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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.