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CONTENTS Investigators..............................................................

10
Jester......................................................................... 12
Mage......................................................................... 12
Abbot.......................................................................... 2 Martyrs....................................................................... 12
Alchemists................................................................... 2 Necromancers........................................................... 14
Berserker..................................................................... 4 Stalker........................................................................ 17
Brawler......................................................................... 4 Templar...................................................................... 17
Captains...................................................................... 5 Wardens..................................................................... 17
Champion.................................................................... 6 Warmages................................................................. 19
Cultist.......................................................................... 6 Witches...................................................................... 20
Craftsmen.................................................................... 7 Hoard Golem............................................................. 22
Gunslingers.................................................................. 9 Valda.......................................................................... 24
Hunter........................................................................ 10 The Spire of Secrets.................................................. 24

CREDITS
Writers Michael Holik, Beniamin Ghita
Interior Illustrations Lucas Ferreira CM, Martin Kirby,
Mariana Livraes, Agustín Marceillac

Mage Hand Press and their associated logos are trademarks of Mage Hand Press LLC
© 2021 Mage Hand Press LLC. All Rights Reserved.
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License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper
names (characters, place names, deities, etc.), new rules, classes, plots, story elements, locations, characters,
races, monsters, artwork, graphics, maps, sidebars, and trade dress. (Elements that have previously been
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Open Content: The Open content in this book includes material taken from the Systems Reference Document.
No other portion of this work may be reproduced in any form without permission.
MAGE HAND PRESS
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INTRODUCTION

Introduction
Of all the liches in the multiverse, perhaps none has
slain more adventurers than the dread lich Valda.


Perched high atop his Spire of Secrets—a devious tower
of traps and monsters—the lich has contemplated
new and innovative ways to eliminate his intrusive
adventuring guests. And he’s become quite proficient at
it.
His favorite implements are his magic item golem,
Dross, and the persistent charm that blankets the
tower, turning anyone who would perish there into
marble statues. This failsafe is downright ingenious:
adventurers who are turned to stone can’t be
resurrected, and therefore can’t return to the Spire of
Secrets with a vengeance. In turn, the secrets of Valda’s
vast multidimensional tower remain secret and the
dread lich continues to collect statues.
For his part, Valda considers this garden of marble
statue his “guests”—pointedly uninvited guests, but
guests nonetheless. Therefore, he keeps a formal
“guestbook” in a massive tome, listing and categorizing
his many floors of statuesque guests. The dread lich has
learned much about adventurers through his guestbook,
including their abilities, tactics, and organization. Each
entry to the guestbook makes the Spire of Secrets yet
more devious and grows the statue garden further.

USING THIS BOOK


This standalone digital supplement to Valda’s Spire of
Secrets contains various nonplayer characters (NPCs)
which you can use in any campaign as allies, enemies,
and bystanders. Its various entries complement the set
offered in the System Reference Document, the core
rules for 5th Edition, such that you can implement any
character class as an NPC without meticulous character
building. Note that NPC stat blocks aren’t identical to
a character sheet transposed into monster statistics:
instead, they’re streamlined to be easier for you to read
and run at the table.
At the end of the supplement, we present statistics
for the titular Valda and his beloved golem, Dross.

1
OWLCHEMY
Abbot Alchemists
A devout adherent to the faith, an abbot can work Alchemy is a unique discipline that merges the
minor divine miracles with the whispering of prayers fundamentals of science and magic, and attracts a wide
Abbot

and the waving of hands. Though the clergy might variety of scholarly sorts. Though all alchemists are
dictate the title of abbot only belongs to those in educated in the elements and taught the importance
charge of an abbey, the gods care little for ecclesiastical of the philosopher’s stone, some focus on the practical
STRANGE

structure. Anyone committed enough to their aspects of brewing potions, while others prefer
pantheon’s dogma can work an abbot’s divine powers. the theoretical challenges of balancing alchemical
equations, and others still construct increasingly
ABBOT dangerous bombs.
MEDIUM HUMANOID (ANY RACE), ANY ALIGNMENT APOTHECARY
Armor Class 13 (chain shirt) Most similar in skill to herbalists, apothecaries brew
Hit Points 11 (2d8 + 2) potions, tinctures, and salves to address a wide array of
Speed 30 ft. maladies. Not all apothecaries have formal alchemical
STR DEX CON INT WIS CHA training, but those that do often adopt a strict stance of
13 (+1) 10 (+0) 12 (+1) 10 (+0) 14 (+2) 11 (+0) nonviolence. This moral grounding isn’t unusual among
apothecaries who believe that alchemy is fundamentally
Saving Throws Wis +4, Cha +2
Skills Medicine +4, Religion +2 good and a positive tool for mankind, but it isn’t
Senses passive Perception 12 absolute either. High-minded pledges to ethical
Languages any one language (usually Common) standards usually include provisos for self-defense and
CHALLENGE times of crisis, after all.
1/4 (50 XP) ALCHEMIST
Spellcasting. The abbot is a 1st-level spellcaster. Its Alchemists can equally be found among veteran
spellcasting ability is Wisdom (spell save DC 12, +4 adventuring parties and stuffy university fellows,
to hit with spell attacks). The abbot has the following
cleric spells prepared:
including all shades in between. A well-rounded
education in alchemy provides the knowledge necessary
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (2 slots): cure wounds, guiding bolt, to construct bombs and brew helpful potions and
sanctuary usually emphasizes the importance of avoiding caustic
explosions that might result from such endeavors. As
ACTIONS
such, alchemists make for nimble adventuring allies and
Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., knowledge experts in equal measure.
one target. Hit: 4 (1d6 + 1) bludgeoning damage.
Light Crossbow. Ranged Weapon Attack: +2 to MAD BOMBER
hit, range 80/320 ft., one target. Hit: 4 (1d8) piercing Hysterical cackling punctuated by earth-shaking
damage. explosions: this is the calling card of mad bombers,
alchemists that have dedicated their research solely
to explosives. Their namesake ordnance—throwable
bombs—are predictably destructive, but also
surprisingly versatile, as mad bombers can mix their
bombs’ explosive reagents with a wide variety of
reactive chemicals to change the elemental composition
of the explosion. Contrary to popular belief, mad
bombers are not necessarily mad, but many are. Perhaps
the sane bombers simply blow themselves up before
perfecting their bombs.

2
Alchemists

ALCHEMIST
MEDIUM HUMANOID (ANY RACE), ANY ALIGNMENT

Armor Class 15 (studded leather armor)


Hit Points 60 (11d8 + 11)
Speed 30 ft.
STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 17 (+3) 11 (+0) 11 (+0) APOTHECARY
MEDIUM HUMANOID (ANY RACE), ANY ALIGNMENT
Skills Arcana +5, History +5, Nature +5
Damage Resistances acid, fire Armor Class 13 (leather armor)
Senses passive Perception 10 Hit Points 13 (3d8)
Languages any one language (usually Common) Speed 30 ft.
CHALLENGE STR DEX CON INT WIS CHA
3 (700 XP) 10 (+0) 14 (+2) 10 (+0) 13 (+1) 14 (+2) 10 (+0)
ACTIONS Skills Medicine +4, Nature +3
Senses passive Perception 12
Dagger. Melee or Ranged Weapon Attack: +5 to hit, Languages any one language (usually Common)
reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 +
3) piercing damage. CHALLENGE
Flame Bomb. The alchemist hurls a flaming bomb 1/4 (50 XP)
that explodes at a point it can see within 30 feet of it.
Each creature in a 10-foot-radius sphere centered on ACTIONS
that point must make a DC 13 Dexterity saving throw.
A creature takes 16 (3d10) fire damage on a failed
Dagger. Melee or Ranged Weapon Attack: +4 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 +
save, or half as much damage on a successful one.
2) piercing damage.
Freeze Bomb. The alchemist hurls a chilling bomb Alchemist’s fire (3/day). Ranged Weapon Attack:
that explodes at a point it can see within 30 feet of
+2 to hit, range 20 ft., one target. Hit: 2 (1d4) fire
it. Each creature in a 10-foot-radius sphere centered
damage at the start of each of its turns. A creature
on that point must make a DC 13 Dexterity saving
can end this damage by using its action to make a
throw. On a failed save, a creature takes 13 (3d8) cold
DC 10 Dexterity check to extinguish the flames.
damage and its speed is reduced by 10 feet until
the start of the alchemist’s next turn. On a successful Healing Salve (3/Day). The apothecary applies a
save, it takes half as much damage and its speed isn’t restorative ointment to a willing creature within 5
reduced. feet. The target regains 5 (1d8 + 2) hit points.

3
OWLCHEMY
MAD BOMBER Berserker
Ruthless and fierce, the berserker tears across the
Berserker

MEDIUM HUMANOID (ANY RACE), ANY CHAOTIC


ALIGNMENT battlefield in a frenzy, devastating their enemies in a
blind rage. Though their ferocity is plain as day on
Armor Class 16 (studded leather armor) the battlefield, nothing betrays a berserker’s fury in
Hit Points 97 (15d8 + 30)
Speed 30 ft. moments of peace. Their rage goes on and off like a
STRANGE

switch, from ax-wielding ferocity to peaceful zen.


STR DEX CON INT WIS CHA
11 (+0) 19 (+4) 15 (+2) 20 (+5) 13 (+1) 12 (+1) Brawler
Saving Throws Dex +8, Int +9 Knuckles wrapped in tape, cauliflower ears, and the
Skills Investigation +9, Nature +9, Sleight of Hand winding crook of a many-times broken nose are the
+8
tell-tale signs of brawlers, individuals who choose to
Damage Resistances fire, thunder
Condition Immunities blinded, deafened fight with bare fists whenever possible. Some earn this
Senses darkvision 60 ft., passive Perception 11 title from lifestyle—picking fights in taverns whenever
Languages any two languages possible—whereas others turn it into a career of prize-
CHALLENGE fighting and body-building. Regardless of where they
10 (5,900 XP) practice, brawlers are tough customers that can take a
few solid punches before going down.
Special Items. The mad bomber has 1 potion of acid
resistance, 1 potion of cold resistance, and 1 potion
of lightning resistance. It has 2 potions of heroism
and 1 potion of superior healing. The mad bomber BERSERKER
can drink one of these potions as a bonus action. MEDIUM HUMANOID (ANY RACE), ANY ALIGNMENT

ACTIONS Armor Class 14 (Unarmored Defense)


Hit Points 13 (2d8 + 4)
Dagger. Melee or Ranged Weapon Attack: +8 to hit, Speed 30 ft.
reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 +
4) piercing damage. STR DEX CON INT WIS CHA
Enfeebling Bomb. The mad bomber hurls a 14 (+2) 14 (+2) 14 (+2) 9 (–1) 10 (+0) 9 (–1)
nauseating bomb that explodes at a point it can
see within 90 feet of it. Each creature in a 10-foot- Saving Throws Str +4, Con +4
radius sphere centered on that point must make a Skills Athletics +4, Survival +3
DC 17 Constitution saving throw. On a failed save, Senses passive Perception 10
a creature takes 33 (6d10) necrotic damage and has Languages any one language (usually Common)
disadvantage on Strength-based attack rolls, Strength
checks, and Strength saving throws until the start of
CHALLENGE
the mad bomber’s next turn. On a successful save, 1/4 (50 XP)
it takes half as much damage and suffers no other Unarmored Defense. While the berserker is wearing
effects. no armor and wielding no shield, its AC includes in
Toxin Bomb. The mad bomber hurls a poisonous Constitution modifier.
bomb that explodes at a point it can see within
90 feet of it. Each creature in a 10-foot-radius ACTIONS
sphere centered on that point must make a DC 17 Greataxe. Melee Weapon Attack: +4 to hit, reach 5
Constitution saving throw. On a failed save, a creature ft., one target. Hit: 8 (1d12 + 2) slashing damage.
takes 33 (6d10) poison damage and is poisoned
until the start of the mad bomber’s next turn. On a Handaxe. Melee or Ranged Weapon Attack: +4 to
successful save, it takes half as much damage and hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5
isn’t poisoned. (1d6 + 2) slashing damage.
Whispering Bomb. The mad bomber hurls a
murmuring bomb that explodes at a point it can see
within 90 feet of it. Each creature in a 10-foot-radius
sphere centered on that point must make a DC 17
Wisdom saving throw. On a failed save, a creature
takes 33 (6d8) psychic damage and is under the
effect of the confusion spell until the start of the mad
bomber’s next turn. On a successful save, it takes half
as much damage and suffers no other effects.

4
BRAWLER
MEDIUM HUMANOID (ANY RACE), ANY ALIGNMENT

Captains
Armor Class 11
Hit Points 9 (2d8)
Speed 30 ft.


STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 11 (+0) 8 (–1) 9 (–1) 10 (+0)

Skills Athletics +4
Senses passive Perception 9
Languages any one language (usually Common)
CHALLENGE
1/4 (50 XP)
Thick-Skulled. If damage reduces the brawler to
0 hit points, it must make a Constitution saving
throw with a DC of 5 + the damage taken, unless
the damage is from a critical hit. On a success, the
brawler drops to 1 hit point instead.

ACTIONS
Punch. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Captains
Every good adventuring company or town guard
requires a capable captain, someone to set the group’s
objectives and make decisive calls when necessary.
CAPTAIN
CAPTAIN
MEDIUM HUMANOID (ANY RACE), ANY ALIGNMENT
Captains may vary dramatically based on their
company. Adventuring parties tend to trust in grizzled Armor Class 16 (chain shirt, shield)
Hit Points 45 (7d8 + 14)
veterans who can lead with a passive touch, whereas Speed 30 ft.
soldiers often appoint brash lieutenants who carry
banners and bang drums in combat. Captains for STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 10 (+0) 11 (+0) 13 (+1)
groups of thieves, meanwhile, look just as swarthy and
dangerous as their companions. Whatever the group, Skills Athletics +5, Persuasion +3
captains shepherd their companions toward victory Senses passive Perception 10
Languages any one language (usually Common)
with a mix of courage and problem-solving that ensures
the group always comes out on top. CHALLENGE
1 (200 XP)
GENERAL
Histories inevitably report that the greatest leaders of Brave. The captain has advantage on saving throws
against being frightened.
past generations were generals, military commanders
who have earned the trust and devotion of their soldiers ACTIONS
through brilliant tactics and fair-handed dealings. Of Multiattack. The captain makes two attacks with its
course, this is a clear bias in most history books. Those longsword. Alternatively, it makes one attack with its
with legendary leadership skills need not belong to the longsword and uses Inspire.
military. Some generals command mercantile empires, Longsword. Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 7 (1d8 + 3) slashing damage,
others command the city watch, while others still head
or 8 (1d10 + 3) slashing damage if used with both
powerful guilds. Wherever they are found, generals hands.
are formidable in combat and make their allies more Inspire. The captain grants a friendly creature which
formidable in turn. can see or hear it within 30 feet advantage on the
first attack roll it makes on its next turn.

5
OWLCHEMY
GENERAL
Champion

MEDIUM HUMANOID (ANY RACE), ANY ALIGNMENT

Armor Class 18 (plate armor)


Hit Points 112 (15d8 + 45)
Speed 30 ft.
STR DEX CON INT WIS CHA
STRANGE

19 (+4) 16 (+3) 17 (+3) 11 (+0) 12 (+1) 14 (+2)

Saving Throws Con +6, Cha +5


Skills Athletics +7, Intimidation +5, Persuasion +5
Condition Immunities frightened
Senses passive Perception 11
Languages any one language (usually Common)
CHALLENGE
5 (1,800 XP)
Martial Advantage. Once per turn, the general can
deal an extra 10 (3d6) damage to a creature it hits
with a weapon attack if that creature is within 5 feet
of an ally of the general that isn’t incapacitated.
Natural Leader. The general has advantage on any
ability check it makes related to planning, strategy, or
tactics.

ACTIONS
Multiattack. The general makes two weapon
attacks. Alternatively, it makes one weapon attack
and uses Blitz, if available.
Halberd. Melee Weapon Attack: +7 to hit, reach 10
ft., one target. Hit: 9 (1d10 + 4) slashing damage.
Longbow. Ranged Weapon Attack: +6 to hit, range
150/600 ft., one target. Hit: 7 (1d8 + 3) piercing
damage.
Blitz (Recharge 6). The general commands up to
five allies within 60 feet that can see or hear it to
fight alongside it. Each creature uses its reaction, if
available, to move up to its movement speed and
make a single weapon attack.

Champion
A champion is a skilled, tactical fighter, just as
comfortable in the saddle during military drills as
armored on the field of battle.

Cultist
Dogmatic and unhinged, cultists draw upon forbidden,
eldritch allies for a taste of arcane might. Most cultists
blend perfectly into society while alone, only revealing
their true colors when they don masks and robes to
meet their fellows in darkened cellars or isolated glades.

6
CHAMPION Craftsmen

Craftsmen
MEDIUM HUMANOID (ANY RACE), ANY ALIGNMENT Apprenticing under a blacksmith is no task for the
weak-backed or weak-minded. Forging a weapon or a
Armor Class 16 (scale mail, shield) suit of armor requires the dual skills of physical brawn
Hit Points 11 (2d8 + 2)
Speed 30 ft. and pragmatic know-how, along with the fortitude


to labor in front of a forge for hours at a time. It’s no
STR DEX CON INT WIS CHA
surprise, therefore, that craftspeople of all stripes make
14 (+2) 11 (+0) 13 (+1) 11 (+0) 12 (+1) 9 (–1)
for capable adventurers in their own right.
Saving Throws Str +4, Con +3
Skills Animal Handling +3, Athletics +4 CRAFTSMAN
Senses passive Perception 11 When a craftsman goes into combat, they rarely don
Languages any one language (usually Common) ordinary armor or carry conventional swords. The
CHALLENGE endless inventiveness of craftspeople has spurred entire
1/4 (50 XP) categories of exotic weaponry and armor that require
Martial Prowess. When the champion hits with a extremely specialized training to operate—often,
melee weapon, the weapon deals an extra 2 damage only the craftsman responsible for an exotic sword
(included in the attack). knows how to use it properly. Such weapons are as
ACTIONS devastating as they are impractical, but this rarely deters
craftspeople, who can customize their weapons to
Longsword. Melee Weapon Attack: +4 to hit, reach their liking. Therefore, weapons like portable ballistae,
5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or
9 (1d10 + 4) slashing damage if used in two hands. mountain cleavers, and great mauls are the norm
Javelin. Melee or Ranged Weapon Attack: +4 to hit, among advertising craftspeople, who know how to
reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 extract every possible advantage from their gear.
+ 4) piercing damage i
FORGEKNIGHT
Though all craftsmen are familiar with forges, smelters,
and kilns, only forgeknights carry one with them
CULTIST wherever they go. Forgeknights employ heat not
MEDIUM HUMANOID (ANY RACE), ANY ALIGNMENT
only when they smith their weapons, but whenever
Armor Class 12 (leather armor) possible—an inevitable consequence of wondering how
Hit Points 11 (2d8 + 2) painful a white-hot blade might be if used as a weapon.
Speed 30 ft.
STR DEX CON INT WIS CHA
11 (+0) 13 (+1) 12 (+1) 11 (+0) 9 (–1) 14 (+2)

Saving Throws Wis +1, Cha +4


Skills Deception +4, Persuasion +4
Senses passive Perception 9
Languages any one language (usually Common)
CHALLENGE
1/4 (50 XP)
Spellcasting. The cultist is a 1st-level spellcaster. Its
spellcasting ability is Charisma (spell save DC 12, +4
to hit with spell attacks). It regains its expended spell
slots when it finishes a short or long rest. The cultist
knows the following warlock spells:
Cantrips (at will): eldritch blast, minor illusion
1st level (1 1st-level slot): charm person, hellish
rebuke

ACTIONS
Dagger. Melee or Ranged Weapon Attack: +3 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 +
1) piercing damage.

7
OWLCHEMY
Craftsmen
STRANGE

FORGEKNIGHT
MEDIUM HUMANOID (ANY RACE), ANY ALIGNMENT

Armor Class 18 (hero plate)


Hit Points 105 (14d8 + 42)
Speed 30 ft.
STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 16 (+3) 17 (+3) 10 (+0) 12 (+1)

Saving Throws Wis +4, Cha +2


Skills Medicine +4, Religion +2
Senses passive Perception 12
Languages any one language (usually Common)
CHALLENGE
6 (2,900 XP)
Ballistic Expertise (Recharges after a Short or
Long Rest). When the forgeknight rolls an 18 or 19
CRAFTSMAN on a ranged weapon attack, it turns the attack into a
MEDIUM HUMANOID (ANY RACE), ANY ALIGNMENT critical hit.
Armor Class 19 (mountain plate) Fire Aura. At the start of each of the forgeknight’s
Hit Points 32 (5d8 + 10) turns, each creature within 5 feet of it takes 3 (1d6)
Speed 30 ft. fire damage, and flammable objects in the aura that
aren’t being worn or carried ignite.
STR DEX CON INT WIS CHA Magic Weapons. The forgeknight’s weapon attacks
16 (+3) 11 (+0) 14 (+2) 15 (+2) 10 (+0) 9 (–1) are magical.
Skills Athletics +5 ACTIONS
Senses passive Perception 10
Languages any one language (usually Common) Massive Zweihander. Melee Weapon Attack: +7 to
hit, reach 5 ft., one target. Hit: 30 (4d12 + 4) slashing
CHALLENGE damage.
1 (200 XP)
Explosive Dragon Rifle. Ranged Weapon Attack:
ACTIONS +6 to hit, range 100/400 ft., one target. Hit: 13 (2d12)
fire damage. Each creature other than the target
Mountain Cleaver. Melee Weapon Attack: +5 to within a 5-foot radius of it must succeed on a DC 14
hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing Dexterity saving throw, taking half the damage rolled
damage. on a failed save or no damage on a successful one.

8
Gunslingers
Gunslingers
The pounding rhythm of black powder empowers a


new breed of warrior, one that relies as much on luck
as toughness and skill. Gunslingers wield every variety
of gun, from easily-concealed parlor guns to hulking
gating guns, and are deadly shots with all.
GUNSLINGER
The archetypal gunslinger depends on the era, but
perhaps the most iconic prefers to carry a revolver. In a
flash, they can draw their weapon and fire off six quick
shots before nimbly rolling behind cover.
SHOTGUNNER
The humble shotgun has been with gunslingers since
the blunderbuss, and the power of its formidable, close-
range blast has never diminished. Shotgunners close the
gap to their targets quickly to unleash as many barrels
of lead as possible at point-blank range. As such, they
are among the toughest and most nimble of gunslingers,
with a penchant for risk taking indicative of those with
a fervent death wish.

GUNSLINGER
MEDIUM HUMANOID (ANY RACE), ANY ALIGNMENT
SHOTGUNNER
Armor Class 15 (studded leather armor) MEDIUM HUMANOID (ANY RACE), ANY ALIGNMENT
Hit Points 44 (8d8 + 8)
Speed 30 ft. Armor Class 15 (studded leather armor)
Hit Points 52 (8d8 + 16)
STR DEX CON INT WIS CHA Speed 30 ft.
10 (+0) 16 (+3) 13 (+1) 10 (+0) 11 (+0) 14 (+2)
STR DEX CON INT WIS CHA
Skills Deception +4, Sleight of Hand +5 10 (+0) 17 (+3) 14 (+2) 10 (+0) 12 (+1) 15 (+2)
Senses passive Perception 10
Languages any one language (usually Common) Skills Acrobatics +5, Intimidation +4, Perception +3
Senses passive Perception 13
CHALLENGE Languages any one language (usually Common)
1 (200 XP)
CHALLENGE
Dodge Roll. As a bonus action, the gunslinger can 3 (700 XP)
move up to 15 feet. This movement doesn’t provoke
opportunity attacks, ignores difficult terrain, and can Bite the Bullet (Recharge 5–6). As a bonus action,
move the smuggler through hostile creature’s spaces, the shotgunner gains 9 (2d8) temporary hit points.
as long as it doesn’t end its movement there.
Close Quarters Combat. Being within 5 feet of a
Quick Draw. The gunslinger has advantage on hostile creature doesn’t impose disadvantage on the
initiative rolls. Additionally, it can draw or stow up to shotgunner’s ranged attack rolls.
two weapons when it rolls initiative and whenever it
takes an action on its turn. ACTIONS
ACTIONS Multiattack. The shotgunner makes two attacks
with its double-barreled shotgun.
Multiattack. The gunslinger makes two attacks with Double-Barreled Shotgun. Ranged Weapon
its revolver.
Attack: +5 to hit, range 10/30 ft., one target. Hit: 9
Revolver. Ranged Weapon Attack: +5 to hit, range (2d8) piercing damage, or 11 (2d10) piercing damage
60/240 ft., one target. Hit: 7 (2d6) piercing damage. if the target is within 5 feet.

9
OWLCHEMY
Hunter HUNTER
A hunter is a naturally skilled tracker and outlander, as MEDIUM HUMANOID (ANY RACE), ANY ALIGNMENT
comfortable in the depths of the woods as in a tavern or
Hunter

town. Many hunters trade in animal furs and captured Armor Class 14 (studded leather)
Hit Points 11 (2d8 + 2)
game, but just as many act as guides or armed escorts Speed 30 ft.
for travelers who seek to cross rough or magical terrain.
STR DEX CON INT WIS CHA
STRANGE

Investigators 10 (+0) 14 (+2) 12 (+1) 10 (+0) 14 (+2) 9 (–1)


Investigators take many forms, from church-sanctioned Saving Throws Str +2, Dex +4
inquisitors to stark-raving mad conspiracy theorists, Skills Nature +2, Survival +4
but the most common is more akin to a detective with Senses passive Perception 12
Languages any one language (usually Common)
a hobby of monster slaying. Slinking down darkened
alleyways following trails of blood, investigators CHALLENGE
use their knowledge of occultism and monsters to 1/4 (50 XP)
exterminate supernatural threats. Sometimes they Keen Hearing and Sight. The hunter has advantage
uncover and dismantle demonic cults, other times they on Wisdom (Perception) checks that rely on hearing
or sight.
chase lycanthropes across rooftops with silver-tipped
crossbow bolts. No matter how perilous the threat, ACTIONS
investigators prevail by leveraging every advantage they Scimitar. Melee Weapon Attack: +4 to hit, reach 5
have, which is often just enough to survive. ft., one target. Hit: 5 (1d6 + 2) slashing damage.
INVESTIGATOR Longbow. Ranged Weapon Attack: +4 to hit, range
150/600 ft., one target. Hit: 6 (1d8 + 2) piercing
Brandishing dozens of holy charms on a necklace, damage.
magical trinkets sewn into their clothing, and an
overstuffed tome of rituals, investigators rarely look
prepared to battle a vampire or lich. However, every tool
at their disposal has a specific use. Investigators dabble
in religion and magic—especially ritual magic—to level
the playing field with their supernatural foes. When
they have the upper hand, they strike at any weakness
their foe possesses for a swift and decisive kill. It is a
dance that requires much preparation and research,
but none can match a trained investigator in monster-
slaying.
ANTIQUARIAN
Antiquarians are easy to spot: simply look for the
adventurer carrying entirely too many magic items.
These investigators make their name by collecting all
manner of magical trinkets—items with ill-defined or
specific uses included—as they can find a use for every
item in their collection. With the right knowledge of
history, every antique tells a story. For antiquarians, this
story usually involves the weaknesses of monsters and
the magic items needed to exploit them.

10
ANTIQUARIAN

Investigators
MEDIUM HUMANOID (ANY RACE), ANY ALIGNMENT

Armor Class 16 (studded leather armor)


Hit Points 78 (12d8 + 24)
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 15 (+2) 19 (+4) 16 (+3) 12 (+1)

Skills Arcana +8, History +8, Investigation +8, Insight


+7
Senses passive Perception 13
Languages any two languages
CHALLENGE
3 (700 XP)
Exploit Weakness (1/Turn). The antiquarian
deals damage as if the target had vulnerability to
the antiquitarian’s weapon damage (extra damage
included in the attack).
Ritual Spellcasting. The investigator is a 7rd-level
spellcaster. Its spellcasting ability is Intelligence
(spell save DC 14, +6 to hit with spell attacks). The
investigator can cast the following spells at will as
rituals:
1st level: comprehend languages, detect magic,
disguise self, floating disk, memorize
2nd level: locate object, spider climb
3rd level: geomantic discernment, water breathing
INVESTIGATOR 4th level: locate creature
MEDIUM HUMANOID (ANY RACE), ANY ALIGNMENT Trinkets. The antiquarian carries three magical
trinkets and each one can be used once to cast a
Armor Class 14 (studded leather armor) spell without using a spell slot or spell components.
Hit Points 44 (7d8 + 7) Once a trinket is used, it can’t be used again until
Speed 30 ft. the antiquarian finishes a short or long rest. The
antiquarian can use the following trinkets:
STR DEX CON INT WIS CHA
Cracked Wand. The antiquarian casts the dispel
10 (+0) 14 (+2) 10 (+0) 15 (+2) 12 (+1) 11 (+0)
magic spell.
Skills History +4, Investigation +6, Stealth +6 Inside-Out Bubble. The antiquarian casts the
Senses passive Perception 11 banishment spell (DC 14).
Languages any one language (usually Common) Mirrored Prism. The antiquarian casts the blur spell.

CHALLENGE ACTIONS
1/2 (100 XP) Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 17 (2d8 + 8) piercing damage.
Ritual Spellcasting. The investigator is a 3rd-level
spellcaster. Its spellcasting ability is Intelligence Heavy Crossbow. Ranged Weapon Attack: +6 to
(spell save DC 12, +4 to hit with spell attacks). The hit, range 100/400 ft., one target. Hit: 18 (2d10 + 8)
investigator can cast the following spells at will as piercing damage.
rituals:
1st level: alarm, blood print, clue, detect magic,
protection from evil and good
2nd level: locate object

ACTIONS
Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 6 (1d8 + 2) piercing damage.
Heavy Crossbow. Ranged Weapon Attack: +4 to
hit, range 100/400 ft., one target. Hit: 7 (1d10 + 2)
piercing damage.

11
OWLCHEMY
JESTER Martyrs
MEDIUM HUMANOID (ANY RACE), ANY ALIGNMENT When the gods choose someone to die in holy
martyrdom, the gravity of destiny becomes irresistible.
Jester

Armor Class 13 (leather armor) Even secular people chosen as martyrs find that
Hit Points 22 (5d8)
Speed 30 ft. drawing their blood causes miracles to happen around
them and that events conspire to urge them in the
STR DEX CON INT WIS CHA
STRANGE

direction of the gods’ divine cause. The choice of


10 (+0) 15 (+2) 10 (+0) 12 (+1) 11 (+0) 14 (+2)
martyrdom is ultimately theirs, but the gods can be
Skills Acrobatics +4, Performance +4, Sleight of persuasive—firmly persuasive if need be.
Hand +4
Senses passive Perception 10 MARTYR
Languages any one language (usually Common) Every martyr is destined to change the world, to be
CHALLENGE remembered as dying for a greater cause. Some are
1 (200 XP) tasked with spreading a great truth across the land,
while others are chosen to slay a tyrant and free the
ACTIONS
people of a distant land. In a cruel twist of fate, some
Multiattack. The jester makes two attacks with its are even chosen to become tyrants by conquering vast
dagger.
empires and deposing older rulers. The gods’ whims are
Dagger. Melee or Ranged Weapon Attack: +4 to hit, fickle and inscrutable, but nonetheless absolute. Martyrs
reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 +
2) piercing damage. are on a collision course with destiny, and killing them
usually only advances their goals.
BONUS ACTIONS
Nimble Escape. The jester can take the Disengage or
Hide action as a bonus action on each of its turns.
MAGE
MEDIUM HUMANOID (ANY RACE), ANY ALIGNMENT
Taunt (2/Day). The jester can use a bonus action
on its turn to target one creature within 30 feet of Armor Class 11 (14 with mage armor)
it. If the target can hear the jester, the target must Hit Points 7 (2d8 − 2)
succeed on a DC 12 Charisma saving throw or have Speed 30 ft.
disadvantage on ability checks and attack rolls until
the start of the jester’s next turn. STR DEX CON INT WIS CHA
9 (–1) 12 (+1) 9 (–1) 14 (+2) 13 (+1) 13 (+1)

Saving Throws Int +4, Wis +3


Jester Skills Arcana +4, History +4
Bards, acrobats, and orators alike don the bells and Senses passive Perception 11
Languages any one language (usually Common)
checkered attire of jesters. These performers entertain
common folk and nobility alike with razor wit and CHALLENGE
biting satire, with a raft of physical stunts to tie the act 1/4 (50 XP)
together. Naturally, these skills mold well to adventuring Spellcasting. The mage is a 1st-level spellcaster.
life, especially when it comes to tossing daggers and Its spellcasting ability is Intelligence (spell save DC
somersaulting away from a dragon’s fire breath. 12, +4 to hit with spell attacks). The mage has the
following wizard spells prepared:
Mage Cantrips (at will): fire bolt, light, prestidigitation
1st level (2 slots): mage armor, magic missile, shield
A mage is a brilliant and studious spellcaster, well
versed in the study of all things arcane. Though the ACTIONS
names are almost synonymous, not all mages are full- Dagger. Melee or Ranged Weapon Attack: +3 to hit,
fledged wizards. Those who fall short of that illustrious reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 +
reputation are more than competent spellcasters, but 1) piercing damage.
can be found in archives and universities rather than
the upper floors of a wizard’s tower.

12
ICONOCLAST
The winds of fate are at a martyr’s back when they
fully embrace their cause. In this way, a martyr who

Martyrs
voluntarily relinquishes personal attachments to the
world is a force to be reckoned with. Such martyrs,
deemed “iconoclasts,” are direct implements of the gods,


channeling unfathomable divine power through force
of unshakable belief. They are not to be underestimated
or impeded. By one view, an iconoclast is like a divine
automation: they listen to the voices inside them and
obey without hesitation. The means and consequences
of their actions simply don’t factor into their decisions,
for everything is divinely fated to end as the gods
dictate.

MARTYR
MEDIUM HUMANOID (ANY RACE), ANY ALIGNMENT

Armor Class 16 (chain mail)


Hit Points 84 (11d8 + 22)
Speed 30 ft.
STR DEX CON INT WIS CHA
17 (+3) 11 (+0) 15 (+2) 10 (+0) 14 (+2) 12 (+1)

Saving Throws Str +5, Con +4, Wis +4


Skills Athletics +5, Insight +4
Senses passive Perception 12
Languages any one language (usually Common)
CHALLENGE
3 (700 XP)
Magic Resistance. The martyr has advantage on
saving throws against spells and other magical effects.
Torment (1/Turn). On a hit with a melee weapon
attack, the martyr can lose 5 hit points to deal an
additional 10 (3d6) radiant damage to a target.

ACTIONS
Multiattack. The martyr makes two weapon attacks.
Greatsword. Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Javelin. Melee or Ranged Weapon Attack: +5 to hit,
reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6
+ 3) piercing damage.

13
OWLCHEMY
Necromancers

ICONOCLAST Necromancers
MEDIUM HUMANOID (ANY RACE), ANY ALIGNMENT Spellcasters with absolute authority over the powers of
life and death, necromancers raise armies of the undead
Armor Class 18 (plate mail) to overwhelm their foes. When their thralls don’t have
Hit Points 170 (20d8 + 80)
Speed 30 ft. the desired effect, necromancers turn to a suite of life-
draining and desiccating spells, channeling raw negative
STR DEX CON INT WIS CHA
STRANGE

energy through their hands when a specific spell won’t


20 (+5) 14 (+2) 19 (+4) 11 (+0) 18 (+4) 13 (+1)
suffice.
Saving Throws Str +8, Con +7, Wis +6, Cha +4
Skills Athletics +8, Insight +6, Perception +6 NECROMANCER
Senses passive Perception 16 Most necromancers belong to a select personal type:
Languages any one language (usually Common) intelligent and driven but utterly lacking scruples.
CHALLENGE Necromancy isn’t strictly evil, but its practitioners often
8 (3,900 XP) resort to grim ends in the search of greater power.
Magic Resistance. The iconoclast has advantage More so than any other school of magic, necromancy
on saving throws against spells and other magical possesses grim secrets and sinister rituals to tempt the
effects. unwary, as well as more than a few ways to accidentally
Spellcasting. The iconoclast is a 12th-level sever one’s soul from one’s body.
spellcaster. Its spellcasting ability is Wisdom (spell
save DC 15, +7 to hit with spell attacks). The PLAGUE LORD
iconoclast must lose hit points to create and expend They are called “apostles of filth,” “maggot kings,” and
a spell slot greater than or equal to that spell’s
level. The number of hit points can’t be reduced or
“pestilencers,” but necromancers that trade in diseases
avoided. The iconoclast can cast 10 spells and has are simply a vile batch. Plague lords breed diseases as
the following martyr spells prepared: others might breed stallions—the deadlier and more
1st level (5 hit points): bless, command, detect evil virulent the better—for nothing contributes more to a
and good, purify food and drink budding necromancer’s number than a pox sweeping
2nd level (10 hit points): lesser restoration, hold
person through a city block. Though ostensibly powerful
3rd level (20 hit points): create food and water, spellcasters with unprecedented numbers of thralls,
daylight plague lords are usually foul-looking specimens
Torment (1/Turn). On a hit with a melee weapon purposefully infected with many of their own diseases,
attack, the iconoclast can lose 10 hit points to deal an intent on spreading their illnesses to anything within
additional 21 (6d6) radiant damage to a target.
their breath’s radius.
ACTIONS
ANTELICH
Multiattack. The iconoclast makes two weapon The final steps before attainment of lichdom are heady
attacks.
ones; heady but perilous. Necromancers preparing for
Greatsword. Melee Weapon Attack: +8 to hit, reach the Rite of Lichdom are deemed anteliches once they
5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
have constructed a phylactery, even if it hasn’t yet been
Javelin. Melee or Ranged Weapon Attack: +8 to hit, imbued with a soul. Such is the mark of an indomitable
reach 5 ft. or range 30/120 ft., one target. Hit: 8 (1d6
+ 3) piercing damage. necromancer, the most powerful of their kind that still
counts themselves among the living.

14
Necromancers

PLAGUE LORD
MEDIUM HUMANOID (ANY RACE), ANY EVIL ALIGNMENT

Armor Class 12 (15 with mage armor)


Hit Points 91 (14d8 + 28)
NECROMANCER Speed 30 ft.
MEDIUM HUMANOID (ANY RACE), ANY EVIL ALIGNMENT
STR DEX CON INT WIS CHA
Armor Class 11 (14 with mage armor) 10 (+0) 14 (+2) 15 (+2) 19 (+4) 12 (+1) 10 (+0)
Hit Points 52 (8d8 + 16)
Speed 30 ft. Skills Arcana +7, Intimidation +3
Damage Immunities poison
STR DEX CON INT WIS CHA Condition Immunities poisoned
12 (+1) 13 (+1) 14 (+2) 16 (+3) 10 (+0) 9 (–1) Senses passive Perception 11
Languages any one language (usually Common)
Skills Arcana +5, Medicine +2
Senses passive Perception 10 CHALLENGE
Languages any one language (usually Common) 8 (3,900 XP)

CHALLENGE Stench. Any creature other than a plague lord that


2 (450 XP) starts its turn within 5 feet of the plague lord must
succeed on a DC 15 Constitution saving throw or be
Spellcasting. The necromancer is a 3rd-level poisoned until the start of the creature’s next turn. On
spellcaster. Its spellcasting ability is Intelligence (spell a successful saving throw, the creature is immune to
save DC 13, +5 to hit with spell attacks). It knows the the stench of all plague lords for 1 hour.
following necromancer spells:
Spellcasting. The plague lord is a 9th-level
Cantrips (at will): chill touch, mage hand, shocking spellcaster. Its spellcasting ability is Intelligence (spell
grasp, true strike save DC 15, +7 to hit with spell attacks). The plague
1st level (4 slots): gahoul’s shrieking skull, mage lord has the following wizard spells prepared:
armor
Cantrips (at will): acid splash, chill touch, flesh ripper,
2nd level (2 slots): acid arrow, web
mage hand, poison spray
ACTIONS 1st level (4 slots): grease, inflict wounds, mage armor
2nd level (3 slots): misty step, web
Shovel. Melee Weapon Attack: +3 to hit, reach 5 ft., 3rd level (3 slots): call lightning, counterspell
one target. Hit: 5 (1d8 + 1) bludgeoning damage plus 4th level (3 slots): blight, grasp of the grave
4 (1d8) necrotic damage. 5th level (1 slot): cloudkill
Draining Touch (1/Day). Melee Spell Attack: +5 ACTIONS
to hit, reach 5 ft., one target. Hit: 18 (4d8) necrotic
damage. The necromancer regains a number of hit Rotting Touch. Melee Spell Attack: +7 to hit, reach
points equal to half the amount of damage dealt. 5 ft., one creature. Hit: 7 (2d6) necrotic damage.
Summon Skeletons (1/Day). The necromancer Vomit Spew (Recharge 6). The plague lord vomits
summons 1d4 skeletons. A summoned skeleton a cocktail of disease in a 30-foot line that is 5 feet
appears in an unoccupied space within 60 feet of wide. Each creature in that line must make a DC
its summoner and acts as an ally of its summoner. It 14 Dexterity saving throw, taking 27 (6d8) poison
remains for 1 minute, until it or its summoner dies, or damage on a failed save, or half as much damage on
until its summoner dismisses it as an action. a successful one.

15
OWLCHEMY
Necromancers

ANTELICH
MEDIUM HUMANOID (ANY RACE), ANY EVIL ALIGNMENT

Armor Class 14 (17 with mage armor) Spellcasting. The antelich is a 17th-level spellcaster.
Hit Points 195 (23d8 + 92) Its spellcasting ability is Intelligence (spell save DC 18,
Speed 30 ft. +10 to hit with spell attacks). The antelich knows the
following necromancer spells:
STR DEX CON INT WIS CHA
STRANGE

Cantrips (at will): chill touch, flesh ripper, hocuspocus,


12 (+1) 18 (+4) 19 (+4) 20 (+5) 16 (+3) 15 (+2)
mage hand, shocking grasp, spark of life
Skills Arcana +10, History +10, Insight +8, Perception 1st level (4 slots): dead mist lash, inflict wounds, mage
+8 armor*, might of the abyss
Damage Resistances acid, cold, fire, lightning; 2nd level (3 slots): hold person, misty step, silence
bludgeoning, piercing, and slashing from nonmagical 3rd level (3 slots): counterspell, call lightning, slow
attacks 4th level (3 slots): confusion, dimension door, greater
Damage Immunities necrotic, poison invisibility
Condition Immunities charmed, exhaustion, 5th level (2 slots): antilife shell, dominate person
frightened, paralyzed, poisoned 6th level (1 slot): contingency*
Senses passive Perception 18 7th level (1 slot): finger of death
Languages any two languages 8th level (1 slot): power word stun
9th level (1 slot): power word kill
CHALLENGE * The antelich casts these spells on itself before combat.
14 (11,500 XP)
Contingency. The antelich has a contingency spell ACTIONS
trigger if it is reduced to 63 hit points or below. When
this occurs, a greater invisibility spell targets the antelich. Withering Touch. Melee Spell Attack: +10 to hit, reach
Master of Thralls. While within 30 feet of the antelich, 5 ft., one creature. Hit: 18 (4d8) necrotic damage and it
any undead ally of the antelich makes saving throws with can’t regain hit points until the start of the antelich’s next
advantage, and that ally regains 1d6 hit points whenever turn.
it starts its turn there. Summon Gravetouched Ghouls (1/Day). The antelich
Regeneration. The antelich regains 20 hit points at the summons 1d4 gravetouched ghouls. A summoned
start of its turn if it has at least 1 hit point. If the antelich gravetouched ghoul appears in an unoccupied space
takes radiant damage, this trait doesn’t function at the within 60 feet of its summoner and acts as an ally of
start of the antelich’s next turn. its summoner. It remains for 1 minute, until it or its
summoner dies, or until its summoner dismisses it as an
action.

16
STALKER Stalker
MEDIUM HUMANOID (ANY RACE), ANY ALIGNMENT Stealthy and subversive, the stalker is just as adept at
assassination as burglary. The mark of an expert stalker

Stalker
Armor Class 14 (studded leather) is their anonymity—a stalker can visit a place and take
Hit Points 9 (2d8)
Speed 30 ft. something without ever being seen.


STR DEX CON INT WIS CHA Templar
9 (−1) 14 (+2) 11 (+0) 13 (+1) 12 (+1) 11 (+0) A daring knight, sworn to virtue and station, a templar
Saving Throws Dex +4, Int +3 knows no fear in their heart and no equal in battle.
Skills Acrobatics +4, Stealth +4 Be wary of a templar given a quest, for their honor
Senses passive Perception 11 demands relentless pursuit of their goals.
Languages any one language (usually Common)
CHALLENGE Wardens
1/4 (50 XP) Wardens are a manifestation of the shield: they are
Sneak Attack (1/Turn). The stalker deals an extra stalwart, defensive, and seek to protect others from
3 (1d6) damage when it hits a target with a weapon harm. In battle, wardens refuse to give an inch, and
attack and has advantage on the attack roll, or when their foes rarely escape their grasp.
the target is within 5 feet of an ally of the stalker
that isn’t incapacitated and the stalker doesn’t have
disadvantage on the attack roll.
WARDEN
ACTIONS MEDIUM HUMANOID (ANY RACE), ANY ALIGNMENT

Shortsword. Melee Weapon Attack: +4 to hit, Armor Class 17 (scale mail, shield)
reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing Hit Points 39 (6d8 + 12)
damage. Speed 30 ft.
Shortbow. Ranged Weapon Attack: +4 to hit, STR DEX CON INT WIS CHA
range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing 16 (+3) 14 (+2) 15 (+2) 10 (+0) 12 (+1) 11 (+0)
damage.
Skills Athletics +5, Perception +3
Senses passive Perception 13
Languages any one language (usually Common)
TEMPLAR
MEDIUM HUMANOID (ANY RACE), ANY ALIGNMENT CHALLENGE
3 (700 XP)
Armor Class 16 (chain mail)
Hit Points 11 (2d8 + 2) ACTIONS
Speed 30 ft.
Multiattack. The warden makes two attacks with its
STR DEX CON INT WIS CHA battleaxe and uses Immobilizing Grasp.
14 (+2) 9 (−1) 12 (+1) 10 (+0) 10 (+0) 14 (+2) Battleaxe. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 7 (1d8 + 3) slashing damage.
Saving Throws Wis +2, Cha +4
Skills Athletics +4, Religion +2 Heavy Crossbow. Ranged Weapon Attack: +4 to
Senses passive Perception 10 hit, range 100/400 ft., one target. Hit: 7 (1d10 + 2)
Languages any one language (usually Common) piercing damage.
Immobilizing Grasp. Until the beginning of the
CHALLENGE warden’s next turn, it can’t move, and each Large or
1/4 (50 XP) smaller creature the warden chooses within 5 feet of
it can’t willingly move away from the warden unless it
Brave. The templar has advantage on saving throws first takes the Disengage action.
against being frightened.

ACTIONS
Longsword. Melee Weapon Attack: +4 to hit, reach
5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or
9 (1d10 + 4) slashing damage if used in two hands.
Javelin. Melee or Ranged Weapon Attack: +4 to hit,
reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6
+ 2) piercing damage.

17
OWLCHEMY
WARDEN
Anyone that hears the call to defend a charge—be it
a kingdom, a forest, or an individual—might embark
Wardens

on a warden’s path. Gatekeepers, sentinels, and


knights-errant are natural candidates, as they naturally
encounter those in need of protection. However, any
endangered village or besieged castle might call upon a
STRANGE

warden; it is in these moments of crisis that wardens are


born. Adventuring wardens seek to protect their allies
above all else, but can’t refuse the pleas of those in peril.
STORM SENTINEL
Furthest-flung of all wardens are the storm sentinels,
protectors of the ocean who defend wayward sailors and
wave-battered coastal towns. Such wardens follow the
tides from place to place, mediating between the raging
seas, its watery denizens, and humanoids who would
otherwise drown. Their connection to the sea affords
them unique powers of the storm, such as the ability to
invite lightning strikes and calm the waves.

STORM SENTINEL
MEDIUM HUMANOID (ANY RACE), ANY ALIGNMENT

Armor Class 19 (splint armor, shield)


Hit Points 102 (12d8 + 48)
Speed 30 ft.
STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 19 (+4) 11 (+0) 14 (+2) 13 (+1)

Skills Athletics +9, Perception +6


Senses passive Perception 16
Languages any one language (usually Common)
CHALLENGE
9 (5,000 XP)
Shield Wall. The sentinel gains a +1 bonus to AC for
each allied creature within 5 feet of it that is wearing
armor, up to a maximum of +3.

ACTIONS
Multiattack. The storm sentinel makes two attacks
with its warhammer and uses Thunderblast.
Warhammer. Melee Weapon Attack: +9 to hit,
reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning
damage plus 4 (1d8) lightning damage.
Heavy Crossbow. Ranged Weapon Attack: +7 to
hit, range 100/400 ft., one target. Hit: 8 (1d10 + 3)
piercing damage.
Thunderblast. Each creature of the sentinel’s choice
within 5 feet of it takes 4 (1d8) lightning damage.

REACTIONS
Guardian Strike. If an enemy within 5 feet of the
storm sentinel attacks a target other than it, the
sentinel makes a melee attack against that enemy.

18
Warmages

Warmages
Wizards and sorcerers often debate if warmages should
be counted among their number, for while spellcasters
draw upon a limited reservoir of magical energy
to create their spells, warmages rely exclusively on
cantrips. Perhaps, they only need cantrips. Through rote
WARMAGE
MEDIUM HUMANOID (ANY RACE), ANY ALIGNMENT
iteration, warmages perfect and augment the meekest
spells into formidable weapons. Fireball is unnecessary Armor Class 14 (studded leather armor)
Hit Points 55 (10d8 + 10)
when fire bolt is magnified to a white-hot line of energy Speed 30 ft.
that explodes on target. Indeed, warmages can thwart
conventional spellcasters at every turn, for the greatest STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 13 (+1) 16 (+3) 12 (+1) 11 (+0)
warmages can reflect magic like a mirror.
Skills Acrobatics +4, Arcana +5
WARMAGE Senses passive Perception 11
Anyone can learn to cast cantrips with enough practice, Languages any one language (usually Common)
but formal warmage training is relegated to two
CHALLENGE
institutions: the College of Warmages and the Casino. 1 (200 XP)
The former models itself on the hierarchy of chess
pieces, with members sorted into houses based on their Mystical Edge. When the warmage hits with a
cantrip the first time each round, it deals extra
apitudes. By contrast, the Casino is barely organized at damage equal to one die of its damage plus the
all and employs magical implements like cards and dice warmage’s Intelligence modifier (included in the
to augment their magic. attack).
Warmages of every house are formidable Spellcasting. The warmage is a 4th-level spellcaster.
Its spellcasting ability is Intelligence (spell save DC
spellcasters, practiced in the most powerful cantrips.
13, +5 to hit with spell attacks). It knows the following
They can be found among companies of adventurers, warmage spells:
working as freelance bounty hunters, or acting as Cantrips (at will): force dart (see “Actions” below),
specialized regiments of mage-warriors in organized mage hand, prestidigitation, quickstep, springheel
armies.
WARMAGE KNIGHT ACTIONS
Armed with blades of force and shimmering magical Dagger. Melee or Ranged Weapon Attack: +4 to hit,
bucklers, warmages belonging to the House of Knights reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 +
2) piercing damage.
are as competent in a duel as a paladin or barbarian.
Warmage knights strike not only with magical force, but Force Dart (Cantrip). Ranged Spell Attack: +5 to
hit, range 120 ft., one creature. Hit: 14 (2d10 + 3)
with lightning, fire, and frost, wielding these elements force damage.
as a fighter wields weapons.

19
OWLCHEMY
WARMAGE KNIGHT Witches
MEDIUM HUMANOID (ANY RACE), ANY ALIGNMENT While wizards learn magic and sorcerers are born
Witches

to it, witches are cursed with magic. They draw their


Armor Class 18 (scale mail, force buckler) insidious spellcasting from the effects of a curse
Hit Points 105 (14d8 + 42)
Speed 30 ft. inflicted upon them. Such curses linger for a lifetime,
and so grant their victims ample time to learn how to
STR DEX CON INT WIS CHA
STRANGE

manipulate the excess energy into minor hexes and


12 (+1) 15 (+2) 16 (+3) 18 (+4) 13 (+1) 11 (+0)
curses of their own.
Skills Arcana +7, History +7, Insight +4 Witches are also bound to familiars which heed
Senses passive Perception 11 their every whim. As a witch cripples their foe or
Languages any one language (usually Common)
confounds it with illusions, their familiar is often nearby
CHALLENGE to ready a killing blow.
5 (1,800 XP)
Mystical Edge. When the warmage knight hits with
a cantrip the first time each round, it deals extra
damage equal to two dice of its damage plus the
warmage knight’s Intelligence modifier (included in
the attack).
WITCH
MEDIUM HUMANOID (ANY RACE), ANY ALIGNMENT
Mystical Surge (Recharges after a Short or
Long Rest). When the warmage knight deals damage Armor Class 13 (leather armor)
with a cantrip, it deals twice the number of damage Hit Points 60 (11d8 + 11)
dice dealt by the spell. The warmage knight can’t use Speed 30 ft.
this ability on a cantrip that has scored a critical hit.
STR DEX CON INT WIS CHA
Spellcasting. The warmage knight is an 8th-level 9 (−1) 14 (+2) 13 (+1) 10 (+0) 12 (+1) 16 (+3)
spellcaster. Its spellcasting ability is Intelligence (spell
save DC 15, +7 to hit with spell attacks). It knows the Skills Deception +5, Persuasion +5
following warmage spells: Senses passive Perception 11
Cantrips (at will): force buckler, force dart (see Languages any two languages
“Actions” below), force weapon (see “Actions”
below), light, mage hand, phantom grapnel CHALLENGE
1 (200 XP)
ACTIONS
Cackle. As a bonus action, the witch extends the
Multiattack. The warmage knight makes two duration of one of its hexes by 1 round.
force weapon attacks. The first of these attacks that
hits each round deals an extra 15 (2d10 + 4) force Spellcasting. The witch is a 3rd-level spellcaster. Its
damage to the target. spellcasting ability is Charisma (spell save DC 13, +5
to hit with spell attacks). It knows the following witch
Force Dart (Cantrip). Ranged Spell Attack: +7 to spells:
hit, range 120 ft., one creature. Hit: 20 (3d10 + 4)
Cantrips (at will): eldritch orb, hocuspocus, message,
force damage.
produce flame
Force Weapon (Cantrip). Melee Spell Attack: +7 1st level (4 slots): charm person, disguise self, faerie
to hit, range 5 ft., one creature. Hit: 5 (1d10) force fire, silent image
damage. 2nd level (2 slots): darkness, intrusive thought,
invisibility, ray of enfeeblement

ACTIONS
Whip. Melee Weapon Attack: +4 to hit, reach 10 ft.,
one target. Hit: 4 (1d4 + 2) slashing damage.
Charming Hex. The witch targets one creature it can
see within 60 feet of it. The target must succeed on
a DC 13 Wisdom saving throw. On a failed save, the
creature is charmed by the witch until the end of the
witch’s next turn. When the hex ends, the creature
knows it was charmed by the witch.
Frightening Hex. The witch targets one creature it
can see within 60 feet of it. The target must succeed
on a DC 13 Wisdom saving throw. On a failed save,
the creature is frightened by the witch until the end
of the witch’s next turn.

20
MALEDICTOR
MEDIUM HUMANOID (ANY RACE), ANY EVIL ALIGNMENT

Witches
Armor Class 16 (studded leather armor)
Hit Points 112 (15d8 + 45)
Speed 30 ft.


STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 17 (+3) 14 (+2) 15 (+2) 22 (+6)

Saving Throws Wis +6, Cha +10


Skills Deception +10, Intimidation +10, Stealth +8
Senses passive Perception 12
Languages any two languages
CHALLENGE
11 (7,200 XP)
Cackle. As a bonus action, the maledictor
extends the duration of one of its hexes by
1 round.
Elemental Mastery. When the maledictor casts a
spell that deals acid, cold, fire, lightning, poison, or
thunder damage, it gains resistance to that damage
type until the end of its next turn.
Spellcasting. The maledictor is a 12th-level
spellcaster. Its spellcasting ability is Charisma (spell
save DC 18, +10 to hit with spell attacks). The
maledictor knows the following witch spells:
Cantrips (at will): chill touch, eldritch orb, eye of
anubis, hocuspocus, message, minor illusion
1st level (4 slots): accursed act, burning hands,
disguise self, magic missile
2nd level (3 slots): acid arrow, intrusive thought,
shatter
3rd level (3 slots): counterspell, fireball, lightning bolt
4th level (3 slots): confusion, greater invisibility, wall
of fire
5th level (2 slots): cone of cold, contagion
6th level (1 slot): elemental curse

ACTIONS
Multiattack. The maledictor casts a spell and uses
one of its hexes.
WITCH
Shortsword. Melee Weapon Attack: +9 to hit, Witches may find trade as herbalists, enchanters, or
reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing
damage. even magical mercenaries, but they are feared wherever
they go. Common folk are known to embellish witch
Disorienting Hex. The maledictor targets one
creature it can see within 60 feet of it. The target hexes and blame practically every misfortune on a
must succeed on a DC 18 Wisdom saving throw. On witch’s presence. It doesn’t help that they rarely know
a failed save, whenever this target makes an attack the difference between a witch and a hag. Regardless,
roll before the end of the maedictor’s next turn, it
must roll a d6 and subtract the number rolled from witches are tenacious by nature, and few let the
the attack roll. superstitions of common folk invade their thoughts.
Slumbering Hex. The maledictor targets one MALEDICTOR
creature it can see within 60 feet of it. The target
must succeed on a DC 18 Constitution saving throw. Witches that cultivate their magic and learn to
On a failed save, the target falls unconscious until it implement swift and ruinous curses are known as
takes damage, or until the end of the maledictor’s maledictors. Beware maledictor that seem to fight
next turn. Undead and creatures which are immune to
being charmed are immune to this effect. alone, for they are always accompanied by powerful
familiars.

21
OWLCHEMY
However, as marble adventurers began to crowd
Hoard Golem the Spire’s multi-planar floors, the lich realized that the
Sequestered in his Spire of Secrets, the mad lich Valda heroes brought more magic items than they could even
Witches

has devised the ultimate minion: the Hoard Golem, carry. Their bags of holding, dancing swords, and spare
made entirely from discarded magic items. Nothing is suits of magical armor just piled up near the entrance.
more singularly valuable or deadly to adventures. That wouldn’t do! Ever resourceful, the lich realized
Magical Blades and Baubles. Seasoned that he could thwart intruding heroes and clean up
STRANGE

adventuring companies have sought out the Spire of their mess in one fell swoop. Thus, the first ever Hoard
Secrets for centuries, which is rumored to be a stockpile Golem, which Valda dubbed “Dross,” was constructed.
of priceless treasures. Unbeknownst to most of them, Necromantic Construction. Even beyond
the tower is a sinister deathtrap constructed by the its exotic and magical materials, the design of Dross
lich Valda from which no one ever returns. Those who is unique among golems. The hulking mountain of
would perish inside the tower’s walls are even petrified magic items is as much an enormous phylactery as it
in solid marble so that its victims can’t be resurrected. is a mechanical magical servant. As such, it can absorb
Valda is perhaps single-handedly responsible for more spells wholesale, store them like a battery, and unleash
slain adventurers than any other individual, a fact which them back at unwary spellcasters.
delights him greatly.

22
HOARD GOLEM
LARGE CONSTRUCT, NEUTRAL

Witches
Armor Class 22 (natural armor) ACTIONS
Hit Points 225 (18d10 + 108)
Speed 30 ft. Multiattack. The golem makes two melee attacks.


+3 Slam. Melee Weapon Attack: +17 to hit, reach 10 ft.,
STR DEX CON INT WIS CHA one target. Hit: 22 (2d10 + 11) bludgeoning damage.
26 (+8) 7 (–2) 24 (+6) 4 (–3) 13 (+1) 1 (–5)
Wand Barrage. Ranged Spell Attack: +14 to hit, range
Saving Throws Str +14, Dex +4, Con +12, Int +3, Wis 120 ft., one target. Hit: 22 (4d10) damage. Roll a d4 to
+7, Cha +1 determine the damage type: 1. acid, 2. cold, 3. fire, 4.
Damage Immunities poison, psychic; bludgeoning, lightning.
piercing, and slashing from nonmagical attacks that
aren’t adamantine Attract Magic Items (Recharge 5–6). The golem
Condition Immunities charmed, exhaustion, magically attracts each magic item within 120 feet of
frightened, paralyzed, petrified, poisoned it. Each creature carrying magic items must make a
Senses darkvision 120 ft., passive Perception 10 DC 22 Strength saving throw or lose one magic item
Languages understands the languages of its creator but they are carrying, chosen by the GM. Magic items that
can’t speak aren’t being worn or carried are pulled to the golem
immediately. For 1 hour, the golem gains a +1 bonus to
CHALLENGE its armor class, attack rolls, and damage rolls for each
20 (25,000 XP) magic item it attracts using this ability.

Legendary Resistance (3/Day). If the golem fails a LEGENDARY ACTIONS


saving throw, it can choose to succeed instead. The golem can take 3 legendary actions, choosing from
Immutable Form. The golem is immune to any spell or the options below. Only one legendary action option
effect that would alter its form. can be used at a time and only at the end of another
creature’s turn. The golem regains spent legendary
Magic Resistance. The golem has advantage on saving actions at the start of its turn.
throws against spells and other magical effects.
Annihilation Breath (Costs 3 Actions). The golem
Magic Weapons. The golem’s weapon attacks are exhales spheres of annihilation from its gullet in a 30-
magical. foot cone. Each creature in that area must make a DC
Spell Storing. Whenever the golem succeeds on 22 Dexterity saving throw, taking 36 (8d8) force damage
a saving throw against a spell, it can use its reaction on a failed save, or half as much damage on a successful
to completely absorb the spell, ending the spell one. Nonmagical items that aren’t being worn or carried
immediately. This spell is then stored and can be cast by in the area are disintegrated.
the golem using its Stored Spell legendary action. The Stored Spell. The golem casts one spell it has absorbed
golem can store up to three spells at one time and has (spell save DC 22, +14 to hit with spell attacks.) It counts
usually already absorbed a finger of death spell. as a 20th level spellcaster.
Slam (Costs 2 Actions). The golem makes a +3 slam
attack.

23
OWLCHEMY
Valda
Liches are spellcasters that have used terrible
Witches

necromancies to cheat death indefinitely. In exchange,


their souls are divorced from their bodies and contained
within a physical item, rendering them undead. For
many liches, this is a means to an end; immortality
STRANGE

commands a high price. They can scheme and research


dark magical secrets for untold millennia, or at least
until puckish adventurers invade their tombs or
interfere with their schemes.
The lich Valda is among the oldest of his kind,
having survived dozens of adventuring parties through
guile and occasional luck, relocating between forgotten
tombs after each failed assault. Eventually, he settled on
a plan to exact revenge on those meddling adventurers
and live out eternity in peace. He would construct the
most lethal dungeon imaginable out of whole cloth.
The Spire of Secrets. At the border of three
kingdoms, Valda raised an enormous mage’s tower and
cloaked it in a clever spell that hides the tower from
those who do not approach via a carefully selected
route. The tower itself extended between the planes of
existence and scarred the land around it with jagged
crystals. Inside, Valda poured all of his malice into
fiendish traps and monstrous ambushes, guaranteed
to foil even the most experienced adventuring party.
However, the lich had one final trick up his sleeve: an
enchantment over the tower to petrify adventurers
in solid marble before they die. After all, a stone
adventurer can’t be later resurrected.
Adventuring Taxonomist. Valda has slain
more adventurers than anyone else in history, an
accomplishment in which he takes sadistic pride. Every
floor of the Spire is lined with his marble trophies:
frozen and terrified adventurers of every variety. To pass
the time, the lich has started organizing his collection
by an esoteric system of “classes” and “subclasses”
known only to him. He believes he’s nearly consolidated
them down into twenty-two unique groups. Every
adventurer in existence is a variation of one of these
classes; hence, they can be categorically outsmarted and
slain.

The Spire of Secrets


Valda presides over a multiplanar tower of traps and
monsters known as the Spire of Secrets.
LAIR ACTIONS
On initiative count 20 (losing initiative ties), Valda takes
a lair action to cause one of the following effects:

24
VALDA
MEDIUM UNDEAD, NEUTRAL EVIL

Witches
Armor Class 20 (natural armor) 5th level (3 slots): cloudkill, dominate person, wall of
Hit Points 300 (40d8+120) force
Speed 30 ft. 6th level (3 slots): disintegrate, globe of invulnerability,


programmed illusion
STR DEX CON INT WIS CHA 7th level (3 slots): finger of death, forcecage, plane shift
11 (+0) 18 (+4) 16 (+3) 27 (+8) 19 (+4) 20 (+5) 8th level (2 slots): clone, dominate monster
9th level (2 slots): power word kill, time stop
Saving Throws Con +10, Int +15, Wis +11
Skills Arcana +15, History +15, Insight +11, Perception Turn Resistance. Valda has advantage on saving throws
+11 against any effect that turns undead.
Damage Resistances cold, lightning, necrotic ACTIONS
Damage Immunities poison; bludgeoning, piercing,
and slashing from nonmagical attacks Petrifying Touch. Melee Spell Attack: +15 to hit, reach
Condition Immunities charmed, exhaustion, 5 ft., one creature. Hit: 10 (3d6) necrotic damage. The
frightened, paralyzed, poisoned target must succeed on a DC 18 Constitution saving
Senses truesight 120 ft., passive Perception 11 throw or be restrained as it magically begins to turn into
Languages common plus up to five other languages stone. It must repeat the saving throw at the end of its
next turn. On a success, the effect ends. On a failure, the
CHALLENGE creature is petrified until freed by the greater restoration
24 (62,000 XP) spell or other magic.
Legendary Resistance (3/Day). If Valda fails a saving LEGENDARY ACTIONS
throw, he can choose to succeed instead.
Valda can take 3 legendary actions, choosing from the
Classify. Valda can discern the statistics of each options below. Only one legendary action option can be
humanoid he can see within 120 feet, including if the used at a time and only at the end of another creature’s
creature has class levels and in which class. turn. Valda regains spent legendary actions at the start
Rejuvenation. Valda’s body turns to dust when he of his turn.
drops to 0 hit points, and his equipment is left behind. At-Will Spell. Valda casts one of his at-will spells.
Valda gains a new body in 1d10 days, regaining all his
hit points and becoming active again. The new body Curse of the Spire. Each creature within 120 feet of
appears within 5 feet of the phylactery, the location of Valda that has 25 hit points or fewer must succeed on
which is hidden. a DC 18 Constitution saving throw or be petrified and
turned into a marble statue until the effect is removed.
Spellcasting. Valda is a 20th-level spellcaster. His
spellcasting ability is Intelligence (spell save DC 23, +15 Petrifying Touch (Costs 2 Actions). Valda uses his
to hit with spell attacks). Valda has the following wizard Petrifying Touch.
spells prepared: Disrupt Life (Costs 3 Actions). Each non-undead
Cantrips (at will): fire bolt, mage hand, prestidigitation creature within 20 feet of Valda must make a DC 20
1st level (at will): magic missile, shield Constitution saving throw against this magic, taking 28
2nd level (at will): misty step, ray of enfeeblement (8d6) necrotic damage on a failed save, or half as much
3rd level (at will): counterspell, fly damage on a successful one.
4th level (3 slots): black tentacles, dimension door

• A bottomless pit trap magically opens up beneath roll a d6. On a 3 or lower, the spell casting fails,
up to four creatures of Valda’s choice. Each creature expending a spell slot as normal, but not consuming
must succeed on a DC 15 Dexterity saving throw expensive material components.
or be sucked down into an extradimensional space. • Six 5-foot-radius spheres of annihilation form in
At the end of an affected creature’s next turn, it is unoccupied points that Valda chooses. These spheres
teleported to the ceiling of the room. If the creature can’t be moved and evaporate on initiative count 20
can’t fly, it falls with great momentum, taking 21 on the next round.
(6d6) bludgeoning damage and landing prone. • A wave of petrification magic sweeps through the
• Visible cracks in the fabric of magic spread tower. Each creature that has 0 hit points must
throughout the tower. These cracks last until succeed a DC 15 Constitution saving throw or be
initiative count 20 on the next round. For the petrified and turned into a marble statue until the
duration, whenever a creature casts a spell, it must effect is removed.

25
PRODUCERS Dana Niswonger
BillOneEye
Jesse Rosen
Chris Mitchell
Brent Simmonds
George Tolley
Anthony Currier-Reagor Kristopher R. Hunter
Jake Chenoweth Jack Heimbach James Belin
Natlugubrious Justin Danner Santiago Mendez IV
Charles-John Roscoe Jenerou Mickale Bush Julien Therrien
Senstaku Corbin Waters Michael Davis
Kenna Corwin Brandon Martin
Hayley Nichols Anthony Qualkinbush Jerry Doolin
TSOverlord AlexShankle87 Kura Tenshi
Tamani Patterson NecroJester Jason Jones
Trey Steele Christopher Zito Alexander Garcia
Matthew Krunek Jacob Otwell Charles Koeppel
MorphManDude Alonzo C Washington Robert Field
That Hatter TaviRaya Joseph Blanc
Alessandro Nosenzo lungfishwarrior Ryan MacDonald
Dawson Lee Fegert Zee Xorn Pandric
Kevin Feeman Maximilian Beit Kat Woehlert
hazazel victcher Evgenii Vrachev Daniel Lamoureux
Rane Myhre Thantos Matthew Atkins
Zac Carpenter Trivik brandon johnson
Abbas Naqvi Ryan Patrick Nolan Zaxov Phoenix
Blijagow Joseph Malveaux Garrett Lloyd
Victoria Davis Star-Lord Wright Joe Shine
Nathan Ellis Isa Long Joshua Cates
Jesse Smith Darion Nutter Spencer Houston
ian greene Stephen Grote John Hoffman
Sean Daugherty Derek Miranda Trond
Kevin Reynolds Joel Grote Jaron Mortimer
Liam Jones Patrick Rooney Eike Schultz
TheUndeadOwlGoddess PucThePlayful Marc-Antoine Côté
Mike Litkewitsch

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