To my wife, Teresa, for always being my companion on the many harrowing adventures that comprise our lifetime together. Credits Project Lead Dale Critchley Character Design Dale Critchley, Simone Arnold, Matthew Rickmon Sensitivity Reader Naomi Hazlett Copy Editor Lynn M. Meyer Layout Editor Rodney Sloan Cover Design Galadriel Coffeen Character Art Dana Braga, Erin Anderson, Kalman Andrasofszky, Kii Weatherton, Luca Ippoliti Character Sculptors Ludwik ukaszewski, Matheus Zastawny Character Consultants Abraham Klein, Cadfael Pugh, Daniel Wood, Donna Nason, George McDermith, Jeremy Hudgens, Jessica Ryan, Kimberly Sorenson, Lyssa Ang lique, Thomas Darlington, Tony Newton, Victoria Rogers Additional 3D Art Clara Rose, Lily Summer Additional Interior Art Clint Bellanger, Beulah Bradleigh (Index of American Design), Maria Engelberg, Jazella, MELLE, Justin Nichol, Open Clipart Vectors, Paul Poffinbarger, Ralphs Fotos, Rama, Gilbert White Legal The names and descriptions of traits, assistive devices, creatures, service animals, and all tables in this document, except for the portions specifically declared Product Identity 2023 by Wyrmworks Publishing are licensed under CC BY 4.0. To view a copy of this license, visit http://creativecommons.org/licenses/by/4.0/ Notice of Product Identity: Product identity includes character names, backgrounds and personalities, adventure text, artwork, logos, symbols, designs, depictions, illustrations, maps and cartography, likenesses, and other graphics except stock art. This work includes material taken from the System Reference Document 5.1 ( SRD 5.1 ) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode. The Characters Aderyn Lloyd 6 Brace 10 Donna Nason 13 Dread 16 Eilwynn Ilaras 19 Hadarai Liadon 22 Jaydrey Forewood 25 Lanark 28 Lechlun Adarian 31 Moonmaeven 35 Naiara Trevica 40 Ollie Dragao 42 Orrelius 46 Precision 49 Rivaan Linxakasendalor 52 Rohna Ginnsley 55 Rork 58 Veralynn Sweetbriar 60 Veritas Cadell 63 Zilji Larka 66 Glossary This book uses concepts and game mechanics from Limitless Heroics Including Characters with Disabilities, Mental Illness, and Neurodivergence in Fifth Edition, but does not require that book for use. A free excerpt offers further explanations if needed. Frequency: When capitalized, this refers to how often and for how long a trait expresses itself in-game. Each trait has an assigned Frequency, and the trait s description refers to the character s experience when the trait is active. If a character s trait has no listed frequency, it is permanent. Impact Extent (IE): This game term, with a range of 1 4, refers to the relative degree to which a trait expresses itself in a character s life. Trait: This term refers to a creature s symptom, experience, or condition as expressed in game terms. Every trait has a Frequency and IE unless noted in the description. Unless specifically noted in the description or decided by the players, all traits are permanent and incurable. Adding Depth to Inclusion A band of goblin bandits, snarling and brandishing their weapons, charged at the party. The fighter stepped forward, using her training and strength to take on the goblins head-on. She swung her sword with precision, cutting down the goblins one by one. Meanwhile, the gnome wizard unleashed a flurry of spells, engulfing the goblins in fire and ice. The halfling rogue used her agility and stealth to strike from the shadows, taking out the goblins with swift and deadly blows. And the dwarven cleric used his divine magic to heal his companions and smite the goblins with holy energy. They fought together valiantly, and in the end, they emerged victorious. Those adventurers succeeded thanks to the combination of skills important to a well-balanced party, able to accomplish more together than each could individually. The same applies to disabled characters. A blind paladin is not less capable of being a hero/adventurer/party member than a seeing rogue they just have different skills and abilities. An elf might consider all humans disabled for lacking darkvision or needing to sleep, and a halfling might consider those without their luck limited, but when we begin first with the person their values, hopes, dreams, fears, and joys and then consider other traits, whether mental, mobility, magic, or martial, we develop characters with depth and authenticity. Do your research. Find real-world examples, interviews, blog posts, and other information about not just the symptoms or traits of a disability, but how it s experienced by those who experience it, and note that no two persons experience it the same way, yet their experiences share commonalities. How does this experience affect daily life and responsibilities, from dressing and eating to social interaction? What challenges does it bring, and what advantages? How does that person adapt to the challenges, and how do they want others to help them? Incorporating this information into your game can help create more realistic and nuanced characters. Avoid tropes, stereotypes, and assumptions. Not all disabilities are visible, and they can vary in the extent of their impact from day to day. Many wheelchair users are ambulatory, meaning they can stand and walk but not for extended durations. Blind people can use their other senses more effectively, but they don t have heightened senses. Paralysis, like most disabilities, has degrees beginning with joint stiffness or differences in motor control. Avoid using disability as a plot device or as a defining characteristic of a character, and instead, focus on their individual personalities and perspectives. Making an Inclusive Game As much as tabletop roleplaying games emphasize cooperation, they re not inherently inclusive. Intentional steps make the difference. Representation In the real world, disability is a common and diverse experience, and by including disabled characters in a game, designers create a world that more closely resembles the diversity of our own. This inclusion communicates a welcoming atmosphere to players the same way adding other marginalized identities and experiences does. Especially when moving beyond tropes like pirates with peg legs, disability inclusion demonstrates openness to learning about others experiences, showing care and concern for others needs without patronizing. When players choose to play a character with different experiences and abilities than their own, they have a unique opportunity to consider others lives and enhance their empathy for the feelings and needs of a wide variety of people. When players play characters representing their own disabilities, it helps them reinvent themselves and their circumstances as victorious, even when life s challenges or an inaccessible environment or culture cause frustration. Accessible Gaming Accessibility needs vary for each individual, so asking individuals privately about accessibility needs provides the most accessible environment, whether online or in person. Discuss these needs with each player before you begin, including how they want those needs or the adaptive strategies communicated to the rest of the group, and communicate your willingness to adapt the environment or tools as needed and as needs arise, thus creating a more inclusive gaming experience for everyone. For everyone, safety tools like Lines & Veils or the X-Card can ensure sensitivity to mental health needs. See Disability, Neurodiversity, and Mental Health Resources for Tabletop Roleplaying Games on our website for details. Multiple formats of game materials can make written content more accessible, including audio, ePub, plain text, HTML, and other options where available. Shared notes with names of NPCs, locations, plot points, and other details help everyone keep track of information, which also helps those who miss a session or when groups meet infrequently. Consider the game space. Make sure you have plenty of room to move for those with mobility needs. Consider sound and lighting for those with sensory needs. If playing online, check what accessibility options your online tools offer. And offer breaks depending on the group and length of a game session, five to ten minutes every hour or two can improve everyone s enjoyment. When meeting in person, consider the game pieces you re using, whether miniatures, dice, or other markers, and make sure they meet the tactile and motor needs of the players. Accessible Groups Beyond physical and virtual tools to accommodate the needs of the group, an overall attitude within the group of intentionally seeking inclusion for all people makes such a group accessible to everyone, regardless of their needs or background. Before beginning, the players can discuss the type of game, story genre, and other game details they prefer. A code of conduct to prevent harassment and discrimination communicates safety. Gaming groups can also make their group more accessible by engaging with and listening to underrepresented communities, including emphasizing inclusion in descriptions for public groups, reaching out to underrepresented peoples and inviting them to join the group, and making an effort to learn more about their experiences and perspectives directly from those populations. -------------------------------------------------------------------------------- Aderyn Lloyd Medium humanoid (half-elf), chaotic good Non-binary, they/them Armor Class 18 Hit Points 73 Speed 30 ft. Strength Dexterity Constitution Intelligence Wisdom Charisma 16 (+3) 20 (+5) 14 (+2) 14 (+2) 16 (+3) 12 (+1) Saving Throws Dexterity +9, Intelligence +6 Skills Acrobatics +13, Athletics +11, Deception +5, Investigation +6, Perception +7, Sleight of Hand +9, Stealth +13, Survival +7 Senses Darkvision 60 ft., passive Perception 17 Languages Common, Deep Speech, Elvish, Thieves Cant Challenge 10 Abilities Cunning Action. Their quick thinking and agility allow them to move and act quickly. They can take a bonus action on each of their turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. Fast Hands. They can use the bonus action granted by their Cunning Action to make a Dexterity (Sleight of Hand) check, use their thieves tools to disarm a trap or open a lock, or take the Use an Object action. Second-Story Work. They can climb faster than normal; climbing no longer costs them extra movement. In addition, when they make a running jump, the distance they cover increases by a number of feet equal to their Dexterity modifier. Sneak Attack. They know how to strike subtly and exploit a foe s distraction. Once per turn, they can deal an extra 5d6 damage to one creature they hit with an attack if they have advantage on the attack roll. The attack must use a finesse or a ranged weapon. They don t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn t incapacitated, and they don t have disadvantage on the attack roll. Supreme Sneak. They have advantage on a Dexterity (Stealth) check if they move no more than half their speed on the same turn. Uncanny Dodge. When an attacker that they can see hits them with an attack, they can use their reaction to halve the attack s damage against them. Actions Dagger +1. Melee Weapon Attack: +10 to hit, 5 ft., one target. Hit: 8 (1d4 + 6) piercing damage. Rapier of Wounding. Melee Weapon Attack: +9, 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage, 2 (1d4) necrotic damage. Traits Agnosia (Humanoid/Faces) [IE 1, Triggered by overstimulation and fatigue]. Disadvantage and 1 penalty to recognizing and remembering facial features. Attention Difference [IE 2, Frequent]. When performing a mundane task, Aderyn must make a DC 10 Wisdom saving throw. On a failure, they become distracted and have disadvantage on related skill checks and have a +2 bonus to Wisdom (Perception) checks. On a success, they have advantage on all related skill checks and a 2 penalty to Wisdom (Perception) checks. Diminished Motivation [IE 2, Periodic]. To begin a task, they must make a DC 10 Wisdom check. They may reattempt every 2d4 minutes. Eating Disruption (Anorexia) [IE 1, Frequent]. When it s time to eat, Aderyn must make a DC 12 Wisdom saving throw or be unable to force themself to eat. On a success, they can eat and must succeed on a DC 9 Constitution saving throw or experience Baseless Emotion (Guilt) or (Panic) until they succeed on the saving throw which they may reattempt every 10 minutes. Executive Functioning [IE 2, Frequent]. 2 penalty to all initiative rolls and on a roll of 1 or less, Aderyn cannot use their bonus actions the first round. On any attempt to find something they previously owned, they have a 2 penalty to Wisdom (Perception) checks to find it. They have a 2 penalty to all reaction rolls. Eye Color Difference (Sclera). 1 Charisma (Persuasion) checks, +1 Charisma (Intimidation) checks. Fatigue [IE 2, Chronic]. Every long rest, Aderyn must make a DC 14 Constitution saving throw or take 1 level of exhaustion during the duration. They must also make a DC 10 Constitution saving throw or experience insomnia and get no benefits from a long rest. Hand Hypersensitivity [IE 2, Periodic]. +2 Wisdom (Perception) checks involving touch, cannot wear hand coverings without extreme discomfort Hand Tremor [IE 1, Periodic and Triggered by Phobias]. 1 penalty to all Strength and Dexterity checks that require fine motor control. Leg Pain [IE 4, Chronic]. All Concentration checks, DC 14 Constitution saving throw per round to maintain concentration. Any round Aderyn uses their legs, must make a DC 16 Constitution saving throw or experience one level of exhaustion, cumulative each round of exertion requiring 5d20 x 4 per level of exhaustion rounds to recover afterward. They have a +4 bonus to saving throws against psychic damage. Leg Weakness [IE 1, Periodic]. Movement speed reduced by 25 percent without assistance. Consider the Strength attribute to be 3 less for all Strength checks involving leg strength. Every round spent standing requires a successful DC 9 Constitution check, the DC increasing by +1 each round. Failure results in immediately needing to sit or be prone. Phobia (Acrophobia/Arachnophobia/Trypanophobia) [IE 1, Triggered]. When within 10 ft. of the phobic stimuli Aderyn, must make a DC 9 Wisdom check or have a 1 penalty to all Intelligence, Wisdom, and Charisma ability checks. Repetitive Movement [IE 3, Frequent]. For 3d4 rounds, Aderyn uses stimming to manage their emotions. When attempting to or unable to stim, Aderyn must make a DC 6 Constitution check to fight the urge each round with the DC increasing by 3 each round until the stimming behavior is engaged in. Failure to resist results in a 3 penalty to all ability checks until their stimming needs are met. Sensory Processing Difference (Over-Responsivity/Auditory) [IE 4, Chronic]. When the stimulus is present, Aderyn must make a DC 12 Constitution check or act to avoid the stimulus however possible. Aderyn can attempt to remake this check each round. While avoiding, they take a 4 penalty to all Constitution checks and a +4 bonus to all Wisdom (Perception) checks involving hearing. Sensory Processing Difference (Sensory Craving/Proprioception/Touch) [IE 4, Chronic]. When faced with these sensations, Aderyn must make a DC 12 Wisdom check to resist indulging in that stimulation, regardless of the consequences. This goes on each round the stimuli are present with the DC of the check increasing each round. While indulging, they have 4 on all Wisdom (Perception) and initiative rolls. Sensory Processing Difference (Under-Responsivity/Touch/Pressure) [IE 4, Chronic]. 4 penalty to Wisdom (Perception) rolls related to this stimulus. A 4 penalty to all Dexterity checks and +4 bonus to all rolls to resist pain or torture with resistance to psychic damage. Social Interaction Difference [IE 3, Chronic]. They have trouble interpreting the social aspects of language, both verbal and non-verbal, and the feelings being conveyed. This can make them seem insensitive as they miss sarcasm, avoid eye contact, take expressions literally, or don t attend to the subject as neurotypical people would expect, or they tend to repeat phrases spoken to them as they process them. They have a 3 penalty on Charisma (Persuasion) and Charisma (Deception) and Wisdom (Insight) checks. They can use Masking to mitigate these effects. Lower Body Stiffness [IE 2, Periodic]. Their hips and knees are difficult or impossible to move without extreme pain. They have a 2 penalty on any action that would use those joints, including attack rolls. Their daily walking distance is reduced by 40 percent. Assistive Devices Aaron s Axles of Agility Wondrous Item, uncommon These magic axles can be adjusted and installed on nearly any wheelchair by someone with smith s tools or carpenter s tools. Once installed, these axles have 3 charges. While sitting in the wheelchair, you can expend 1 charge as a reaction to dodge without using your action. The axles regain all expended charges daily after a long rest. Cadfael s Pressure Armor Wondrous Item, uncommon Usually chainmail but sometimes found in other configurations, this armor has 8 charges. While wearing it, you can expend 1 charge as a bonus action to cause the armor to constrict such that it applies deep pressure and a sense of calmness, like a hug, usually pleasurable for those that find hugs overwhelming. If you have Phobia (Claustrophobia), this armor will trigger it. The armor regains 2d4 expended charges daily after a long rest. Valkeown s Fidget Focus Wondrous Item, uncommon This fidget has 3 charges and functions as both a fidget item for assisting with general focus and as a spell focus. While holding it, you can expend 1 charge as a bonus action to give you advantage on your next spell attack. The fidget regains all expended charges daily after a long rest. Cane. Reduces the associated IE penalty by 1 for Dexterity checks and saving throws. Requires at least one hand to be used for balance. Earplugs. Aids with various hearing differences. Consult individual trait descriptions for details. Weighted Blanket. At the end of a short rest under it, you receive a +1 on all saving throws related to your associated trait for 1d4 hours. If you take a long rest under the weighted blanket, then you must succeed on a DC 8 Constitution saving throw or wake up with Stiffness (Roll for Impact Extent) from the added weight during your sleep for 1d4 hours. Such a blanket can be made from two large animal pelts for a medium humanoid or two medium animal pelts for a small humanoid plus enough sand to make the total weight 10 percent of your body weight. Wheelchair. Wheelchairs eliminate the movement penalty and add 50 percent to your dash movement unless on rough terrain, but many actions such as jumping are impossible while sitting in a typical wheelchair. Background Born under a new moon to an elven landowner father and a human craftswoman mother, Aderyn was unwanted. Their early life, living with their mother and younger half-brother, was spent in school or pestering their older friends to teach them to fight. At 12, their mother disappeared, leaving their younger brother to relatives and leaving Aderyn to their father. Their father reluctantly acknowledged Aderyn, providing them with a place to live, but the hostility of the rest of the household prompted them to follow their older elven half-sister s path and leave, at fifteen years old. From then on until they reached adulthood, Aderyn drifted between house-shares in big cities, making temporary friendships and developing their skills. As their resentment of authority grew, they trained themself in freerunning, trespassing, and map drawing, using their skills to fight against tyranny and oppression. They were often found flying through the city in their wheelchair, hopping from one roof to the next flanked on either side by their companions in chaos: a young raven named Feathers, whom they trained to distract guards, and a pseudodragon named Scales, who accompanies them on missions as an emotional support animal. They sold their services to a range of criminal clients, breaking into properties, scouting paths for thieves, and securing getaway routes. Eventually, Aderyn s notoriety grew enough that they began being hired for other purposes, and now, at 24 years old, work in partnership with an adventuring priestess called Zora, providing the downtrodden with refuge and safe paths through an increasingly dangerous city. Personality Aderyn is always trying to do the right thing by people and works to befriend most people that they meet. However, they will not work with people who uphold systems of oppression and view anyone who does as an enemy. People in positions of power who abuse said power, are quick to taste Aderyn s justice and redistribution of wealth. When entering new locations or situations, Aderyn is already looking for the fastest way in and out either to assure their own escape route or a potential break-in later with a client. However, even with well-laid plans, they are often the first to forget or even ignore the plan instead, opting for improvising on the spot. They do their best to listen though and will often use their Fidget of Focus to support them in taking in the important details about each mission. Aderyn also prides themself on always paying back their debts in one way or another. Oftentimes, this comes as money or helping a friend with a job, as long as it is in line with their ethics. Plot Hooks The party needs to break into a location and needs someone who knows how to get in and out easily. The party runs into Aderyn as they are escaping from a recent break-in with a crew. Aderyn is recruiting people at a local tavern or criminal hotspot for an upcoming break-in attempt. -------------------------------------------------------------------------------- Brace Medium humanoid (half-orc), neutral good Cisgender, he/him Armor Class 18 Hit Points 59 Speed 30 ft. Strength Dexterity Constitution Intelligence Wisdom Charisma 15 (+2) 10 (+0) 16 (+3) 10 (+0) 12 (+1) 10 (+0) Saving Throws Wisdom +4, Charisma +3 Skills Insight +4, Intimidation +3, Medicine +4, Persuasion +3 Senses passive Perception 11 Languages Common, Elvish, Halfling, Orc Challenge 7 (2,900 XP) Abilities Spellcasting. Brace is a 7th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). He has the following Cleric spells prepared: Cantrips (at will): Guidance, Mending, Sacred Flame, Spare the Dying 1st level (4 slots): Bless, Cure Wounds, Healing Word, Purify Food and Drink 2nd level (3 slots): Calm Emotions, Lesser Restoration, Prayer of Healing, Spiritual Weapon 3rd level (3 slots): Beacon of Hope, Create Food and Water, Protection from Energy, Revivify 4th level (1 slot): Banishment, Death Ward, Divination, Guardian of Faith Better Together. Brace can strengthen his friends by each other s presence. As an action, he chooses a number of willing creatures within 30 feet of him (this can include himself) equal to his proficiency bonus and creates a magical connection among them. The connection lasts for 10 minutes or until he uses this feature again. While any connected creature is within 30 feet of him, he can grant that creature temporary hit points equal to 1d4 + his proficiency bonus for the duration as long as they stay within range. He can use this ability a number of times equal to his proficiency bonus, and he regains all expended uses when finishing a long rest. Channel Divinity. Brace can channel divine energy two times per rest. Channel Divinity: Bond of Friendship. Brace can use his Channel Divinity to bolster the confidence of his allies. As an action, he presents his holy symbol and chooses a number of willing creatures within 30 feet of him (this can include himself) up to his cleric level. While they remain within range, they have resistance to psychic damage and a bonus equal to his proficiency bonus on all saving throws against being frightened or charmed or on saving throws required by uncomfortable emotions such as Amplified Emotions or Baseless Emotions. The effect lasts for 1 minute or until he is incapacitated or dies. Channel Divinity: Through Thick and Thin. Starting at 6th level, Brace s Better Together ability also gives each affected creature advantage on one Constitution or Wisdom saving throw of its choice while under the effects of this ability, and it also restores one hit die to each affected creature. Channel Divinity: Turn Undead. As an action, Brace presents his holy symbol and speaks a prayer censuring the undead. Each undead that can see or hear him within 30 feet of him must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. When an undead fails its saving throw against his Turn Undead ability, the creature is instantly destroyed if its challenge rating is at or below 1/2. Relentless Endurance. Once per long rest, when Brace is reduced to zero hit points but not killed, he can drop to 1 hit point instead. Actions Handaxe. Melee Attack: +6 to hit, 20 (60) ft., single opponent. Hit: 6 (1d6 + 3) slashing damage. Traits Baseless Emotion (Worthlessness) [IE 2]: Brace feels persistent self-doubt about his abilities and value as a person. Comparing himself to others activates this feeling. He takes a 2 penalty to initiative rolls. Humanoid Agnosia (Face) [IE 2]: Brace is unable to recognize humanoid faces or distinguish them from others. As a result, he has disadvantage and a penalty of 2 to on rolls to distinguish even the most basic of details regarding recognizing or remembering a humanoid s facial features. He s learned to focus on the other features to recognize individuals, which gives him a +2 to Intelligence checks to remember someone or know about a specific subject such as hairstyles or jewelry. Intrusive Thoughts [IE 2]: Brace struggles with intrusive thoughts about his own self-worth, especially related to his sense of masculinity and being worthy of love. He has a 2 penalty to saving throws against being frightened. Missing (Right Hand) [IE 1]: Brace has a 1 penalty on Strength (Athletics) checks that require two hands, such as climbing. In mounted combat, whenever he attacks or takes damage, he needs to succeed on a DC 8 Dexterity check or fall off his mount. Assistive Devices Leather Strap. Used to hold Brace s shield to his forearm. He may use a bonus action to don or doff it. Ring of Dispel Doubt Wondrous Item, common This brass ring features a clasp that resembles a comforting hand being placed on a shoulder. When worn, the Ring pulses with a gentle, reassuring warmth whenever you experience Intrusive Thoughts, giving you +2 on all saving throws against Intrusive Thoughts or magic effects that affect how you see yourself, such as Vicious Mockery. The ring helps you to ground and center yourself and focus on what matters to you. It reminds you of whatever you find calming, helping you to pull yourself out of, or cope with, troubling thoughts and moods and avoid maladaptive coping strategies. Background Brace was born and raised in an Orc clan with strict gender roles and expectations that he struggled to meet. From a young age, he knew that once he was old enough, the clan expected him to marry and start his own family, and become a great warrior. As Brace grew, he found that he did not feel romantic or sexual attraction towards anyone, regardless of their gender. This led to much doubt and worry that he would not be able to marry. Due to the physical difference of his right hand, he feared that he would not become a great warrior; he could not wield a greataxe, an important rite of passage in his Orc clan. Nevertheless, without role models offering a different way of being, Brace forced himself to live up to his clan s ideal of manhood. He began picking fights, treating others badly, and pushing himself beyond his limits to perform his clan s version of masculinity. As hard as he tried, it never felt right, and Brace s sense of self-worth diminished. He became plagued with intrusive thoughts about his fears of inadequacy. Adding to this, Brace struggled to recognize the faces of those around him, which led to unintentional arguments due to his clan s limited understanding of differences in perception. Brace was on the verge of becoming an outcast when a band of traveling adventurers passed through his clan s village. Among the group was a follower of the Way of Warmth, a religious body dedicated to love, including friendship. Brace joined the band of adventurers and found acceptance, as well as mentors who guided him towards a more balanced way of being with his own masculinity. Eventually Brace became a cleric of the Way of Warmth and focused on channeling potent healing magic. He also became a warrior, successfully wielding not only handaxes but also a shield strapped to his right forearm for protection. Through all of this, Brace was able to become a kind and supportive person, and even found love for himself with a partner who was accepting of him. Brace eventually left adventuring and settled down in a small rural town with his partner and found family. Together, they continue to protect it to this day. Brace also serves as the town s healer. Personality Brace is a friendly and welcoming half-orc that speaks with a loud voice and has a booming laugh. He is happy to meet new people and swap stories and hugs with them. He is known to be supportive of friends and strangers alike, and has helped more than one band of adventurers seek shelter or complete a quest. He gives advice and helps people build connections to others as a means of self-discovery, similar to what occurred for him. However, Brace still finds himself at a loss when someone seeks romantic advice, and so sends them along to others who are better suited for the job. In his spare time, Brace has taken up cooking, and when someone stays with him and his partner, he makes large meals. He puts lots of love and enthusiasm into this practice even if it doesn t always come out the way he planned. Plot Hooks The party needs a healer who is willing to travel with them for a short period of time. The party is in a small town without an inn, and they need a place to stay. The party needs advice on how to grow or overcome a challenge. -------------------------------------------------------------------------------- Donna Nason Medium humanoid (dwarf), chaotic good Cisgender, (she/her) Armor Class 17 Hit Points 60 Speed 25 ft. Strength Dexterity Constitution Intelligence Wisdom Charisma 20 (+5) 18 (+4) 16 (+3) 12 (+1) 11 (+0) 13 (+1) Saving Throws Strength +7, Constitution +5 Skills Acrobatics +6, Athletics +7, Sleight of Hand +6, Stealth +6 Senses Darkvision 60 ft., passive Perception 10 Languages Common, Dwarvish Challenge 4 Abilities Danger Sense. She has advantage on Dexterity saving throws against effects that she can see while not blinded, deafened, or incapacitated. Dwarven Resilience. She has advantage on saves against poison and resistance against poison damage. Frenzy. While raging, she can choose to frenzy. She can make a single melee weapon attack as a bonus action on each of her turns after this one. When her rage ends, she suffers one level of exhaustion. Rage Damage. As a bonus action, she can enter a rage for up to 1 minute (10 rounds). She gains advantage on Strength checks and saving throws (not attacks), +2 melee damage with Strength weapons, and has resistance to bludgeoning, piercing, slashing damage. She can t cast or concentrate on spells while raging. Her rage ends early if she is knocked unconscious or if her turn ends and she hasn t attacked a hostile creature since her last turn or taken damage since then. She can also end her rage as a bonus action. Reckless Attack. When she makes her first attack on her turn, she can decide to attack recklessly, giving her advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against her have advantage until her next turn. Stonecunning. Whenever she makes an Intelligence (History) check related to the origin of stonework, she is considered proficient in the History skill and adds double her proficiency bonus to the check. Actions Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) slashing damage. Morningstar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage. Traits Attention Difference [IE 3, Frequent]. Donna has trouble choosing subjects to focus on. her mind unintentionally wanders, and she easily loses track of time. This leads to difficulties concentrating and can lead to indecision. When performing any sustained, potentially monotonous task, she must succeed on a DC 11 Wisdom saving throw. Failure indicates that Donna has been distracted she has disadvantage on all related skill checks. While distracted, she has a +3 on passive Wisdom (Perception) checks. On a success, she becomes hyperfocused and has advantage on all related skill checks. While hyperfocused, she has a -3 penalty to passive Wisdom (Perception). When anticipating an important upcoming event, Donna must succeed on a DC 9 Constitution saving throw. Failure indicates that she is distracted by that event as above until it begins. Foot Paralysis & Numbness [IE 4, Chronic]. Donna can neither feel nor move both legs. She can use her hands to move one fourth her speed for a number of minutes equal to her Constitution score before needing to rest. She needs to move frequently and protect her legs to avoid sores and injuries. Hand Paralysis & Numbness [IE 2, Chronic]. She can neither feel nor move her hands. Her fingers can use magic rings, but otherwise, she can t use that appendage, and if exposed to damage, she doesn t notice, which can result in further ongoing damage. Speech Impediments [IE 2, Chronic]. Donna has difficulty speaking, either pronouncing certain sounds necessary for her language, adding extra sounds and words, elongating words, stuttering, or inability to think of or say certain words. This gives her a 2 penalty on all speech-related ability checks, saving throws, and attack rolls. Assistive Devices Donna Nason s Wheelchair Ram (Wheelchair Accessory) Wondrous Item, Common This wheelchair accessory can be adjusted and installed on nearly any wheelchair by someone with smith s tools or carpenter s tools. This accessory has 3 charges. While sitting in the associated wheelchair, you can expend 1 charge as a bonus action to equip the ram. Once loaded, you can use an action during your next turn to charge, moving double your movement straight toward a target, and if you hit it with a melee attack, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone. While sitting in the associated wheelchair, you also have a 20 ft. movement speed, adjusted for terrain difficulty, controlled by either voice or arm movement (determined during installation), up to eight hours per day. The accessory regains all expended charges daily after a long rest. Jousting Gauntlets. These gauntlets have fasteners on the fingertips that attach to the thumb and palm, securing your grip so you cannot drop your weapon. While wearing them, you can use an action to affix the fasteners to a drawn weapon. You can use an action to remove the gauntlet while affixed. Background Donna grew up in a dwarven community that loved to chase after adventure. She has countless stories about all of the harrowing challenges she faced and all of the times that she could have been seriously injured or killed in the process. In fact, there is one story that sticks in her mind: the adventure that she went on alone, which ended in her needing a wheelchair for the rest of her life. After that last injury, Donna thought it may be time to stop exploring and adventuring. The thought of her being at a disadvantage for being in a wheelchair had never crossed her mind. Donna was instead afraid of losing her loving partner, Michael. She was terrified that another dangerous adventure could mean that her life with him could be cut short. She could not imagine what life would be like without him. Adventuring was something that she loved, but she did not want to adventure again if it could mean losing him forever. Michael sweetly ensured her that he would never ask her to give up a passion like adventuring. Instead, the couple now goes on adventures together, happier than they have ever been. Personality Donna is bisexual and head over heels in love with her partner Michael. She has always been a thrill seeker since birth, and she would much rather use her brains than sit and debate topics any day. However, she is known to get into some serious discussions if she is passionate about the topic. Some people would say that Donna has trouble keeping still. Others know Donna to just be a ball full of energy and watching her express herself through her body is one way that she knows how to soothe herself. Donna also is a great communicator who seems to get along with everyone she comes into contact with. She has romantic tendencies which can come off to some people as slightly confusing. You will always see her personality shine as brilliant as a rainbow, which she will always stop and admire if she sees one. Plot Hooks The party may find Donna and Michael in a tavern celebrating a grand adventure they just had. The party may find the couple in an athletics tournament going on at the local town fair. Donna and Michael request the adventuring parties help in trying to explore a nearby location that is rumored to be filled with a lot of monsters. They would go in by themselves, but they know that there is safety in numbers. -------------------------------------------------------------------------------- Dread Medium humanoid (tiefling), neutral good Nonbinary, she/they Armor Class 10 (leather armor) Hit Points 39 Speed 30 ft. Strength Dexterity Constitution Intelligence Wisdom Charisma 12 (+1) 8 (−1) 13 (+1) 11 (+0) 15 (+2) 18 (+4) Saving Throws Wisdom +5, Charisma +7 Skills Arcana +3, History +3 Damage Resistances fire Senses passive Perception 12 Languages Common, Infernal Challenge 6 (2,300 XP) Spellcasting (2 slots). Dread is a 6th-level spellcaster. Their spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). Dread has the following warlock spells prepared: Cantrips (at will): Eldritch Blast, Mage Hand, Minor Illusion, Thaumaturgy 1st level (at will): Mage Armor 1st level (once/long rest): Bane 2nd level: (each once/long rest): Darkness, Hellish Rebuke 3rd level: Darkness, Dispel Magic, Enthrall, Fear, Find Familiar, Protection from Evil and Good, Spider Climb, Vampiric Touch Dark One s Blessing. When Dread reduces a hostile creature to 0 HP, the tiefling gains 10 temporary HP. Dark One s Own Luck. Once per short rest, when Dread makes an ability check or a saving throw, they can use this feature to add a d10 to their roll. They can do so after seeing the roll but before the effects occur. Gaze of Two Minds. Dread touches a willing humanoid and perceives through the humanoid s senses until the end of Dread s next turn (with an action to maintain on following turns) as long as the creature is on the same plane of existence. The humanoid is blinded and deafened to their own surroundings. Actions Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage. Handaxe. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) slashing damage. Staff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, or 5 (1d8 + 1) bludgeoning damage if used with two hands. Reactions Blindness [IE 4]. Dread s vision is absent completely; they have learned to navigate the world without reliance on their eyes, depending on other senses instead. Because they have grown accustomed to this condition, Dread has a 4 on sight-related attack rolls, ability checks, and saving throws including ranged combat beyond 10 ft., but a +4 bonus when using other senses to compensate, not because they ve become stronger, but because they ve learned to use them more effectively. In addition: Dread does not have disadvantage to hit invisible creatures. Dread is proficient in the use of a stylus for tactile reading and writing. Disinhibited Social Engagement [IE 3]. Dread has trouble understanding the nuances of relationships, such as the difference between friend and friendly . As a child, they were overly trusting of people they didn t know and at the same time had trouble forming stable or meaningful bonds with others. As a result, Dread experienced multiple betrayals and now holds all people at an emotional distance, even though they long for connection. This gives them a 3 penalty on all Wisdom (Insight) and Charisma (Deception) checks and saving throws against being charmed. Background Dread was born in a noble human house. At birth, their mother loved them regardless of their unexpected appearance, but their father rejected them and insisted Dread be eliminated. Dread s mother gave her beloved child to her handmaiden, who took the child to a local farmer, who passed the child to a traveling merchant. In their first year, Dread moved from home to home, each of their foster parents caring for them but unable to give them a forever family until a vigneron (winemaking) couple in a distant country finally adopted them. Over time, the tiefling chose the name Dread, after the reaction their appearance caused, embracing the irony of people s reaction based solely on their vision. Dread loved their family and worked hard in the vineyard, learning to assess the health and maturity of the grapes by touch and smell. On the other hand, they found their relationship with their parents strained, both desperately clinging to and pushing them away. As Dread tried navigating relationships with other children in the countryside, they often found themself betrayed by those they believed to be friends. Dread decided to trust nobody, not even their parents, and set out on their own, hiring themself out to farms but never staying long, always looking for companionship but unable to discern true friends. Eventually, they met a person they believed to be a fellow tiefling who offered them the promise of true companionship and power to protect Dread from those who would betray them. Though wary, Dread accepted the offer for what they wanted most, and learned too late that the tiefling was a devil. They did finally gain a trusted companion their raven familiar, Void and the warlock abilities to protect themself, but their difficulties with relationships remain. Personality Dread listens more than they talk, but if asked to commit to anything, they begin talking, asking many often-redundant questions before agreeing. Dread keeps to themself and prefers to work alone but will help those in need if Dread perceives an opportunity to help. Dread uses Void s Perception or Gaze of Two Minds when needing to see something, but they find vision disorienting and uncomfortable, so they only use it when necessary. Plot Hooks Dread is investigating rumors of a fiend sighting to determine the truth, and suspects the party s involvement based on circumstantial evidence. The party must find the truth to clear their names. Dread is trying to find their birth family and uncover their origins. They enlist the adventurers to follow a lead while Dread investigates another. A local farm has been attacked, and Dread is rushing to investigate and help if possible. Dread encounters the party on the way, notices the adventuring gear, and insists that the party help. -------------------------------------------------------------------------------- Eilwynn Ilaras Medium humanoid (high elf), lawful good Cisgender, she/her Armor Class 13 (leather armor) Hit Points 17 Speed 30 ft. Strength Dexterity Constitution Intelligence Wisdom Charisma 8 (−1) 14 (+2) 14 (+2) 14 (+2) 15 (+2) 10 (+0) Saving Throws Intelligence +4, Wisdom +4 Skills Animal Handling +4, Investigation +4, Nature +4, Perception +4, Survival +4 Senses darkvision 60 ft., passive Perception 14 Languages Common, Druidic, Elvish, Giant, Gnomish, Sylvan Challenge 2 (450 XP) Spellcasting. Eilwynn is a 2nd-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). Eilwynn has the following druid spells prepared: Cantrips (at will): Create Bonfire, Druidcraft, Shillelagh 1st level (4 slots): Cure Wounds, Entangle, Fog Cloud, Thunderwave Fey Ancestry. Eilwynn has advantage on saving throws against being charmed, and magic can t put her to sleep. Mage Hand. Eilwynn can cast the Mage Hand cantrip at will. Her spellcasting ability for this cantrip is Intelligence. Natural Recovery. Once per long rest during a short rest, Eilwynn chooses expended spell slots to recover. The spell slots can have a combined level of up to 1. Trance. Eilwynn doesn t need to sleep, but instead meditates semiconsciously for 4 hours a day. While meditating, she can dream after a fashion; such dreams are mental exercises that have become reflexive through years of practice. After resting in this way, she gains the same benefit that a human does from 8 hours of sleep. Wild Shape. As an action, Eilwynn can magically assume the shape of a beast that she has seen before twice per short rest. She can stay in beast shape for 1 hour before reverting to her normal form (or as a bonus action earlier or if she falls unconscious, drops to 0 hit points, or dies). Eilwynn prefers to Wild Shape into a wolf. Traits Baseless Emotion (Panic/Nervousness, Worrying) [IE 2, Periodic]. Panic/Nervousness. Eilwynn has an overwhelming feeling of panic. All spellcasting and ability checks require that she either succeed on a Constitution saving throw to maintain concentration or make the subsequent check with a (IE) penalty, and tasks that normally require a Constitution saving throw are made with a (IE) penalty. Worrying. Eilwynn has an overwhelming fear of the future, both near and distant. She has a (IE) penalty on saving throws against the frightened condition and a (IE) penalty on Charisma (Persuasion) checks as her own doubt makes her less convincing to others. Eilwynn s traits fluctuate. They will recur in 1d20 days, rerolling cumulatively on a 20, taking 1d100 hours to reach full effect. On a roll of 95 100, roll again and add the rolls together, repeating for each roll of 95 100. At the end of each trait s duration, the trait gradually disappears over 1d100 hours. The penalty to saving throws against the frightened condition is always present. Eilwynn can reduce the IE to 1 by using a short rest to use her staff with breathing and grounding exercises or by succeeding on a DC 13 Constitution saving throw after 1d10 minutes in Wild Shape, repeating the attempt on failure every 1d10 minutes until succeeding. Actions Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Shillelagh. Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage. Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Staff. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 1) bludgeoning damage, or 3 (1d8 1) bludgeoning damage if used with two hands. Background In Eilwynn s village, every young elf spends time adventuring as a rite of passage to expand their perception of the world and to learn to defend themselves and their village against any threat. Eilwynn grew up listening to the stories of those who had set out before her and mourned those who didn t return. She gets anxious when people leave and is relieved when they get back, she knows everyone currently away, and remembers what she heard about each quest. Her time has come, and she s spent her life training with the druids in preparation. She feels as ready as her anxiety will let her. Some in the village have told her that she should take exemption from adventuring because of her anxiety, but she s determined to prove her competence, both to the village and to herself. Personality Eilwynn cares about everyone she meets. Sympathy and empathy motivate her, and she s known for helping those in trouble. She is trusting to a fault and worries about everyone, even when there is nothing that she can possibly do to help. Plot Hooks The party is trapped or lost in the woods. A wolf approaches them and helps them out of the trap or guides them to a path, and then transforms back to elf shape. It is Eilwynn, eager to help. She offers to serve as a guide. Local ranchers have been complaining about wolves eating their sheep and have called for large-scale hunting. Eilwynn has been listening to the stories and doesn t believe the accounts reflect typical wolf behavior. She asks the party to help her protect the local wolf packs and find the truth. One of Eilwynn s peers recently died in a quest, and their parents left to investigate. Eilwynn is worried that the parents are looking for revenge more than information and will do something drastic. She asks the party to help her follow them and prevent tragedy. -------------------------------------------------------------------------------- Hadarai Liadon Medium humanoid (elf), chaotic neutral Nonbinary, fae/faer/faerself Armor Class 15 (leather armor) Hit Points 23 Speed 30 ft. Strength Dexterity Constitution Intelligence Wisdom Charisma 8 (−1) 18 (+4) 10 (+0) 13 (+1) 13 (+1) 15 (+2) Saving Throws Dexterity +6, Intelligence +3 Skills Acrobatics +6, Deception +6, Insight +3, Perception +3, Performance +4, Persuasion +4, Sleight of Hand +8 Senses darkvision 60 ft., passive Perception 13 Languages Common, Draconic, Elvish, Goblin, Orc, Thieves Cant Challenge 4 (1,100 XP) Cunning Action. Hadarai can take a bonus action on each of faer turns to take the Dash, Disengage, or Hide action. Fast Hands. Fae can use the bonus action granted by faer Cunning Action to make a Sleight of Hand check, use faer thieves tools to disarm a trap or open a lock, or take the Use an Object action. Fey Ancestry. Hadarai has advantage on saves against being charmed, and magic can t put faer to sleep. Second-Story Work. Climbing no longer costs Hadarai extra movement, and when fae makes a running jump, the distance fae covers increases by +4 feet. Sneak Attack. Once per turn, Hadarai can deal an extra 2d6 damage to one creature fae hits with an attack with a finesse or ranged weapon if fae has advantage on the attack roll. Fae doesn t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn t incapacitated, and fae doesn t have disadvantage on the attack roll. Spellcasting. Hadarai can cast the Prestidigitation cantrip. Faer spellcasting ability is Intelligence. Trance. Hadarai doesn t need to sleep but instead meditates semiconsciously for 4 hours a day. While meditating, fae can dream after a fashion; such dreams are mental exercises that have become reflexive through years of practice. After resting in this way, fae gains the same benefit that a human does from 8 hours of sleep. Traits Hair Growth Difference [IE 4]. Hadarai has reduced hair growth relative to faer ancestry. While mostly cosmetic and cultural, it may result in a 4 penalty on certain Charisma checks, depending on the culture. The player and GM should discuss the effect in their campaign world. In extremely hot or cold environments, the saving throws as outlined in official fifth edition sources have a bonus or penalty of 2 accordingly. Actions Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Background Hadarai spent faer childhood climbing every tree in the forest and most of the buildings in the village. Since faer parents often couldn t find faer (usually because they weren t looking up high enough), fae got faerself into trouble often. Fae would slip down and steal snacks and trinkets from neighbors and wouldn t be discovered unless a parent later found the item in a pocket or drawer. As Hadarai neared adulthood, faer hair started falling out until none remained. For a long time, fae struggled with this and faer identity, and faer peers distanced themselves, fearing the hair loss was contagious. Fae tried to cover the hair loss by drawing on eyebrows and wearing wigs, hats, and bandanas, but those attempts seemed to draw attention to faer condition and made faer even more self-conscious. Fae withdrew from social interaction as much as possible, hiding in trees and on rooftops, with the birds and squirrels there making inadequate companions. Fae eventually attempted to ingratiate faerself back into faer social circles by pulling outlandish stunts and having more boisterous interactions; these did help somewhat, but felt uncomfortable. In faer time on the roofs, fae encountered a hairless squirrel. Fae began feeding it and noticed that faer new friend, Gulaabee, didn t seem bothered by its lack of fur, nor did its fellow squirrels react differently. Inspired by Gulaabee, fae gradually accepted faer new appearance and replaced the rowdy presentation with a quiet confidence, although fae can still draw attention when necessary and has learned to direct faer social interactions to faer benefit. Personality Depending on the demands of an environment, Hadarai presents as either quietly confident but cordial, or as the loud center of attention, manipulating conversations or swinging from chandeliers as needed. Fae enjoys wearing a variety of hats and uses them as much for social and performance props as clothing. Fae is comfortable in urban and wilderness alike but prefers places with tall buildings or trees, the higher the better, that fae can climb and prefers to spend long rests high in a tree or on the highest rooftop nearby. Plot Hooks Hadarai has stolen a valuable item from a wealthy person who wants it back and hires the party to track Haradai down and return the item. However, the party discovers that Hadarai had a good reason to steal the item. While climbing a tower, Hadarai discovered something disturbing at the top. Fae asks the party to help faer investigate, and respond to, this unsettling discovery. Hadarai has been hired to acquire an object, but fae needs some help getting past some obstacles and hires the party to assist. -------------------------------------------------------------------------------- Jaydrey Forewood Small humanoid (halfling), lawful good Cisgender, she/her Armor Class 15 (Draconic Resilience) Hit Points 38 Speed 25 ft. Strength Dexterity Constitution Intelligence Wisdom Charisma 14 (+2) 15 (+2) 13 (+1) 10 (+0) 8 (−1) 17 (+3) Saving Throws Constitution +4, Charisma +6 Skills Arcana +3, Medicine +2, Nature +3, Persuasion +6 Senses passive Perception 9 Languages Celestial, Common, Draconic, Halfling, Halfling Sign Challenge 6 (2,300 XP) Spellcasting. Jaydrey is a 6th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). Jaydrey has the following Sorcerer spells prepared: Cantrips (at will): Light, Mage Hand, Message, Minor Illusion, Ray of Frost 1st level (4 slots): Magic Missile, Shield, Sleep, Thunderwave 2nd level (3 slots): Alter Self 3rd level (3 slots): Haste, Lightning Bolt Dragon Ancestor (Silver). Whenever Jaydrey makes a Charisma check when interacting with dragons, her proficiency bonus is doubled if it applies to the check. Font of Magic. Jaydrey has 6 sorcery points that she regains when she finishes a long rest. She can use her sorcery points to gain additional spell slots or sacrifice spell slots to gain additional sorcery points as a bonus action. Elemental Affinity (Cold). When Jaydrey casts a spell that deals cold damage, she can add +3 to one damage roll of that spell. At the same time, she can spend 1 sorcery point to gain resistance to that damage type for 1 hour. Quickened Spell. When Jaydrey casts a spell that has a casting time of 1 action, she can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. Subtle Spell. When Jaydrey casts a spell, she can spend 1 sorcery point to cast it without any somatic or verbal components. Lucky. When Jaydrey rolls a 1 on the d20 for an attack roll, ability check, or saving throw, she can reroll the die. She must use the new roll. Halfling Nimbleness. The halfling can move through the space of any creature that is of a size larger than her own. Naturally Stealthy. Jaydrey can attempt to hide even when she is obscured only by a creature that is at least one size larger than herself. Actions Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Traits Face Cleft [IE 3]. Jaydrey has a split in her skin and skull on the front of her face that begins at her upper jaw and moves upward, halfway through her nose. Consequently, when people who don t know her see her, they usually only see her face. This gives her +3 to Dexterity (Sleight of Hand) checks but 3 to disguise checks or Dexterity (Stealth) checks to blend into a crowd, as well as a 3 penalty on Charisma (Persuasion) checks due to many people s discomfort around those with unexpected appearances. Jaydrey experiences a penalty of 3 on Constitution saving throws against face- and ear-related diseases and poisons, and an additional 3 on Charisma (Deception) checks involving speech. Jaydrey needs to take three times as long to eat meals to avoid choking and requires a full round to quaff a potion. Background Jaydrey s home village has a reputation for the variety of herbs they grow. Her parents traveled and sold those herbs throughout the region. On one such trip, they arrived at a village that had been stricken by a plague. When the Forewood family heard the village s plight, they stayed to revitalize the weak and soothe the dying with medicinal herbs. In the process, they also contracted the illness. As Jaydrey s parents lay dying, she was determined to help them, but their supplies were depleted. She knew of a more effective herb that grew in the nearby mountain range and so she set out, trying to regulate her own fever by staying close to the cold mountain springs. As Jaydrey stumbled through the rocky wasteland, she fell on a rock and gashed her arm. Already exhausted, she couldn t focus enough to bind the wound properly and soon lost consciousness. She awoke in a mountain chalet that was decorated with beautiful antiques. Beside her lay a coil of silver tubing and other medical equipment; her arm was bandaged and her fever nearly gone. A silver-haired woman brought her a cup of tea and bread with apple butter. In the days that followed, her host explained that she found Jaydrey in the river valley and brought her home, giving her a blood transfusion to restore her strength but it would be weeks of recovery before Jaydrey noticed how truly strong she had become. As she passed her time reading tomes of history and arcana that filled the chalet library, they awakened her senses, and silver scales began appearing on her skin. She soon learned that her host was a silver dragon. When she received the draconic blood that saved her life, the dragon s magic began flowing through her, binding her to the primal forces of land and sky. Her host taught her how to harness that magic until she was ready to leave her mountain sanctuary. Jaydrey returned to the fallen village and spent months transforming the lifeless ruin into a memorial herb garden, replacing despair with healing, then returned to her home village to continue the family business. She follows her parents example of compassion when encountering those in need. Personality Jaydrey emanates compassion. When she meets someone new, she immediately introduces herself, looks the person over, compliments something they re wearing or carrying, and then asks about it in order to learn more about them and show interest and care. Most of her conversations center on questions she asks of others out of sincere interest. Plot Hooks A blight has been ravaging nearby crops, but there s something unnatural about it. Jaydrey asks the party to help investigate. A nearby village is facing a plague, and Jaydrey knows of a rare herb to treat it. She asks the party to help her retrieve it. A red dragon (or frost giant) is threatening Jaydrey s silver-haired benefactor, and Jaydrey is looking for those who can help fight off the threat. -------------------------------------------------------------------------------- Lanark Large monstrosity (minotaur), lawful good Cisgender, he/him Armor Class 17 Hit Points 170 Speed 40 ft. Strength Dexterity Constitution Intelligence Wisdom Charisma 20 (+5) 17 (+3) 18 (+4) 13 (+1) 13 (+1) 11 (+0) Saving Throws Strength +10, Constitution +9 Skills Acrobatics +8, Athletics +10, Intimidation +5, Perception +6, Survival +6 Senses passive Perception 16 Languages Common, Dwarvish, Minotaur Challenge 15 Abilities Rage. As a bonus action, he can enter a rage for up to 1 minute (10 rounds). He gains advantage on Strength checks and saving throws (not attacks), +3 melee damage with Strength weapons, resistance to bludgeoning, piercing, slashing damage. He can t cast or concentrate on spells while raging. His rage ends early if he is knocked unconscious or if his turn ends and he hasn t attacked a hostile creature since his last turn or taken damage since then. He can also end his rage as a bonus action. Brutal Critical. He can roll two additional weapon damage dice when determining the extra damage for a critical hit with a melee attack. Danger Sense. He has advantage on Dexterity saving throws against effects that he can see while not blinded, deafened, or incapacitated. Feral Instinct. He has advantage on initiative rolls. Also, if he is surprised at the beginning of combat but not incapacitated, he can act normally on his first turn if he enters a rage before doing anything else. Frenzy. While raging, he can choose to frenzy. He can make a single melee weapon attack as a bonus action on each of his turns after this one. When his rage ends, he suffers one level of exhaustion. Goring Rush. Immediately after he uses the Dash action on his turn and moves at least 20 feet, he can make one melee attack with his horns as a bonus action. Hammering Horns. Immediately after he hits a creature with a melee attack as part of the Attack action on his turn, he can use a bonus action to attempt to shove that target with his horns. The target must be no more than one size larger than him and within 5 feet of him. Unless it succeeds on a Strength saving throw (DC 18), he pushes it up to 10 feet away from him. Horns. His horns are natural melee weapons, which he can use to make unarmed strikes. If he hits with them, he deals piercing damage equal to 1d6 + 5, instead of the bludgeoning damage normal for an unarmed strike. Intimidating Presence. He can frighten a creature that he can see within 30 ft. If it can see and hear him, it must succeed on a Wisdom saving throw (DC 13) or be frightened until the end of his next turn. He can use his action to extend the duration of this effect each turn unless it moves out of line of sight or more than 60 ft. away from him. Labyrinthine Navigation. He can find the exit to any structure or maze by sensing air pressure changes and the echoing of his own hooves, which he can interpret to feel the direction of and most direct route to the nearest outlet. Mindless Rage. He can t be charmed or frightened while raging. Persistent Rage. His rage ends early only if he falls unconscious or if he chooses to end it. Reckless Attack. When he makes his first attack on his turn, he can decide to attack recklessly, giving him advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against him have advantage until his next turn. Relentless Rage. If he drops to 0 hit points while he s raging and doesn t die, he can make a DC 10 Constitution saving throw. If he succeeds, he drops to 1 hit point instead. The DC increases by 5 each time he uses this after the first, resetting to 10 after a short or long rest. Retaliation. When he takes damage from a creature that is within 5 feet of him, he can use his reaction to make a melee weapon attack against that creature. Actions Extra Attack. He can attack twice, instead of once, whenever he takes the Attack action on his turn. Greataxe. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) slashing damage. Traits Diverse Face Shape [IE 3]. Lanark s missing horn draws immediate attention. Due to its break, it isn t within the typical range of shapes of his ancestry. Consequently, when people who don t know them see Lanark, they usually only see his face with a missing horn. This gives him +3 to Dexterity (Sleight of Hand) rolls but -3 to any rolls involving disguise or stealth rolls to blend into a crowd as well as a -3 penalty on Charisma (Persuasion) checks due to many people s discomfort around those with unexpected appearances. Phobia (Agoraphobia) [IE 1, Triggered]. Lanark s Labyrinthine Navigation makes him more comfortable in enclosed spaces where he has a better sense of the environment. The more open the space, the more uncomfortable he becomes. When in an open environment, he must succeed on a Wisdom saving throw each minute: DC 8 in a dense city or forest, DC 9 in an open village, DC 10 in an open plain. On failure, he must move away from the stimulus or have a 1 penalty on all Intelligence, Wisdom, and Charisma ability checks due to distraction. Background Lanark was imprisoned in a labyrinth as an executioner for the enemies of a terminally unimaginative Duke. Stumbling around near-blind in the dark, twisting passages eventually resulted in a bad fall and the loss of his horn. He resolved to make the labyrinth safer, both for himself and others. He put up a lot of torches, fluorescent mold on stairwells, and most importantly, lots and lots of safety fencing. He began employing the Duke s victims in his quest to make his home safe and eventually amassed enough of an army to overpower the guards and escape. He was also able to capture the Duke as he continued to hone his strength and all his skills. The Duke has learned the error of his ways and has altered his life. He still visits the labyrinth to check up on how the work s going and to keep the Duke in line, but you ll most often find him plumbing the deepest, most dangerous dungeons, disabling traps, and grumpily shouldering past bewildered monsters to place warning signs, most importantly the WARNING: BOTTOMLESS MAGIC PIT signs. He has also had many encounters with monsters that disguise themselves and does his best to warn any incoming adventurers. It has helped people s perception of this large Minotaur become a protective guard over the people around him. Personality Lanark gets equally angry when adventurers or dungeon denizens are placed in harm s way by sloppy construction. He would often share different safety facts about areas. One of his favorite examples would be: Did you know more kobolds are killed by falling stalactites every year than by adventuring parties and dragons combined? Many individuals are not sure if he is telling the truth, but due to his size and stature, they seem to believe him at first. At the end of the day, Lanark has a desire to keep everyone safe, but allows them to have fun and explore the world. Plot Hooks Adventurers may find Lanark in the middle of a dangerous dungeon, disarming all of the traps. Adventurers may find Lanark in a trap at the center of a dungeon. A villain was frustrated with all the good Lanark was doing. Lanark may request the help of a group of adventurers because he does not know how to disable this strange magic trap he has found. -------------------------------------------------------------------------------- Lechlun Adarian Medium humanoid (human), chaotic neutral Cisgender, he/him Armor Class 13 (16 with Mage Armor) Hit Points 38 Speed 30 ft. Strength Dexterity Constitution Intelligence Wisdom Charisma 9 (−1) 16 (+3) 14 (+2) 17 (+3) 13 (+1) 11 (+0) Saving Throws Intelligence +6, Wisdom +4 Damage Resistances psychic Senses passive Perception 11 Languages Common, Elvish, Primordial, Undercommon Challenge 6 (2,300 XP) Spellcasting. Lechlun is a 6th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Lechlun has the following wizard spells prepared: Cantrips (at will): Chill Touch, Dark Shape, Mage Hand, Prestidigitation 1st level (4 slots): Disguise Self, Mage Armor, Nullified Senses, Protection from Evil and Good 2nd level (3 slots): Darkness, Invisibility, Untouchable Minion 3rd level (3 slots): Sphere of Annihilation, Touch Oblivion Arcane Recovery. Once per day when Lechlun finishes a short rest, he can choose expended spell slots to recover up to a combined level of 3. Forced Oblivion. Starting at 6th level, Lechlun s mastery of Oblivion manipulation allows him to cast Counterspell and Dispel Magic each once per long rest as a bonus action or reaction at 3rd level without expending spell slots. Traits Diverse Face Shape [IE 2]. Lechlun s face draws immediate attention. His features aren t within the typical range of shapes of his ancestry. These include underdeveloped cheekbones and jaw, eyes that slant downward, sparse eyelashes, and a notch in the lower eyelids. Consequently, when people who don t know him see him, they usually only see his face. This gives him +2 to Dexterity (Sleight of Hand) checks but 2 to disguise checks or Dexterity (Stealth) checks to blend into a crowd as well as a 2 penalty on Charisma (Persuasion) checks due to the discomfort many people experience around those with unexpected appearances. Actions Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Nullimancy Spells Dark Shape Illusion Cantrip Casting Time: 1 action Range: 30 ft Components: S, M (a pinch of powdered obsidian) Duration: 1 minute You summon a small amount of stationary Oblivion that obliterates light to the degree you choose in one location up to 10 cubic feet. The shape can be porous to create a fog or shadow effect, or completely dark and in any shape you wish. While the entire shape must fill 10 cubic feet, the shape need not be contiguous and as such can form multiple small shapes, words, etc. Nullified Senses 1st Level Evocation Casting Time: 1 Action Range: 30 ft Components: V Duration: 1 minute Attack/Save: Dexterity You create a small field of darkness over the target s eyes or silence over their ears that blinds or deafens them (your choice) for the duration. Choose one creature with a location known to you within range. The target must succeed on a Dexterity saving throw. If it fails, the target is either blinded or deafened. At the end of each of their turns, the target can attempt a Dexterity saving throw. On a success, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Untouchable Minion 2nd Level Conjuration Casting Time: 1 action Range: Line of Action Components: V, S, M (A small black bell or whistle) Duration: 1 hour Attack/Save: Dexterity You create a dark, intangible, and silent servant in the form of any medium or smaller creature you ve encountered. While the figure can pass through solid objects, it must remain visible to you or the spell ends. The figure can move, fly, and communicate via visible motions without affecting physical objects, acting by your mental command. At any point in the spell duration, the figure can attack one target, who must attempt a Dexterity saving throw. A creature takes 1d6 force damage on a failed save or no damage on a successful one. Once the figure attacks, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Footnote: Line of Action: any direct line between the character and a creature they can sense without physical obstruction in that line. Sphere of Annihilation 3rd Level Evocation Casting Time: 1 action Range: 60 ft./5 ft. sphere Components: V, S, M (an obsidian marble) Duration: Concentration, up to 1 Minute Attack/Save: Dexterity A 5-foot-diameter sphere of Oblivion energy appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must attempt a Dexterity saving throw. The creature takes 2d6 force damage on a failed save, or half as much damage on a successful one. The creature must also succeed on a Dexterity saving throw for any equipment touched by the sphere at the Game Master s discretion, or the item takes the same amount of damage. As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must attempt the saving throw against the sphere s damage, and the sphere stops moving this turn. When you move the sphere, it can move in any direction, but if it moves outside of range, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Touch Oblivion 3rd Level Evocation Casting Time: 1 action Range: 60 yards Components: V, S, M (Shard of obsidian) Duration: 6 rounds Attack/Save: Constitution When cast, this spell manifests a 40-foot cube of inky-black nothingness that chills everything inside it. Those within must make a Constitution saving throw, taking 6d6 points of cold damage on a failure; on a success, targets take half damage. All creatures within the cube that are not resistant or immune to cold damage are chilled to the bone and have Disadvantage to their attack and damage rolls for the next 1d4+1 rounds. Those within the cube are unable to see through the blackness; the caster can make them out as dim shadows within it. Background Lechlun s parents are wealthy jewelers. Growing up, Lechlun enjoyed watching them craft uncut stones into works of art, polishing them until he could see himself in them. He especially enjoyed playing with their store of obsidian. As Lechlun grew, his parents noted his intellect and creativity and enrolled him in a school of magic. Despite rejection by his peers due to his uncommon appearance, Lechlun excelled at his studies, and the more he learned, the more his curiosity led him to ask questions that other students had never thought of. He began to explore new angles of magic in his lonely spare time, and eventually found a way to access and harness Oblivion, the primal force of annihilation. His teachers, who knew little about this energy but feared it, warned Lechlun to return to more familiar arcane traditions, but his curiosity could not be stifled, which led to his expulsion. Lechlun continued his studies and research independently, financing his work by working in his parents shop and using his magic to obliterate objects that can t be burned or eliminated with other methods of disposal. Personality Lechlun is a friend to those who want to be friends with me. He has little use for individuals or societal structures that value the status quo over progress and is quick to dispose of anything he deems unnecessary. He resonates with those who struggle to fit into society for any reason, especially because of their appearance, and he values new art forms, food, and other unique experiences. Lechlun occasionally goes adventuring for the sake of the new experience. Plot Hooks A noble has a rare object that needs to be completely eradicated and has hired Lechlun to do the job, but Lechlun suspects that the object is important and asks the party to come with him to investigate. A magic object is wreaking havoc on the environment, and Lechlun asks the party to help find and destroy it. Lechlun is looking for a rare tome that will help him unlock more magical secrets. It s believed that a dangerous creature guards it, so he asks the party to help him recover it. -------------------------------------------------------------------------------- Moonmaeven Medium humanoid (high elf), lawful good Cisgender, she/her Armor Class 13 Hit Points 60 Speed 30 ft. Strength Dexterity Constitution Intelligence Wisdom Charisma 12 (+1) 14 (+2) 15 (+2) 12 (+1) 17 (+3) 17 (+3) Saving Throws Dexterity +5, Charisma +6 Skills Acrobatics +5, Arcana +4, Deception +6, Insight +6, Investigation +4, Nature +4, Perception +9, Performance +9, Persuasion +6 Senses passive Perception 19 Languages Common, Druidic, Elvish, Infernal Challenge 6 Abilities Druid Spellcasting. Moonmaeven is a 3rd-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). She has the following Druid spells prepared: Cantrips (at will): Druidcraft, Guidance, Produce Flame, Resistance 1st Level (4 slots): Charm Person, Create or Destroy Water, Detect Magic 2nd Level (3 slots): Enhance Ability, Gust of Wind, Heat Metal, Locate Object, Pass without Trace Bard Spellcasting. Moonmaeven is a 3rd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She has the following Bard spells prepared: Cantrips (at will): Mage Hand, Prestidigitation 1st Level (4 slots): Charm Person, Comprehend Languages, Identify 2nd Level (3 slots): Shatter, Silence, Suggestion Bardic Inspiration. As a bonus action, a creature (other than she) within 60 ft. that can hear her gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome. Cutting Words. As a reaction when a creature (that s not immune to being charmed) she can see within 60 ft. makes an attack roll, ability check, or damage roll, she can expend one use of Bardic Inspiration, roll the die, and subtract the number from the creature s roll. She can do so after the roll but before knowing the result. Fey Ancestry. She has advantage on saves against being charmed, and magic can t put her to sleep. Jack of All Trades. She can add half her proficiency bonus, rounded down (+1), to any ability check she makes that doesn t already include it. Natural Recovery. Once per long rest during a short rest, she chooses expended spell slots to recover. The spell slots can have a combined level of up to 2, and none of the slots can be 6th level or higher. Song of Rest. If she or any friendly creatures who can hear her performance regains hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points. Trance. She doesn t need to sleep, but meditates semi consciously for four hours a day. While meditating, she can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, she gains the same benefit that a human does from 8 hours of sleep. Wild Shape. As an action, she can magically assume the shape of a beast that she has seen before twice per short rest. She can stay in beast shape for 1 hour before reverting back to her normal form (or as a bonus action earlier or if she falls unconscious, drops to 0 hit points, or dies). Traits Baseless Emotion [Triggered by own shadow and the tricks that it plays on her]. In addition to the listed traits, any day that Moonmaeven experiences these for more than four hours, she needs to take a short rest or take one level of exhaustion due to the physical toll they take. Dread [IE 2, Triggered]. Moonmaeven feels something looming, as if an unexpected event or entity will come unexpectedly to bring harm. Dread differs from worry in that it has an object, even if she doesn t know what or who that object is. She has a 2 penalty to resist Charisma (Intimidation) checks and saving throws against the frightened condition. Restlessness [IE 2, Triggered]. Moonmaeven feels agitated or panicked. This causes her to be hypervigilant, giving her a +2 bonus to all Wisdom (Perception) in contested Dexterity (Stealth) checks but a 2 penalty to notice harmless details. Memory Loss (Anterograde Amnesia) [IE 3, Chronic]. Moonmaeven is unable to form new memories but recalls her past until 1d100 30 days ago or after a specific story arc. Recalling new events, people, directions, or other details requires a successful DC 22 check to remember general information or a higher DC for specific details. She can still sometimes learn procedures and routines. All Experience Points she earns are divided by 4 or, if not using XP level advancement, when gaining or increasing a feat or proficiency, she needs an additional 3d20 days to gain the bonus. It also takes her 15 times as long to prepare spells. This form of memory loss has no Frequency. When charmed, Moonmaeven gets an extra saving throw each round as she may forget her favorable impression of the source of the charm. Actions Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Assistive Device Lyssa s Necklace of Remembering (Memory Loss) Wondrous Item, Common This orb, a dragon ouroboros of silver and gold twisting around a cabochon moonstone with two additional moonstones flanking it, is attached to a woven silver and gold necklace worn with the orb in the hollow of your throat. The orb glows gold after significant events (GM s or player s discretion) as it records the memory. When attempting to recall a memory, you have advantage on associated Wisdom checks. On a success, the orb glows blue-violet, and you receive a vivid mental image of the memory. Service Animal Freckles Medium beast (dog), unaligned Armor Class 16 (studded leather barding) Hit Points 27 (6d8) Speed 40 ft. Strength Dexterity Constitution Intelligence Wisdom Charisma 12 (+1) 13 (+1) 11 (+0) 8 (-2) 15 (+2) 12 (+1) Saving Throws Wisdom +5, Charisma +4 Skills Insight +5, Medicine +5, Perception +5 Senses passive Perception 15 Challenge 1/2 (100 XP) Proficiency Bonus +3 Evasive Maneuvering. If Freckles is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, Freckles instead takes no damage if she succeeds on the saving throw, and only half damage if she fails. Keen Hearing and Smell. Freckles has advantage on Wisdom (Perception) checks that rely on hearing or smell. On The Job. Freckles has advantage on Saving Throws against being charmed. Powerful Build. Freckles counts as one size larger when determining her carrying capacity and the weight she can push, drag, or lift. Bonus Actions Pocket Sized (For Your Convenience). As a bonus action, Freckles can be shrunk down to fit in her partner s pocket. It takes an additional bonus action to have her revert back to her true size. Supportive. As a bonus action, Freckles can expend one of her hit dice (1d8) to help her partner regain hit points. She regains half of her expended hit dice at the end of a long rest. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. Reactions Attentive. Freckles has advantage on Insight (Wisdom) checks to perceive her partner s mood and can use her reaction to help them steady themselves in stressful or distracting situations, giving them advantage on Wisdom saving throws for the next minute. Background Moonmaeven was esteemed among the Druids as both a student and bard, however a hidden passion for glassblowing consumed her free time. Days before her sixteenth birthday, Moonmaeven was crafting a beautiful glass heart of deep hues of blue and purple, and as she dipped it into the furnace to gather a final, clear layer, a sudden crash of thunder distracted her, and the exquisite heart fell into the furnace. Without thinking, Moonmaeven reached into the molten glass and rescued it, cradling the heart carefully in her hands as she reattached it to the glass crown. It was then that Moonmaeven realized she wasn t a pureblooded Elf, and she began to seek the truth of her hidden Tiefling heritage. A few years later, Moonmaeven dreamed of receiving her Druid s cloak the symbol of her acceptance as both a Master Druid and Master Bard. Within the intricately crafted designs of oak leaves and acorns, a delicate hand had also woven the patterns of the stars as they moved through the heavens, depicted the symbols for each of the elements, and had stitched glassblower s tools. Surprise filled Moonmaeven as she saw that each of the stars had been intricately stitched out of musical notes, quite literally filling the sky with her song. Waking, Moonmaeven s eyes glistened with unshed tears as she made her way to the Druid s circle, finding everything exactly as she had dreamed it. It was time. Backlit by the rising sun, Moonmaeven s glass circlet of flowers glowed brightly as she entered the circle. Eyes closed, she made her way to the stone altar, bare feet silent on the grass. Lifting the robe reverently, she inspected it for a long moment before sliding her arms into the bell sleeves and adjusting it just so. Moonmaeven turned to face the other Druids, and for a moment, silence reigned. There was a collective intake of breath from the Druids around her as they sank to their knees, acknowledging her as their Queen. For all their knowledge, they lacked the words to adequately express their emotions, but she could see the pride shining in the other Druids eyes. What she hadn t expected was to see such sadness, too. The Druids realized it was time for Moonmaeven to leave them and fulfill her destiny a perilous journey from which she may not return. Personality Intrinsically regal, yet irreverent, Moonmaeven radiates an easy confidence that instills trust by virtue of her hard-working, down-to-earth demeanor. As a Druid, Moonmaeven is a fierce defender of nature, caring about every plant and animal she comes across. As a Bard, she is a fierce defender of people everywhere particularly the downtrodden and forgotten. Moonmaeven insists on fairness and equality, sharing stories of faraway lands where everyone has enough. She loves entertaining others and giving them hope for a better life. Her profession is that of a glassblower, and Moonmaeven takes great pride in crafting her work, infusing it (unknowingly) with her Elven and Tiefling essences. She always creates pieces that even the least fortunate can afford, often giving them away freely so that they can have something to keep them warm at night. Moonmaeven is clairvoyant and can see the future, but she cannot remember it. She only knows how things feel, which doesn t help, because sometimes the immediate choices are both positive or both negative, and she might not realize she picked the wrong path until the next set of choices becomes clear (d20 roll 15 or higher to make the right choice the first time). With every correct choice, Moonmaeven gets closer to the future she saw, and the rolls get easier to make (14, then 13, then 12, etc.) until she always makes the right choice without a roll. But because Moonmaeven is also often wrong with her early choices, her party finds it hard to believe her and often overrules her, which puts her back at needing to roll a 15 or higher again. If Moonmaeven fails the roll, she makes a wrong choice, and continues to make wrong choices until she rolls 18 or higher. Plot Hooks Moonmaeven has a reward available for whomever can find her missing glass art that was stolen a few nights before it was supposed to go on display. Moonmaeven may request adventurers to hand deliver an expensive and one-of-a-kind glass art created for a special event. She rarely accepts jobs to create exclusive items, but this request came from someone special to her and she would never tell them no. Moonmaeven teaches homeless children (and any who ask) basic spells such as Goodberry and Create or Destroy Water so they don t have to steal to survive, imbuing them with energy so they won t use a spell slot. -------------------------------------------------------------------------------- Naiara Trevica Medium humanoid (human), lawful neutral Cisgender, she/her Armor Class 18 (chain mail, shield) Hit Points 12 Speed 30 ft. Strength Dexterity Constitution Intelligence Wisdom Charisma 16 (+3) 14 (+2) 15 (+2) 9 (−1) 13 (+1) 11 (+0) Saving Throws Strength +5, Constitution +4 Skills Athletics +5, Nature +1, Perception +3, Survival +3 Senses passive Perception 13 Languages Common, Dwarvish, Giant, Gnomish Challenge 2 (450 XP) Fighting Style: Dueling. When Naiara is wielding a melee weapon in one hand and no other weapons, she gains a +2 bonus to damage rolls with that weapon. Second Wind. Once per short rest, Naiara can use a bonus action to regain 1d10 + 2 HP. Action Surge. Naiara can take one additional action on her turn. This can be used 1 time per short rest. Traits Finger Difference (Shape Diversity) [IE 2]. Eight of Naiara s fingers bend sideways, away from her thumb. She has penalties to any action using her hands, giving a 2 on attack rolls, ability checks, and saving throws requiring grip. Hand Stiffness [IE 2]. Naiara s fingers on both hands are difficult to move without extreme pain. She has a 2 penalty on any action that would use that joint, including attack rolls. When she succeeds on a melee attack, the vibrations from the impact are painful, and she needs to succeed on a DC 10 Constitution check to fight the pain and continue to hold her weapon. Actions Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. Assistive Devices Compression Gauntlets. These gauntlets reduce arm or hand pain by 1 IE for 10d6 minutes per day and require an action to equip. Weapon Brace. This brace attaches to the forearm and provides a wider grip for most melee weapons, along with a rubber strap for additional stability, reducing the IE or grip-associated actions by 1 IE. Background Naiara is a fourth-generation, middle-aged mercenary, spending her life traveling and fighting to provide for her family. She calls no place home, and no nation owns her loyalty, as she has seen both virtue and corruption wherever she has served. The intense fighting that has occupied her life has taken its toll on her hands as she developed arthritis in her fingers. While her fingers are weakened, Naira s resolve remains undiminished, and her reputation precedes her as she is sought by employers and feared by adversaries. As her hands stiffened, Naiara worked with an orthotist to develop a brace to help her hold weapons, and her favorite armorer built a compression layer into her gauntlets to aid with the pain. Personality Naiara clearly delineates business and pleasure. When she s fighting, she s all business; it s neither personal nor passionate. When she s off-duty, Naiara enjoys a drink and a tavern song, and woe to anyone who would challenge her or threaten her friends. She doesn t appreciate going to work without payment, so when she s done with a challenger, she will expect some compensation from the challenger for time and services rendered. Between jobs, Naiara spends time relaxing with her family, most of whom work with her. She also enjoys using her time helping communities damaged by war, even if her own work brought upon the destruction. It was just business, after all, and the civilians bear no responsibility for their leaders decisions. Plot Hooks After a massive battle, Naiara is helping the village rebuild, but the magic crystal upon which the city s economy was built got damaged in the fight. She asks the party to track down a replacement crystal or the necessary ritual to repair it. During a recent battle, some of Naiara s family were taken as prisoners. She asks the party to help her rescue them. That s war, but this is family. Naiara s armorer friend built an expensive suit of armor for a noble, but the noble took it and left without paying. Naiara asks the party to help her exact payment. -------------------------------------------------------------------------------- Ollie Dragao Small humanoid (lightfoot halfling/dragonborn (copper)), lawful good Cisgender, he/him Armor Class 13 (leather armor) Hit Points 23 Speed 20 ft. Strength Dexterity Constitution Intelligence Wisdom Charisma 14 (+2) 15 (+2) 10 (+0) 8 (−1) 12 (+1) 18 (+4) Saving Throws Dexterity +4, Charisma +6 Skills Acrobatics +4, Animal Handling +5, Deception +8, Perception +3, Performance +6, Persuasion +6, Sleight of Hand +4, Stealth +4 Senses passive Perception 13 Languages Common, Common Sign, Draconic, Halfling Challenge 4 (1,100 XP) Spellcasting. Ollie is a 4th-level spellcaster. His spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). Ollie has the following bard spells prepared: Cantrips (at will): Mage Hand, Minor Illusion, Prestidigitation 1st level (4 slots): Charm Person, Cure Wounds, Hideous Laughter, Unseen Servant 2nd level (3 slots): Calm Emotions, Invisibility, Suggestion Bardic Inspiration (4/long rest). As a bonus action, a creature (other than Ollie) within 60 ft. that can hear him gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome. Brave. Ollie has advantage on saving throws against being frightened. Cutting Words. As a reaction, when a creature (that s not immune to being charmed) Ollie can see within 60 ft. makes an attack roll, ability check, or damage roll, Ollie can expend one use of Bardic Inspiration. Roll the die, and subtract the result from the creature s roll. Ollie can do so after the roll, but before knowing the result. Halfling Nimbleness. Ollie can move through the space of any creature that is a size larger than his. Jack of All Trades. Ollie can add half his proficiency bonus, rounded down (+1), to any ability check he makes that doesn t already include it. Lucky. When Ollie rolls a 1 on the d20 for an attack roll, ability check, or saving throw, he can reroll the die and must use the new roll. Naturally Stealthy. Ollie can attempt to hide even when he is obscured only by a creature that is at least one size larger than him. Song of Rest. If Ollie or any friendly creatures who can hear his performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points. Actions Breath Weapon (1/short rest). Ollie exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 7 Dexterity saving throw, taking 5 (2d4) acid damage on a failed save, or half as much damage on a successful one. Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Traits Diverse Face Shape [IE 2]. Ollie s face draws immediate attention. This gives him +2 to Dexterity (Sleight of Hand) checks but 2 to disguise checks or Dexterity (Stealth) checks to blend into a crowd. He has a +2 bonus on Charisma (Persuasion) checks. Intellectual Disability [IE 2]. Ollie learns skills more slowly than others. When he gains experience points, he gains 40% less than usual or, when not using XP, when gaining a level, he needs an additional 2d20 days to gain the bonus. He also has a 2 penalty on all Intelligence ability checks. Leg Weakness [IE 1]. Ollie s legs get weak due to his muscle tone. This reduces his movement speed by 25 percent without assistance. Consider the Strength attribute to be 3 less for all Strength checks involving leg strength. Every round spent standing requires a successful DC 9 Constitution check, the DC increasing by +1 each round. Failure results in Ollie immediately needing to sit or be prone. Reduced Airways [IE 2]. Ollie has a 2 penalty on all saving throws against gas-based poison attacks. Travel in a low-oxygen area like mountains increases the IE by 1 at 10,000 feet and 2 at 15,000 feet. Because he s used to assessing his physical capacity and finding creative solutions to perform physical tasks, once per long rest Ollie can choose to roll a Strength, Dexterity, or Constitution check or saving throw with advantage. Assistive Devices Heroic Lute Wondrous item, rare This lute is the size of a ukulele, and has a long leather strap for carrying. The leather is dyed in 2-inch squares of dark colors blue, black, green, and red with silver inlays and decoration. While playing the lute for 1 minute, you can choose up to 5 creatures including yourself that can hear it. Each target s hit point maximum and current hit points increase by 5 for the duration. Each target also gains 5 additional temporary hit points and is immune to being frightened for the duration. This property can t be used again until the next dawn. Service Animal Tazz Medium beast (Mastiff/Staffordshire), unaligned Armor Class 14 Hit Points 23 Speed 40 ft. Strength Dexterity Constitution Intelligence Wisdom Charisma 15 (+2) 14 (+2) 13 (+1) 3 (−4) 12 (+1) 7 (−2) Saving Throws Strength +4, Constitution +3 Skills Athletics +6, Intimidation +0, Perception +3 Senses passive Perception 13 Challenge 4 (1,100 XP) Bolster. Starting at 1st level, Tazz can provide Ollie support and stability when he needs it most. As a bonus action, Tazz may give Ollie advantage on Strength and Constitution saving throws or ability checks that would knock him prone. Tazz can use this feature a number of times equal to the mastiff s Strength modifier (minimum of 1) and regain all expended uses at the end of a long rest. Keen Hearing and Smell. The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell. On The Job. Beginning at 1st level, Tazz has become trained to resist all forms of distraction, both magical and non-magical. They are immune to being charmed and cannot be controlled by spells such as Dominate Animal, Command, Polymorph, or similar magic. Plant. Tazz has trained to plant their feet to resist being pushed or pulled against their will. Beginning at 3rd level, they gain the following benefits: Increase their Strength score by 1, to a maximum of 20. Gain advantage on Athletics (Strength) checks. Soul-Bonded. Starting at 1st level, Ollie and Tazz became bonded. Their partnership with each other is the key to becoming successful adventurers. Tazz gains the following benefits: Their hit points are equal to Ollie s. They have separate hit point pools, but when Ollie gains a level, Tazz s hit points increase to mirror his own. Ollie s proficiency bonus is added to Tazz s AC, attack, and damage rolls, as well as any saving throws and skills they are proficient in. Tazz uses Ollie s initiative while in combat but takes their own actions, bonus actions, and reactions separate from his. Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone. Background Jovial and quick on his feet, Ollie is known in his community as much for his kindness and compassion as his noticeable appearance. Taller than his halfling kin, and with shimmering skin and fin-like ears that he inherited from his dragonborn grandmother, Ollie sticks out in a crowd but it s in a crowd that he s usually found, usually with a lady on one arm and a drink in the other. It s often the same drink all night, as he s too busy talking, laughing, and drumming with his ever-present mallets to drink. If Ollie isn t laughing, he s singing and dancing to nearly any musical form imaginable, but he ll also stop to clean up after himself and his friends if he sees them leave behind a mess, even if they re not quite finished. Thisalso makes him popular with barkeeps. The tune changes when he sees pain or oppression, and woe to those who would cause tears instead of laughter. Ollie will stop at nothing to bring the sparkle back to eyes and hearts alike. Plot Hooks Unusual monsters have appeared near the town and are attacking farms in the area. Ollie has fought some of them off, but he can t be everywhere at once. He sends the party to another farm that also needs help; they must work together to find the source. When the party runs into trouble in an inn or similar establishment, or after an encounter with significant property damage, Ollie steps in to calm everyone down and prevent a brawl. Ollie learns about a local noble who s persecuting one or more villagers. Since Ollie is well-known in town, he can t investigate as easily without being noticed. He asks the party to gather evidence. -------------------------------------------------------------------------------- Orrelius Medium humanoid (human), lawful good Cisgender male, he/him Armor Class 15 (blue dragon scale mail) Hit Points 116 Speed 30 ft. Strength Dexterity Constitution Intelligence Wisdom Charisma 18 (+4) 13 (+1) 15 (+2) 9 (−1) 11 (+0) 18 (+4) Saving Throws Wisdom +5, Charisma +9 Skills Athletics +9, Insight +5, Medicine +5, Religion +4 Damage Resistances lightning (when wearing armor) Senses passive Perception 10 Languages Celestial, Common, Draconic, Elvish Challenge 14 (11,500 XP) Spellcasting. Orrelius is a 14th-level spellcaster. His spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). Orrelius has the following paladin spells prepared: 1st level (4 slots): Protection from Evil and Good, Sanctuary 2nd level (3 slots): Lesser Restoration, Zone of Truth 3rd level (3 slots): Beacon of Hope, Remove Curse 4th level (1 slots): Freedom of Movement, Guardian of Faith Aura of Courage. While Orrelius is conscious, he and friendly creatures within 10 ft. can t be frightened. Aura of Devotion. While Orrelius is conscious, he and friendly creatures within 10 ft. can t be charmed. Aura of Protection. While Orrelius is conscious, he grants all friendly creatures (including himself) within 10 ft. a +4 bonus to all saving throws. Channel Divinity. Orrelius s oath allows him to channel divine energy to fuel magical effects. When he uses his Channel Divinity, he chooses which option to use. He must then finish a short or long rest to use his Channel Divinity again. Some Channel Divinity effects require saving throws (DC 17). Channel Divinity: Sacred Weapon. As an action, Orrelius can imbue a weapon with positive energy. For 1 minute, the weapon is considered magical, adds +4 to Orrelius attack rolls, and the weapon emits bright light for 20 ft. and dim light for 20 ft beyond that. Orrelius can end the effect either as part of any other action, if he is no longer holding the weapon, or if he falls unconscious. Channel Divinity: Turn the Unholy. As an action, Orrelius can censure (mark with his holy symbol) fiends and undead. Each fiend or undead that can perceive him within 30 ft. must make a Wisdom saving throw (DC 17). On failure, the fiend or undead is turned for 1 minute or until it takes damage. Cleansing Touch. Orrelius can use his action to end one spell on himself or on one willing creature that he touches, up to 4 times per long rest. Divine Health. Orrelius is immune to disease. Divine Sense. As an action, Orrelius can detect good and evil. Until the end of his next turn, he can sense anything affected by the hallow spell or know the location of any celestial, fiend, undead within 60 ft. that is not behind total cover. Orrelius can use this feature 5 times per long rest. Improved Divine Smite. When Orrelius hits with a melee weapon attack, he can expend one spell slot to deal 3d8 extra radiant damage to the target plus 1d8 for each spell level higher than 1st (max 5d8) and plus 1d8 against undead or fiends (max 6d8 total). Fighting Style: Great Weapon Fighting. Orrelius can reroll a 1 or 2 on damage dice with melee weapons wielded with two hands. Lay on Hands Pool. Orrelius has a pool of healing power that can restore 70 HP per long rest. As an action, he can touch a creature to restore any number of HP remaining in the pool, or 5 HP to either cure a disease or neutralize a poison affecting the creature. Actions Multiattack. Orrelius can attack twice, instead of once, whenever he takes the Attack action on his turn. Greatsword, +2. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. Staff of Healing. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage if used with two hands. This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: Cure Wounds (1 charge per spell level, up to 4th), Lesser Restoration (2 charges), or Mass Cure Wounds (5 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever. Traits Blindness [IE 4, Chronic]. Orrelius s vision is absent completely, and he has learned to navigate the world with no reliance on his eyes, depending on other senses instead. Because he has grown accustomed to this condition, he has a 4 on sight-related attack rolls, ability checks, and saving throws, including ranged combat beyond 10 ft., but a +4 bonus when using other senses to compensate, not because they ve become stronger, but because he s learned to use them more effectively. Orrelius does not have disadvantage to hit invisible creatures. Background In his early years, Orrelius, with the help of household servants, barely escaped a dragon raid on his ancestral homeland, but during his escape, cinders burned his eyes and permanently eliminated his vision. He spent many years training to adapt. Due to the traumatic loss of his family and friends, Orrelius swore to fight evil in all its forms, and took the Oath of Devotion with an order of paladins who assisted in his training. Through his adaptive techniques, he has been able to productively battle evil and aid to preserve the good in the world. Orrelius hopes to one day soon track down those responsible for the destruction of his family and their holdings. Personality Orrelius is fun-loving, loyal to his friends, and devoted to his faith. His drive for perfection motivates and frustrates him at the same time, leading to unwarranted criticism of himself and his allies. Because of the skills he learned in order to navigate the world and vanquish evil independently while blind, he has grown accustomed to acting on his trained impulses but sometimes forgets to include his companions in his plans, which can put them in danger. Orrelius s enjoyment of life extends to female companionship, which can distract him and cause him to neglect personal security. He is haunted by the memory of revealing to one woman information that led to a party member s death, and while he learned from his mistake, he s still vulnerable to temptation. Plot Hooks The party has a run-in with a dragon and finds themselves trapped. Orrelius appears, applies healing, and joins in the fray as they take another stab at it. Rumors of a fire-breathing dragon have spread across the countryside, and Orrelius is looking for valiant warriors willing to test their mettle against the creature. The creature turns out to be a chimera. Orrelius has just returned from a rescue mission in the mountains, his wagon hauling three traumatized villagers and a wyvern head. He reports that the wyvern had a nest on a high ledge that was out of his reach, and he wants someone to go destroy the nest before the eggs hatch. -------------------------------------------------------------------------------- Precision Medium humanoid (tiefling), chaotic neutral Cisgender, he/him Armor Class 16 Hit Points 87 Speed 50 ft. Strength Dexterity Constitution Intelligence Wisdom Charisma 12 (+1) 19 (+4) 14 (+2) 11 (+0) 15 (+2) 10 (+0) Saving Throws Strength +5, Dexterity +9 Skills Acrobatics +8, Athletics +5, Insight +6, Religion +4 Damage Resistances fire Damage Immunities poison; disease Senses darkvision 60 ft., passive Perception 12 Languages Common, Gnomish, Goblin, Infernal Challenge 12 (8,400 XP) Traits Muscle Control [IE 4]. Precision s arms and hand muscles don t always act the way he wishes. The muscles are permanently contracted, and allow him only slight fine motor control. Precision s IE serves as a guideline for specific effects and, generally, a 4 penalty on all Strength checks and saving throws and attacks. Precision has learned to use his feet for unarmed attack rolls and can use his tail to draw and load his hand crossbow. At the same time, the extra balance and exertion required tires him, so every time Precision attempts a Strength (Athletics) or Dexterity (Acrobatics) check, he must succeed on a DC 10 Constitution saving throw or reduce his movement by 5 until taking a short rest. Abilities Infernal Legacy. Precision s innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). He can innately cast the following spells, requiring no material components: At will: Thaumaturgy 1/day each: Hellish Rebuke, Darkness Ki. Precision can spend Ki Points to fuel ki features. He has 12 points per short rest, and his Ki save DC is 14. Patient Defense. Precision can spend 1 ki point to take the Dodge action as a bonus action on his turn. Step of the Wind. Precision can spend 1 ki point to take the Disengage or Dash action as a bonus action on his turn, and his jump distance is doubled for the turn. Stunning Strike. When Precision hits with a melee weapon attack, he can spend 1 ki point to make the target stunned until the end of Precision s next turn if he fails a Constitution saving throw (DC 14). Evasion. When Precision is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails. Open Foot Technique. Whenever Precision hits with one of his Flurry of Blows attacks, he can impose one of the following effects on that target: fall prone if it fails a Dexterity saving throw (DC 14), get pushed up to 15 ft. if it fails a Strength saving throw (DC 14), or it can t take a reaction until the end of Precision s next turn. Stillness of Mind. Precision can use an action to end one effect on himself that is causing him to be charmed or frightened. Unarmored Movement Improvement. Precision can move along vertical surfaces and across liquids on his turn without falling during the move. Wholeness of Body. Once per long rest as an action, Precision can regain 36 HP. Tranquility. At the end of a long rest, Precision gains the effect of a Sanctuary spell (DC 14) that lasts until the start of his next long rest (unless it ends as normal). Actions Dart. Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. Flurry of Blows. After he takes the Attack action on his turn, Precision can spend 1 ki point to make two unarmed strikes as a bonus action. Hand Crossbow. Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. When Precision uses the Attack action on his turn, he can make one unarmed strike as a bonus action. Unarmed strikes count as magical for the purpose of overcoming resistance and immunity. Extra Attack. Precision can attack twice, instead of once, whenever he takes the Attack action on his turn. Reactions Deflect Missiles. Precision can use his reaction to deflect or catch the missile with his toes when he is hit by a ranged weapon attack. When he does so, the damage he takes from the attack is reduced by 1d10 + 16. If he reduces damage to 0 and has a free foot, he can spend 1 ki point to make a ranged attack with the same missile (as with a monk weapon) with range 20/60. Slow Fall. Precision can use his reaction when he falls to reduce any falling damage he takes by 60. Background Precision s parentage is unknown, as he was found as an infant on the steps of a monastery. The monks sought an adoptive home for him, but the local villages had no home for a tiefling with cerebral palsy. But Precision never missed what he never knew, and he loves the 22 monks who raised him and taught him the Way of the Open Fist, which he adapted to follow using his feet and tail. As a young adult, he had a vivid dream about other tiefling children being taken by devils, and he believed it to be a sign. Not knowing whether the dream referred to literal devils recruiting tieflings into their army or to the hellish situations many tieflings endure, he dedicated himself to finding other tieflings and helping them choose their own future a future of hope. As he travels, he watches for and keeps track of people who seem kind and accepting, who might be willing to foster or adopt an abandoned disabled or tiefling child. Personality Many people don t take Precision seriously, seeing his contracted arms and the way his muscles tend to tilt his head, and underestimate him as a result. He also tends to see humor in most situations in life, and is quick to laugh at irony or add a joke to bring a grin to any encounter. But when he sees someone in distress, especially a child, a tiefling, or anyone being mistreated, his smile disappears as he springs into action, typically leading with the hand crossbow strapped to his leg as he closes any distance, followed by a series of devastating kicks. Plot Hooks Precision asks the party to help him find a kidnapping victim. Rumors are reporting that a portal to the hells has opened, and devils are abducting tieflings. Precision is investigating the rumors and invites the party to assist him. The party finds an abandoned tiefling child along the road. If they rescue them, they will eventually encounter Precision, who will help them find a suitable home. -------------------------------------------------------------------------------- Rivaan Linxakasendalor Medium humanoid (blue dragonborn), lawful neutral Cisgender, she/her Armor Class 16 (scale mail) Hit Points 53 Speed 5 ft. Strength Dexterity Constitution Intelligence Wisdom Charisma 15 (+2) 16 (+3) 12 (+1) 10 (+0) 15 (+2) 9 (−1) Saving Throws Strength +5, Dexterity +6 Skills Investigation +3, Nature +3, Survival +5 Damage Resistances lightning Senses passive Perception 12 Languages Common, Draconic, Minotaur, Sylvan Challenge 7 (2,900 XP) Spellcasting. Rivaan is a 7th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). Rivaan has the following ranger spells prepared: 1st level (4 slots): Hunter s Mark, Snare 2nd level (3 slots): Animal Messenger, Lesser Restoration, Spike Growth Escape the Horde. Opportunity attacks against Rivaan are made with disadvantage. Favored Enemy: Beasts, Monstrosities. Rivaan has advantage on Survival checks to track her favored enemies, as well as on Intelligence checks to recall information about them. Fighting Style: Archery. Rivaan gains a +2 bonus to attack rolls she makes with ranged weapons. Horde Breaker. Once on each of her turns when she makes a weapon attack, Rivaan can make another attack with the same weapon against a different creature that is within 5 ft. of the original target and within range of her weapon. Natural Explorer: Arctic, Grassland. Rivaan has a favored terrain type. Her proficiency bonus is doubled for proficient skills when she makes an Intelligence or Wisdom check related to it. While traveling for an hour or more in her chosen terrain: difficult terrain doesn t slow her group s travel; her group can t become lost except by magical means; she remains alert to danger even when she is engaged in another activity; she can move stealthily at a normal pace (while alone); she finds twice as much food while foraging; and while tracking creatures, she learns the exact number, sizes, and how long ago they passed through the area. Primeval Awareness. As an action, Rivaan can expend one ranger spell slot (1 minute per level of spell slot) to sense whether any aberrations, celestials, dragons, elementals, fey, fiends, or undead are present within 1 mile of her (or within up to 6 miles if she is in her favored terrain). This feature doesn t reveal the creatures location or number. Traits Altered Growth [IE 4]. Rivaan s bones grew less than normal. Her height is 40 percent less than the typical minimum for her ancestry. Disproportionate Growth (Arms & Hands, Legs & Feet) [IE 2]. Rivaan s limbs are 40% smaller than their typical proportion for her ancestry. This smaller stature allows her to hide more easily, giving her a +2 bonus on Dexterity (Stealth) checks. Arms & Hands. Rivaan can t use 2-handed weapons effectively. Because she has less leverage, she has a 2 penalty on contested Strength checks. Legs & Feet. Rivaan s movement speed is reduced by 10 feet. She also has a 2 penalty on Dexterity saving throws to balance. Finger Difference (Shape Diversity). Rivaan s thumbs bend backwards. She has a 1 penalty on melee weapon attack rolls and Dexterity (Sleight of Hand) checks. Back Stiffness [Triggered, IE 2]. Long walks or other forms of leg exertion cause Rivaan pain in her lower back. Anytime she attempts a Strength (Athletics) check or walks for more than an hour, she needs to make a DC 12 Constitution saving throw. On a failure, she gains one level of exhaustion until she takes a short rest. Actions Extra Attack. Rivaan can attack twice whenever she takes the Attack action on her turn. Breath Weapon. As an action once per short rest, Rivaan exhales lightning in a 5 by 30 ft. line (Dexterity DC 12, half damage on a success) for 10 (3d6) lightning damage. Dagger. Melee or Ranged Weapon Attack: +5/+8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Javelin. Melee or Ranged Weapon Attack: +4/+7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Shortbow. Ranged Weapon Attack: +8 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Assistive Devices Wheelsled AC: 12, HP: 20 Rivaan uses a sled for mobility. As a bonus action, she can pull a lever that lowers wheels below the rails as needed. She uses her javelins like ski poles to move and turn, enabling her to pivot quickly even on the slickest ice. The wheelsled increases her movement to 30 ft. and adds 50 percent to her Dash movement unless on rough terrain, but many actions, such as jumping, are impossible while sitting in it. Forearm Crutches When her wheelsled is inconvenient, Rivaan uses a pair of forearm crutches. These allow her to walk longer distances without triggering back stiffness, but don t affect her movement rate. Background Rivaan was born in an arctic gold-mining village. Her mother worked for the mining company as an engineer, and her father worked in the mines until the mining brought the attention of a remorhaz, which attacked the miners and devoured them. Rivaan vowed to find the creature that killed her father and avenge him. Rivaan was born with Diastrophic Dysplasia, which affects her bone growth and makes walking very difficult, so she uses a wheelsled, designed by her mother, to get where she needs to go. Her mother also designed an adaptive shortbow to allow Rivaan to hold it securely with her differently-shaped fingers. Rivaan spends her days hunting for meat to feed her family and sell in the village. She is often seen careening down the snowy hills on her wheelsled, her bow expertly aimed at a caribou, and she is always watching for the telltale signs of a remorhaz. Personality Rivaan is generally friendly, enjoys the company of her townsfolk, and helps those in need, but her first and final loyalty is to her mother and the hunt for the remorhaz. More than once, signs of a remorhaz have caused her to disappear into the arctic wilderness for weeks, only to return disappointed. Plot Hooks A frost giant is rumored to have some remorhaz eggs. Rivaan asks for the party s help to destroy the eggs without the giant endangering her village in retaliation. The party runs into trouble in the arctic, and Rivaan slides in to rescue them. The party needs a guide to help them navigate the wilderness, and Rivaan is willing to help for a fee. -------------------------------------------------------------------------------- Rohna Ginnsley Medium humanoid (human), neutral good Cisgender, she/her Armor Class 14 Hit Points 20 Speed 30 ft. Strength Dexterity Constitution Intelligence Wisdom Charisma 12 (+1) 16 (+3) 14 (+2) 16 (+3) 17 (+3) 18 (+4) Saving Throws Dexterity +5, Charisma +6 Skills Nature +5, Perception +5, Performance +6, Persuasion +6, Sleight of Hand +5 Senses passive Perception 15 Languages Common, Dwarvish Challenge 2 Abilities Spellcasting. Rohna is a 2nd level spellcaster. Her spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She has the following Bard spells prepared: Cantrips (at will): Mage Hand, Prestidigitation 1st Level (3 slots): Comprehend Languages, Detect Magic, Identify, Illusory Script, Silent Image Bardic Inspiration. As a bonus action, a creature (other than her) within 60 ft. that can hear her gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome. Song of Rest. If she or any friendly creatures who can hear her performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points. Actions Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft., or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Traits Muscle Control [IE 4, Chronic]. Rohna s arm and hand muscles don t always act the way she wishes, sometimes never doing so. A muscle may be permanently contracted or lacks fine motor control, generally causing a 4 penalty on all Strength checks and saving throws and attacks. Assistive Device Rohna s Manipulative Mobility (Mobility Aid) Wondrous Item, uncommon This metal and wood wheelchair has 4 arms extending up to 5 feet from it. The ends of the arms have modular attachment settings. While sitting in the wheelchair, you can move according to your movement speed, controlling direction and speed with your thoughts. You can control each arm separately, using their functions according to the attachment affixed to each arm. Each arm can carry up to 10 lb. The wheelchair includes attachments for grasping, pounding, and affixing handled tools such as cutlery. Modifying toolkits for use with the wheelchair increases the price of each kit by 20%. Other attachments cost 1 5 gp, depending on complexity. Switching attachments takes 1 action. Because you have no tactile feedback from the arms, any skill check performed with the arms has a 2 penalty. The arms cannot make the swift movements necessary for melee or thrown attacks but can load and fire bows, crossbows, and similar devices with the proper attachments and the same penalty. Background From childhood, Rohna s greatest passion had always been art; painting, sculpting, drawing she adored them all. Hailing from a long line of enchanters whose work had them infusing various materials with magic (from construction, to blacksmithing, to whatever one could imagine), Rohna learned how to infuse magic into the paint she drew with and the clay she would sculpt with. At a certain point, however, she noticed her hands begin to shake as she would paint. It became harder and harder to make the sculptures and trinkets she once thrived in making. Eventually, Rohna could not stand long enough to make significant progress, or sometimes even stand at all. All of this changed when a local magical artisan, a longtime friend of the Ginnsley line, saw Rohna s frustration in the difficulty she now had making her art. He crafted a magical wheelchair for her, made with wood and iron and infused with the arts of the Ginnsley family, with arms and hands that could be controlled with merely a whim. Rohna had a newfound confidence and excitement to continue her art, and a new set of arms and wheels to drive her forward as she continued on with her passion and joy of inspiring and uplifting people through her creation. Personality Rohna is warm, soft spoken, and compassionate beyond belief. She loves helping others with anything that they need. She never says no to someone who is looking for help. She will also serve everyone with a large smile. She knows that a smile and a little bit of love can completely change a person s day. She could not and would not hurt a fly even if it begged her to. Rohna loves children and her family, and seeks nothing more than to create art and make the world a more colorful place. She will take any opportunity to share her artistic abilities and give the gifts that she makes to others. Plot Hooks Adventurers may find Rohna in a beautiful scenic area painting her surroundings. Adventurers may hire Rohna to enchant something they may need for a quest. Adventurers may find Rohna painting with children at the local orphanage. -------------------------------------------------------------------------------- Rork Small humanoid (kobold), true neutral Cisgender, he/him Armor Class 14 Hit Points 33 Speed 30 ft. Strength Dexterity Constitution Intelligence Wisdom Charisma 8 (-1) 14 (+2) 12 (+1) 14 (+2) 16 (+3) 8 (-1) Saving Throws Intelligence +5, Wisdom +6 Skills Animal Handling +6, Nature +2, Stealth +2, Insight +6 Senses passive Perception 13, Darkvision 60 ft., Languages Common, Draconic, Druidic Challenge 5 Abilities Spellcasting. Rork is a 5th level spellcaster. His spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). He has the following Druid spells prepared: Cantrips (at will): Produce Flame, Guidance, Mending 1st Level (4 slots): Cure Wounds, Speak with Animals, Fog Cloud, Create or Destroy Water 2nd Level (3 slots): Barkskin, Lesser Restoration, Spider Climb 3rd Level (2 slots): Dispel Magic, Feign Death, Plant Growth Wild Shape. Rork can use his action to magically assume the shape of a beast that he has seen before, usually preferring a crocodile. He can use this feature twice. He regains expended uses when he finishes a short or long rest. Natural Recovery. He can regain some of his magical energy by sitting in meditation and communing with nature. During a short rest, he chooses two expended spell slots to recover. He can t use this feature again until he finishes a long rest. Actions Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6 1) or 3 (1d8 1) bludgeoning damage. Traits Baseless Emotion (Panic/Nervousness) [IE 2, Triggered by crowds of medium or larger humanoids]. Rork struggles with feelings of anxiety. If he experiences more than four hours of intense anxiety, he will need to take a short rest or take one level of exhaustion due to the physical toll. In addition, all spells and ability checks require that Rork succeed on a concentration check or make the subsequent check with a -2 penalty, and tasks that normally require a concentration check are made with a -2 penalty. Sensory Over-Responsivity [IE 3, Triggered by crowds of medium or larger humanoids]. Rork is highly sensitive to loud sounds (volume) and visual overwhelm. Due to this, any time he is faced with the opportunity to engage with these sensory experiences, Rork must pass a DC 11 Constitution check to stay engaged with the stimuli or spend 3 rounds attempting to avoid it. Each round he can continue to attempt to make the same Constitution check at a -3 penalty. If there is a barrier or a way to filter out the visual disturbance, Rork can make his Constitution saving throw with advantage. In addition, Rork has a +3 bonus to all Wisdom (Perception) checks to notice sounds and pick up on visual changes in the environment. Background Before choosing to live in the forest, Rork grew up in a large city, but he found it overwhelming and eventually could no longer tolerate the demands living there placed on him. After struggling to meet his own daily needs, Rork decided to leave his home for a more peaceful environment. Out of the city, Rork found he was able to enjoy life again for the first time in many years, surrounded by the relative quiet of the woods and soothing presence of the woodland creatures. Noticing the impact his new environment had on him, the little kobold decided to wrap up his affairs in the city and live a more secluded life in the woods. Personality Those who do not know Rork very well would call him blunt or rude since he is careful about how he spends his social energy, while those who have had the honor of getting to know him will realize that he is a very caring kobold that enjoys getting straight to the point. While his forest environment is quite calming, he can still become anxious, especially with new people, and when anxious he will fiddle with a loose wicker ball attached to a belt by a rope. The wicker ball is in fact a chain of small hoops that he can spin around or unfold at his pleasure, and the more Rork is stressed, the more he fiddles with the ball. When Rork gets lonely, he will make the treks to small local villages. He will chat with some of the locals that he has grown familiar with and who have learned to accept Rork and his way of communicating. Villagers will also seek Rork out for guidance, as his straightforward way of speaking and thanks to his insightfulness ability to seemingly know things others wish to keep hidden, are very useful for gaining new perspectives on problems. Rork is happy to lend a hand, especially to anyone who is a friend to the animals or nature. However, Rork is quick to anger when anyone would dare threaten those things. Unless there s a dire situation, Rork will avoid large cities or other loud and busy places as much as possible. Plot Hooks A local might direct the party to speak to Rork if struggling with getting to the truth of the matter about a person. The party becomes lost in the forest and needs aid leaving after getting turned about. The party runs into an overwhelmed Rork visiting a city and assists him in finding a peaceful place where he can ask them for assistance with his own quest. -------------------------------------------------------------------------------- Veralynn Sweetbriar Medium humanoid (high elf), neutral good Cisgender, she/her Armor Class 14 Hit Points 73 Speed 30 ft. Strength Dexterity Constitution Intelligence Wisdom Charisma 10 (+0) 11 (+0) 14 (+2) 14 (+2) 16 (+3) 12 (+1) Saving Throws Intelligence +6, Wisdom +7 Skills Arcana +6, History +6, Medicine +7, Perception +7, Survival +7 Senses passive Perception 17 Immunities Charmed, Disease, Frightened, Poison, Poisoned Languages Common, Draconic, Druidic, Elvish, Gnomish, Halfling Challenge 10 Abilities Spellcasting. Veralynn is a 10th level spellcaster. Her spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). She has the following Druid spells prepared: Cantrips (at will): Dancing Lights, Druidcraft, Mending, Mold Earth, Resistance, Shillelagh 1st Level (4 slots): Create or Destroy Water, Cure Wounds, Detect Magic, Detect Poison and Disease 2nd Level (3 slots): Animal Messenger, Barkskin, Lesser Restoration, Locate Animals or Plants, Pass without Trace, Spider Climb 3rd Level (3 slots): Call Lightning, Dispel Magic, Plant Growth, Speak with Plants 4th Level (3 slots): Conjure Woodland Beings, Divination, Dominate Beast, Freedom of Movement 5th Level (2 slots): Commune with Nature, Greater Restoration, Tree Stride Land s Stride. Moving through nonmagical difficult terrain costs her no extra movement. She can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, she has advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the Entangle spell. Natural Recovery. She can regain some of her magical energy by sitting in meditation and communing with nature. During a short rest, she chooses five expended spell slots to recover. She can t use this feature again until she finishes a long rest. Nature s Ward. She can t be charmed or frightened by elementals or fey, and she is immune to poison and disease. Wild Shape. She can use her action to magically assume the shape of a beast that she has seen before, up to CR 1. When she changes shape, her wheelchair transforms with her and incorporates appropriately into her new shape. She can use this feature twice. She regains expended uses when she finishes a short or long rest. Actions Dagger. Melee Attack: +5, 5 ft., single opponent. Hit: 3 (1d4 + 1) piercing damage. Staff. Melee Attack: +5, 5 ft., single opponent. Hit: 3 (1d6) bludgeoning damage. Traits Confusion [IE 2, Triggered by exertion]. At times when overexerted, Veralynn can become confused and struggle to recall what she was planning on doing next. When this happens, she has a 2 penalty to initiative, reactions, Wisdom (Perception), Wisdom (Survival), and concentration checks. Fatigue [IE 3, Chronic]. Veralynn is nearly always tired. After every long rest, she must succeed on a DC 15 Constitution saving throw or take 1 level of exhaustion during the duration, regardless of the amount of rest she gets. Along with this it takes her 60% longer to prepare spells, and every long rest, she needs to succeed on a DC 11 Constitution saving throw or experience insomnia and no benefits. Intrusive Thoughts [IE 1, Chronic]. Veralynn has intrusive thoughts about whether or not people actually want to be her friend, that she is burdening others, and that she isn t as capable as she actually is. Due to this, she has a 1 penalty on saving throws against being frightened. Pain (Chronic Pain) [IE 3, Chronic]. Veralynn experiences chronic pain throughout her body. Any action that requires a concentration check (e.g. maintaining a spell) requires a DC 13 Constitution saving throw per round to maintain concentration. Since she is used to managing pain, she has a +3 bonus to saving throws against psychic pain. Assistive Devices Veralynn s Countryside Conveyance Wondrous Item, common This wheelchair has wide wheels that enable it to move through wilderness areas with a 30 ft. speed, adjusted for terrain difficulty. While seated in it and speaking directional and speed command words, the chair will propel itself for up to 8 hours per day. The wheelchair regains its charge after a long rest. Salve. 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 Impact Extent of Chronic Pain reduces by 1 for 2 hours, continuing as long as applications continue. The benefits wear off after 2.5 hours if not reapplied. Background When Veralynn was younger she loved spending time in the forests being deeply immersed in nature and animals. Prior to becoming sick, she could go weeks without returning to a city. However, while out on one such adventure she was exposed to a virus that caused her body to experience chronic pain with flu-like symptoms. It took several years, seeing many healing folk, before Veralynn was able to name what was ailing her. During that time, she used her druidic skills to develop healing potions and salves that helped manage her symptoms. She was able to take the skills she learned and turn them towards opening a shop that sold her creations to help others like herself that struggled with various chronic ailments that traditional healing, both magical and non-magical, could not properly address. While this was not in her plans, Veralynn has grown to love the work and knowing that she is helping those around her. Wherever her shop is located, she is a hub for the community and well known in the town. Personality Veralynn is the mom friend of the group and is known for being caring towards those she is close to and even those she isn t close to yet. She will remind people regularly to eat, drink water, and get enough rest. Being extroverted and friendly, it is only a matter of when, not if, someone will be friends with Veralynn. She is fiercely loyal and protective of her friends. However, under her extroverted personality, Veralynn does have her own struggles and does her best to not put them all on her friends. Due to this, she will hide when struggling with intense pain or fatigue. Veralynn also lacks confidence at times in her abilities and friendship. However, with reassurance and emotional support, she is able to work through these moments. Plot Hooks The party is searching for a cure for something that magic and non-magical items cannot seem to cure. A party member has an ailment or condition that needs special care or items to help manage. The party needs an expert on the local flora and fauna. -------------------------------------------------------------------------------- Veritas Cadell Medium humanoid (tiefling), chaotic good Nonbinary, it/its Armor Class 14 (leather armor) Hit Points 27 Speed 18 ft. Strength Dexterity Constitution Intelligence Wisdom Charisma 10 (+0) 16 (+3) 12 (+1) 14 (+2) 15 (+2) 10 (+0) Saving Throws Dexterity +5, Intelligence +4 Skills Arcana +4, History +6, Insight +4, Investigation +6, Perception +4, Stealth +5 Damage Resistances fire Senses darkvision 60 ft., passive Perception 14 Languages Common, Elvish, Infernal, Thieves Cant Challenge 4 (1,100 XP) Expertise. Veritas has expertise with thieves tools, giving it a +7 to all related ability checks, which it especially enjoys using to disarm traps. Cunning Action. Veritas can take a bonus action on each of its turns to take the Dash, Disengage, or Hide action. Fast Hands. Veritas can use the bonus action granted by its Cunning Action to make a Sleight of Hand check, use its thieves tools to disarm a trap or open a lock, or take the Use an Object action. Infernal Legacy. Veritas s spellcasting ability is Charisma (spell save DC 10, +2 to hit with spell attacks). Veritas has the following spells prepared: Cantrips (at will): Thaumaturgy 1st level (1 slots): Hellish Rebuke Second-Story Work. Climbing no longer costs Veritas extra movement, and when it makes a running jump, the distance it covers increases by +3 feet. Sneak Attack. Once per turn, Veritas can deal an extra 2d6 damage to one creature it hits with an attack with a finesse or ranged weapon if Veritas has advantage on the attack roll. Veritas doesn t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn t incapacitated, and Veritas doesn t have disadvantage on the attack roll. Traits Muscle Control & Gait Difference [IE 3]. Veritas has Spastic Diplegia Cerebral Palsy and walks with a scissor gait (knees and thighs pressed together or crossing each other) due to inability to control its leg muscles with precision. Its movement speed is reduced by 20 percent (IE), and it has a 3 penalty on all Dexterity (Acrobatics) and Strength (Athletics) checks and saving throws involving legs. Veritas uses forearm crutches to reduce the IE by 1. Actions Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Sling. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. Background While Veritas was born to a welcoming family, its community didn t share those values. Not long after Veritas s birth, the stigma of its infernal ancestry led to community members abducting it to be purified by the local clergy. Because no ritual can heal a non-existent curse or ailment, it instead led to a series of seizures that permanently changed Veritas s body. After rescuing their baby, Veritas s parents fled. While they met many welcoming individuals on their travels, Veritas s family wandered far and long before finding a community that would at least treat them with indifference. Veritas learned about the cultures and histories of those that the family encountered, even though the interest wasn t mutual. This broad education led to a fascination with diverse groups of people. As Veritas learned to navigate the world with curiosity and deft use of its forearm canes, its family found friends among a team of archaeologists who hired Veritas to assist them to manage supplies. As Veritas observed the team at work, its expressed interest in histories and cultures along with its keen eye for traps and fine details in the ancient ruins earned Veritas the respect of the team. It became a full-fledged partner and has worked with them ever since, gathering funding through research and aiding adventuring parties in (literally) unlocking the secrets of the past. Personality Veritas is confident in its abilities and skills, which can sometimes give others the impression that it s being stubborn or domineering. In reality, this comes from years of experience and seeing others get hurt or fail in their goals due to ignorant or careless mistakes. Veritas has a deep reverence for ancient civilizations and wants their artifacts explored in the pursuit of knowledge, but only with respect for their creators. Since Veritas spends more time among those who have been dead for eons than in present social circles, it may not always follow social norms, instead observing social conventions that only the oldest elves may have encountered. Veritas s confidence with traps can lead to a friendly deviousness; it may pretend that a disarming attempt failed, or even allow someone to get temporarily trapped, but Veritas never intentionally hurts anyone. It will do so playfully with its friends and allies, teaching them to be alert and demonstrating tricks of the trade to help them avoid trouble when it s not around. Those who would misjudge it for its infernal heritage may find Veritas playing into their fears, trapping them and terrifying them until it can no longer keep up the ruse and then releasing them amid raucous laughter. Those who would underestimate it because of its disability will likely find themselves caught in a most elaborate trap. At that point, Veritas will give the captive audience a lecture about the ancient civilization that originated the design and only release them once the lesson is finished. Plot Hooks The party needs to find or explore a dungeon or ruins, and Veritas can help them. The party finds a relic or runes, and they need someone to determine their meaning. The party finds themselves the victims of a trap in a ruin or dungeon that Veritas was investigating and is soon rescued when it hears them. -------------------------------------------------------------------------------- Zilji Larka Small humanoid (rock gnome), lawful good Cisgender, he/him Armor Class 9 (12 with mage armor) Hit Points 20 Speed 25 ft. Strength Dexterity Constitution Intelligence Wisdom Charisma 10 (+0) 8 (−1) 13 (+1) 17 (+3) 14 (+2) 13 (+1) Saving Throws Intelligence +5, Wisdom +4 Skills Arcana +5, History +5, Investigation +5, Persuasion +3 Senses darkvision 60 ft., passive Perception 12 Languages Common, Dwarvish, Gnomish, Goblin Challenge 2 (450 XP) Spellcasting. Zilji is a 2nd-level spellcaster. His spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). Zilji has the following wizard spells prepared: Cantrips (at will): Fire Bolt, Mage Hand, Prestidigitation 1st level (3 slots): Burning Hands, Hideous Laughter, Mage Armor Arcane Recovery. Once per day when Zilji finishes a short rest, he can choose expended spell slots to recover up to a combined level of 1. Artificer s Lore. Zilji doubles his proficiency bonus to History checks related to magic items, alchemical objects, or technological devices. Evocation Savant. The gold and time Zilji must spend to copy an evocation spell into his spellbook is halved. Gnome Cunning. The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic. Sculpt Spells. When Zilji casts an evocation spell that affects other creatures that he can see, he can choose a number of them equal to 1 + the spell s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save. Tinker. Zilji is proficient with tinker s tools and can use them to construct tiny clockwork devices. Traits Finger Difference (Missing Fingers). Zilji has 3 fingers and a thumb on his right hand, and 2 fingers on his left. When performing an action with his hands, he has a 1 penalty with his right hand and a 2 penalty with his left. He has adapted his spells somatic components to work within his physical range and usually uses Mage Hand to write and assist with other tasks as needed, although he has no problem using his hands for basic tasks such as grooming and eating. Missing Arms (Partial Forearms) [IE 1]. Zilji has a partial forearm on both sides. He is unable to use 2-handed weapons without a prosthesis. He has a 1 penalty on Strength (Athletics) checks that require two hands, such as climbing. In mounted combat, whenever he attacks or takes damage, he needs to succeed on a DC 8 Dexterity saving throw or fall off his mount. Actions Dagger. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4) piercing damage. Fire Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 8 (1d10 + 3) fire damage. Background Zilji s family owned a business that repaired farming gadgets. Zilji struggled with some of the more intricate parts but was determined to help his community, so he sought out a local wizard and began apprenticing under them. Zilji found himself quite adept at magic and understanding how it functions, enabling him to easily adapt the somatic components of spells to his physical abilities. Now, he uses his magic to help his community as needed, even occasionally assisting his parents with repairs using Mage Hand. Personality Zilji is lighthearted and helpful, quick to jump in wherever he sees a need, usually with a joke. He enjoys playing pranks on people who underestimate him and uses humor to challenge people s expectations of him and others with disabilities. Plot Hooks The characters are traveling near the gnomish village when chaos erupts; a clockwork creature is rampaging through it! Zilji calls for the party to come and help. Zilji went to visit his teacher several months ago and isn t usually gone this long. His family is concerned and asks the party to go find him. Before they reach the wizard s tower, they learn that Zilji got sidetracked and went to help someone in need. The party finds someone with general knowledge of the situation, but all they can do is direct the characters to the path where Zilji was last seen. Zilji s teacher has sent him on an errand to find a rare item, but it s currently in the possession of a goblinoid horde. He asks for the party s help finding the exact location of the item and recovering it.