Welcome to the Dragon’s Lair
Who dares enter the lair of the ancient wyrm?!?
Oh. It’s you! Come on in, and let me show you all the amazing treasures in my trove, a digital compendium of all the publications of Wyrmworks Publishing. From my lair deep within the mountains, I have amassed a hoard of knowledge and resources that I am willing to share with those brave enough to enter.
In The Dragon’s Lair, you will find a treasure trove of D&D 5th edition content, including exclusive in-lair material. My lair is designed to be easily accessible, cross-linked, and formatted for your convenience. I understand the importance of organization, much like a wizard’s spellbook, and have ensured that you will find what you seek in no time.
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New Treasure in the Lair
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- Complications
TOC
Table of Contents
Tremor
You have a facial tic that causes the muscles in your face to move involuntarily. Tics may include blinking eyes, flaring nostrils, raising eyebrows, grimacing, clicking the tongue, clearing the throat, grunting, and other involuntary verbalizations. This Tremor lasts (Frequency × 1d20 turns) when activated and activates (Frequency × 1d100) times per day. You have −(IE) on Charisma (Persuasion) checks while the Tremor occurs.
Real-world Examples
Tourette Syndrome, Transient Tic Disorder, Chronic Motor Tic Disorder, Hemifacial Spasms, Blepharospasms, Facial Dystonia
Assistive Options
If you spend a short rest meditating and using relaxation techniques, you can succeed on a DC (IE × 5) Wisdom saving throw to stave off Tremor for 1d4 hours. Taking damage, Barbarian Rage, and other intense situations will negate these benefits.
A DC 15 Intelligence (Nature) check followed by a DC 10 Wisdom (Medicine) check will enable you to locate and blend soothing herbs that can be ingested to reduce the Tremor by 1 IE for 1d4 hours.
Tumor
You have a noticeable tumor or growth on your face with a radius of (IE × 1 inch). This growth may match your skin color or be red, dark brown, or a different color caused by magic. Consequently, when people who don’t know you see you, they usually only see your face. This gives you +(IE) to Dexterity (Sleight of Hand) checks but −(IE) (up to −4) to disguise checks or Dexterity (Stealth) checks to blend into a crowd as well as a −(IE) penalty on Charisma (Persuasion) checks due to many people’s discomfort around those with unexpected appearances. Note that this is usually a permanent condition and does not fluctuate, but the player and GM are welcome to determine a magical version that fluctuates based on the Frequency Table above.
Real-world Examples
Cystic Hygroma, Fibrous Dysplasia, Dermoid Cysts, Hemangiomas, Neurofibromatosis
Assistive Options
Surgery (IE × 50 gp) can reduce the IE by 2, requiring a successful DC (IE) + 10 Wisdom (Medicine) check. Reducing the IE to 0 will still leave a noticeable scar, giving a −1 to any charisma checks related to physical attractiveness.
Face Rash
Your face has a rash that covers (IE × 15 percent) of it. This can include discoloration, hives, blisters, lesions, pustules, scaling, peeling, and/or sores. Consequently, when people who don’t know you see you, they usually only see your face. This gives you +(IE) to Dexterity (Sleight of Hand) checks but −(IE) (up to −4) to disguise checks or Dexterity (Stealth) checks to blend into a crowd as well as a −(IE) penalty on Charisma (Persuasion) checks due to many people’s discomfort around those with unexpected appearances.
Real-world Examples
Rosacea, Psoriasis, Lupus, Eczema
Assistive Options
A combination of makeup and salves can help reduce inflammation but need to be applied often. A jar of salve costs 1 sp for seven days’ worth and must be applied every 2 hours to receive the benefits. One hour after application, the IE reduces by 1 for 2 hours, continuing as long as applications continue. The benefits wear off after 2.5 hours if not reapplied.
Face Paralysis
Some of your face is paralyzed (20 percent × IE), making it difficult to talk and use non-verbal communication with your face. You receive a penalty on Charisma (Performance) and Charisma (Persuasion) checks equal to the IE. This is typically permanent, but the player and GM could choose a magical cause that results in fluctuations.
Real-world Examples
Bell’s Palsy, Lyme Disease, Injury, Multiple Sclerosis, Ramsay-Hunt Syndrome, Guillain-Barré Syndrome, Moebius Syndrome, Melkersson-Rosenthal Syndrome, Stroke
Assistive Options
Because facial paralysis usually prevents the eye from blinking fully, you must use eye drops to keep the eye moist and likely need to monitor for drooling and keep a towel handy.
Face Color Difference
Your face has colors or patterns not normally associated with your ancestry, usually an amorphous shape on the skin covering 15 percent × (IE). These may be due to blood vessel abnormalities, burn scars, pigment differences, or magical causes. While the color typically ranges from red to brown or black in the real world, magical causes could result in any number of colors (Choose randomly from https://www.random.org/colors/hex) or patterns, even changing or moving. Consequently, when people who don’t know you see you, they usually only see your face. This gives you +(IE) to Dexterity (Sleight of Hand) checks but −(IE) (up to −4) to disguise checks or Dexterity (Stealth) checks to blend into a crowd as well as a −(IE) penalty on Charisma (Persuasion) checks due to many people’s discomfort around those with unexpected appearances.
Note that this is usually a permanent condition and does not fluctuate, but the player and GM are welcome to determine a magical version that fluctuates based on the Frequency table above. Classic stimuli include sunrise/sunset, fluctuation of the moon, or mood changes.
Real-world Examples
Burns, Vitiligo, Birthmarks, Melasma, Tinea Versicolor, Rosacea, Psoriasis
Assistive Options
Players can attempt to conceal the coloration using makeup or a tattoo, but a Wisdom (Perception) check against the character’s disguise skill (or the tattoo artist’s disguise skill) will notice the color difference. Makeup will need to be monitored and reapplied daily or when exposed to water or sweat.
Face Cleft
You have a split in your skin and skull on the front of your face that begins at your upper jaw and moves upward, depending on Impact. (Mild is skin-only and ends at the nose. Acute (IE 4) is skin and skull and ends between the eyes. The player and GM can choose to move this cleft left or right due to magical causes.) In addition to the effects of Diverse Face Shape (above), you experience a penalty of −1 per Extent on Constitution saving throws against face- and ear-related diseases and poisons, an additional −1 per Extent on deception checks involving speech, and need to take (IE) times as long to eat meals to avoid choking, and require a full round to quaff a potion.
Real-world Examples
Cleft Palate, Cleft Lip
Assistive Options
Surgery (IE × 100 gp) can reduce the IE by 1, requiring a successful DC (IE) × 2 + 10 Wisdom (Medicine) check.
Diverse Face Shape
Your face draws immediate attention. It isn’t within the typical range of shapes of your ancestry. Part of your skull didn’t grow like skulls usually do due to the bones fusing, growing at different rates or some other cause. Consequently, when people who don’t know you see you, they usually only see your face . This gives you +(IE) to Dexterity (Sleight of Hand) checks but −(IE) (up to −4) to disguise checks or Dexterity (Stealth) checks to blend into a crowd as well as a −(IE) penalty on Charisma (Persuasion) checks due to many people’s discomfort around those with unexpected appearances. Note however that some facial differences can give you a bonus on Charisma (Persuasion) or Charisma (Deception) checks instead, such as your face being seen as cute or more like a local ancestry.
Note that this is usually a permanent condition and does not fluctuate, but the player and GM are welcome to determine a magical version that fluctuates based on the Frequency table. Classic stimuli include sunrise/sunset, fluctuation of the moon, or stress.
Real-world Examples
Craniosynostosis, Hemifacial Microsomia, Plagiocephaly, Macrocephaly, Microcephaly, Agnathia, Down Syndrome, Hydrocephalus
Assistive Options
Characters can attempt to use a Disguise Kit (with penalties per Extent) or some kind of hood or helmet to cover their shape if they’re trying to blend in, but otherwise, unless they have other traits, this trait by itself is cosmetic.
Face
d100 | Trait |
---|---|
1−10 | Diverse Face Shape |
11–25 | Face Cleft |
26–45 | Face Color Difference |
46–60 | Face Paralysis |
61–80 | Face Rash |
81–85 | Tumor |
86−100 | Face Tremor |