last statement you made. | |
| 91 | You learn a random 1st level spell. | You and your equipment change your size for **1d4** rounds. Roll a **d6** to determine your size. 1 - Tiny, 2 - Small, 3 - Medium, 4 - Large, 5 - Huge, 6 - Gargantuan. If the space you are currently in is unable to accommodate you, you expand to the maximum possible size. | You cast reverse gravity, centred on yourself. | |
| 92 | If you die within the next minute, you immediately come back to life as if by the reincarnate spell. | Make an Intelligence saving throw DC 15. On a failed save, you unattune from all magic items you are attuned to. | Your blood turns a little fiendish. | |
| 93 | You become athletic. You have advantage on all strength, constitution, and dexterity checks for the next minute. | All magic items within a 240-foot radius become unstable and emit a dim, iridescent glow for 1 hour. When an unstable item's magical effect is activated, the owner must roll a **d20** for Wild Magic. | You summon a lot of donuts. | |
| 94 | Your size increases by one size category for the next minute. | For the next minute, if anyone (including you) attempts to cast a spell of 1st level or higher within 30 feet of you, you automatically use your reaction to cast a Counterspell on them. | A large, strange egg appears on the ground in front of you. | |
| 95 | Charisma radiates from you for the next minute. You may use your action to strike a pose. A creature of your choice that can see you gains a d8 inspiration dice that they may add to an attack roll, ability check, or saving throw. This dice lasts until the end of the minute and does not stack if the creature already has one of these dice. | For the next **1d4** days, you will be waking up at a random location within a 1 mile radius of where you fell asleep. | You gain a +4 INT for the next 3 days, but lose -2 INT for the next 6 days. | |
| 96 | You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. | You cast Antimagic Field centered on yourself. The field of antimagic remains at the point where it was created. The spell ends in **1d6** rounds. | Everyone in a 50ft radius' mildly annoying fears manifest for 1 minute. | |
| 97 | Reroll, and you may spend 1 sorcery point to move one space up or down this table from the rolled result. You may pay this multiple times to move multiple spaces. | Next spell you cast will be cast 1 level higher than the slot you used. Cantrips are not affected by this effect. | You summon a banquet of food and everyone in a 100ft radius, centred on you, sits down to eat together until the food is gone, regardless of whether they were hostile. | |
| 98 | You are surrounded by faint, ethereal music for the next minute. | You can immediately take one additional action. | You are polymorphed into a chimera for 8 hours. | |
| 99 | A pillar of wild magic explodes from you, and you regain all expended sorcery points. | You transform into a red dragon wyrmling for 1 round. In this form, you do not have access to your class abilities and equipment. | Everyone in a 100ft radius rolls on the wild magic table. | |
| 100 | You cast greater restoration on yourself and regain all lost hit points. | Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. | You cast Mighty fortress, Druid Grove or Temple of the gods | |
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"arzt" tut gutes
- in wahrheit ist er ein Arschloch und tut auch moralisch graue Taten (Teile von Patienten, die es eh nicht geschafft hätten, in lebendige verpflanzen)
Indivuum tut gutes gratis ohne gegenleistung
- baut sich dardurch gefallen und gefolgschaft auf
- die durch word of mouth sich verteilen und als untergrund netzwerk oder Kult als orga zusammenschließen