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AAAAAAPlaneshifted

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Credits
Lead Designer: Community Contributions:
Gabe Rodriguez, /u/letterephesus Donovan Lowell
Cover Art: /u/ApprehensiveStyle289 for help with spell balance
Jason Rainville Supporters:
GMBinder Theme: A huge thank you to the supporters who make this project
Code adapted from Tasha's Cauldron of Every Single Thing possible. You guys rock!
for the Homebrewery by u/Kaiburr_Kath-Hound and A.J.
u/5e_cleric Antoine Polignone
Charles Reed
Artist Credits: Cole McNutt
Adam Paquette, Alex Brock, Alex Konstad, Anastasia Connor Sanders
Ovchinnikova, Anna Steinbauer, Bastien L. Deharme, Chris David Vincent DeCaro-Brown
Rahn, Colin Boyer, David Gaillet, David Palumbo, Donovan Lowell
Deruchenko Alexander, Eric Deschamps, Igor Kieryluk, Irina Douglas Burtt
Nordsol, Jason A. Engle, Jason Felix, Jason Rainville, Jeff GrimWulf13
Simpson, Joe Slucher, Johannes Voss, Joseph Meehan, Kev Jonathan Cowley
Walker, Kimonas Theodossiou, Lie Setiawan, Lindsey Look, Joseph Joffe
Maddie Julyk, Mark Poole, Matt Stewart, Mike Bierek, Mila Justin Finley
Pesic, Milivoj Ćeran, Miranda Meeks, Mitchell Malloy, Lex Raine
Nicholas Gregory, Randy Vargas, Sam Burley, Steve Argyle, Mark F.
Suzanne Helmigh, Svetlin Velinov, Titus Lunter, Tyler Radek
Jacobson, Victor Adame, Vincent Proce ReaperTheWolf
TallguyZin
The following resources provided material and
inspiration: Other Planeshifted Guides:
The MTG Wiki New Capenna, inspired by 1920s prohibition era
Throne of Eldraine: The Wildered Quest Kamigawa: Neon Dynasty, inspired by cyberpunk and
Planeswalker's Guide to Eldraine Japanese culture
Magic: the Gathering cards from the Throne of Eldraine set The Ten Realms of Kaldheim, inspired by Norse mythology
Technical Resources: Return to Amonkhet, inspired by ancient Egypt
Detect Balance Spreadsheet for Custom Races by u/jwbjerk Support Planeshifted Guides
Show your support for the Planeshifted Guides project
PDF Link through my Patreon, or by buying me a coffee. Thank you!
The PDF Link for this document is not yet available.
Changelog
Disclaimer: On behalf of the Archmage, I, Syr Vale of Version 1.0
Vantress, alongside my compatriot Syr Eptitius, have Public Release
compiled the information within these pages to preserve the Version 0.4
tales and knowledge of the Realms, as regaled to us by many Grammatical corrections
questing Knights. We cannot attest to the veracity of these Fixed chapter headers
claims, and this volume should not be taken as a survival |'u-šøldrd-teküt-
guide when encountering the dangers described. jneqam.
Version 0.3d
Added and finalized Backgrounds section
Added statblocks and images
Fixed broken links and placeholder text
Corrected artist credit
Version 0.2b
Added Magic Items
Stylized spells section and added art
Various fixes
Updated Supporter list
Version 0.1
Early Access Release
A Planeshifted Guide to the Throne of Eldraine is unofficial Fan Content permitted under the Fan Content Policy. Not
approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
This document was created solely for private use. All rights are retained by the owners of trademarks and copyrights of the content
within this document. This document, in part or whole, cannot be reproduced for the intent of retail sale or personal gain except by
those said interested parties or by others with legal, written consent by said parties.
Contents
Welcome to Eldraine
Chapter 1 - Character Options
Races .............................................................................................. 5
Dwarf ........................................................................................... 6
Elf ..................................................................................................7
Faerie ........................................................................................... 8
Meddling Faerie ..................................................................... 8
Prankster Faerie .................................................................... 9
Thieving Faerie .................................................................... 10
Giant .......................................................................................... 11
Human .......................................................................................12
Redcap .......................................................................................13
Treefolk ..................................................................................... 14
Undine .......................................................................................15
Backgrounds and Courts ....................................................... 16
Ardenvale ..................................................................................16
Knight of Ardenvale ............................................................ 16
Embereth ..................................................................................17
Knight of Embereth ............................................................ 17
Garenbrig ..................................................................................18
Knight of Garenbrig ............................................................ 18
Locthwain .................................................................................19 Tyler
Tyler
Blacklance Paragon ............................................................ 19 TylerJacobson
Tyler
Tyler Jacobson
Jacobson
Jacobson
Jacobson
Order of Midnight ................................................................19 @tylerjacobsonart
@tylerjacobsonart
@tylerjacobsonart
@tylerjacobsonart
@tylerjacobsonart
Vantress .................................................................................... 20
Knight of Vantress ...............................................................20
Loremage .............................................................................. 20
The Wilds ................................................................................. 21
Knight of the Wilds ............................................................. 21
Outlander .............................................................................. 21
Secretkeeper ........................................................................ 21
Additional Backgrounds ........................................................22
Artisan Merchant .................................................................22
Criminal .................................................................................22
Entertainer ............................................................................22
Healer .................................................................................... 22
Noble ......................................................................................23
Peasant ..................................................................................23
Chapter 2 - Magic
Spells ............................................................................................ 24
Treasures ......................................................................................29
Chapter 3 - Bestiary
Friends & Foes ............................................................................31

3 TABLE OF CONTENTS
Matt
MattStewart
Matt
Matt
Matt Stewart
Stewart
Stewart
Stewart
@matthewstewartillustration
@matthewstewartillustration
@matthewstewartillustration
@matthewstewartillustration
@matthewstewartillustration

Welcome to Eldraine

E
ldraine is a medieval world filled with About this Book
knights, castles, and magical creatures.
Wild magic is woven through the heart of This book is a detailed guide to playing Dungeons & Dragons
the plane and two opposing but intertwined in Magic: the Gathering's plane of Eldraine. Chapter 1
sides battle over it, impossible to untangle provides detailed information on the setting in the
one from the other; the courts of the Realm, Backgrounds section, and you can read even more
and the wilds. information in A Planeswalker's Guide to Eldraine.
The Realm, ruled by High King Kenrith, is an orderly Chapter 1 provides a guide to creating a character in
society consisting of five courts, each of which is aligned with Eldraine, introducing 10 new races, 16 new backgrounds,
a color, exemplifies a virtue, and has a sacred relic. These and guidelines for playing different classes as a member of
relics are mysterious objects with immense magical power the five courts of the realm or the wilds.
and sentience that lie just beyond mortal understanding. Chapter 2 provides a collection of 14 new spells and 18
They are the physical embodiment of one of five virtues and new magic items that flavorfully integrate into the setting.
possess the power to judge those virtues within individuals. Chapter 3 concludes with a collection of stat blocks for
Men and women undertake quests in order to be judged various monsters and NPCs that can be found in Eldraine.
worthy and knighted.
The wilds are the home of the fair folk, chaotic characters
who value freedom over order. The wilds can be a dangerous
place of wild and ancient magic. What fairy tale adventures
and wildered stories await you and your party in this land of
wonder? Be forewarned: these fairy tales fight back.

WELCOME TO ELDRAINE 4
chapter 1
Character Options
t 1st level, you choose your character's race. This section presents ten race options and provides
information to help you understand your character's place in this setting. When you create a character for a
A campaign or adventure set on the plane of Eldraine, you choose from one of the race options presented here, and
follow these additional rules during character creation.
Ability Score Increases Creature Type
When determining your ability scores, you increase one of Every creature in D&D, including every player character, has
those scores by 2 and increase a different score by 1, or you a special tag in the rules that identifies the type of creature
increase three different scores by 1. You follow this rule they are. A race in this section tells you what your creature
regardless of the method you use to determine the scores, type is. These types don’t have rules themselves, but some
such as rolling or point buy. rules in the game affect creatures of certain types in different
Your class's "Quick Build" section offers suggestions on ways.
which scores to increase. You're free to follow those
suggestions or to ignore them. Whichever scores you decide Age
to increase, none of the scores can be raised above 20. The typical life span of a player character in the D&D
Languages multiverse is about a century, assuming the character doesn’t
meet a violent end on an adventure. On Eldraine, Elves can
Your character can speak, read, and write Common and one live for over 300 years.
other language that you and your DM agree is appropriate for
the character. The languages in Eldraine that a character Height and Weight
might speak are listed below. Player characters, regardless of race, typically fall into the
Eldraine Languages same ranges of height and weight that humans have in our
Language Typical Speakers
world. If you’d like to determine your character’s height or
weight randomly, consult the Random Height and Weight
Common Anyone table in the Player’s Handbook. Members of some races, such
Draconic Dragons
as faeries and giants, have extreme height ranges—a fact
noted in the description of the race in question.
Druidic Druids, Treefolk
Dwarvish Dwarves Proficiencies
Elvish Elves Some races and subraces grant proficiencies. Your character
might not have any connection with their race's culture or
Faerie Faeries, Redcaps might have pursued different training. You can replace each
Giant Giants, Ogres, Trolls of those proficiencies with a different one of your choice,
following the restrictions on the Proficiency Swaps table.
Mermish Undines
Phyrexian — Proficiency Swaps
Proficiency Replacement Proficiency
Skill Skill
Armor Simple/Martial weapon or tool
Martial weapon Simple/Martial weapon or tool
Simple weapon Simple weapon or tool
Chris
Chris
ChrisRahn
Chris
Chris Rahn
Rahn
Rahn
Rahn Tool Simple weapon or tool
@chrisrahnart
@chrisrahnart
@chrisrahnart
@chrisrahnart
@chrisrahnart

CHAPTER 1 | CHARACTER OPTIONS 5


Dwarf Jason
Jason
JasonRainville
Jason
Jason Rainville
Rainville
Rainville
Rainville
Most dwarves are stout, squat, and bearded, with @jason_rainville
@jason_rainville
@jason_rainville
@jason_rainville
@jason_rainville
complexions similar to humans. They are industrious
artisans who value hard work and independence. They are
miners and jewelers, and control over natural resources is an
important aspect of dwarf society. Dwarves create intricate
jewelry and sturdy weapons from the minerals they dig up.
Occasionally they sell what they find to the courts of the
Realm. Dwarves take pride in the things they make and value
the dignity of work.
While most dwarves highly value their individual ability to
take care of themselves and pull their own weight, most
ultimately prefer strength in numbers. Dwarves usually
choose to live in tight-knit family groups that hold claim to
mineral deposits. Each vein of gold or cave of sapphires is
controlled by a different clan of dwarves. Dwarf households
are underground, carved out of massive crystal and gems and
far away from natural light sources.
The majority of dwarves are put off by the hierarchy and
stuffiness of the human courts and prefer to live out in the
wilds. For a few individual dwarves, the fearless camaraderie
of the Court of Embereth appeals to them. These dwarves,
driven by the independence so valued by their clans,
sometimes pack up for a few years to compete at the Burning
Yard, often bringing with them dwarf-forged armor and
weapons that give them an edge in combat.
Dwarf Traits
You have the following racial traits.
Creature Type. You are a Humanoid.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you
as if it were bright light and in darkness as if it were dim
light. You discern colors in that darkness only as shades of
gray.
Dwarven Toughness. Your hit point maximum increases
by 1, and it increases by 1 every time you gain a level.
Forge Wise. You gain proficiency with two of the following
artisan's tools of your choice: brewer's supplies, jeweler's
tools, mason's tools, smith's tools, or tinker's tools.
Stonecunning. As a bonus action, you gain tremorsense
for 10 minutes. Using this tremorsense, you can pinpoint the
location of creatures and moving objects within 60 feet,
provided that you and anything you're detecting are both in
contact with the same stone surface. The stone can be
natural or worked. This tremorsense can't detect creatures or
objects in the air, and doesn't count as a form of sight.
You can use this trait a number of times equal to your
proficiency bonus, and you regain all expended uses when
you finish a long rest.
Treasure Sense. As an action, you can pinpoint, by scent,
the location of precious metals and stones, such as coins and
gems, within 30 feet of you.

6 CHAPTER 1 | CHARACTER OPTIONS


 
Elf
Most elves are lithe and stand just shorter than a human,
with a range of earthen skin tones and tall, pointed ears.
Some elves can be found in the court of Locthwain, which is
ruled by Queen Ayara, an ancient elf from the days of the
former Elven Kingdom on Eldraine. These noble, graceful
elves wear elaborate headdresses and elegant attire.
The elves of the wilds have little in common with their
kinfolk who have stayed in the Realm. Among the fair folk,
elves are most home in the deep forests of the wilds. They are
adept at hiding among the trees and attuned to the mana of
the forests. Due to their innate connection to the natural
world, elves often patrol the forests as rangers, archers,
scouts, and druids.
The elves remember being driven from their realm (in fact,
some living individuals were alive at the time). Resentment
lingers in their hearts, but they are not bitter enemies.
Encounters between elves and humans do not always erupt
in violence, but they are never warm. Some elves actively
hunt humans, just as they hunt deer and boars in the forest.
The elves retain the regal bearing and pride of the realm's
ancient rulers despite their life in the wilds, but they also
mock the pretensions of human nobility. Elves are often seen
wearing mock crowns made of natural substances like ferns,
flowers, and branches. Some elves call themselves knights,
though the realm would not recognize them as such. They
ride giant foxes and wolves so they can bound through dense
forests faster than any horse.
Elf Traits
You have the following racial traits.
Creature Type. You are a Fey.
Size. You are Medium.
Speed. Your walking speed is 35 feet.
Life Span. Elves live for 350 years on average.
Ancient Paths. As an action, you can use 10 feet of
movement to magically step into a tree within 5 feet of you
and emerge from a second tree you can see within 60 feet of
the first tree, appearing in an unoccupied space within 5 feet
of the second tree. Both trees must be living and at least the
same size as you.
You can use this trait a number of times equal to your
proficiency bonus, and you regain all expended uses when
you finish a long rest.
Darkvision. You can see in dim light within 60 feet of you
as if it were bright light and in darkness as if it were dim
light. You discern colors in that darkness only as shades of
gray.
Keen Senses. You have proficiency in the Perception skill.
Mask of the Wild. You can attempt to hide even when you
are only lightly obscured by foliage, heavy rain, falling snow,
mist, and other natural phenomena.
Timberwalk. Ability checks made to track you have
disadvantage, and you can move across difficult terrain made
of nonmagical plants and undergrowth without expending
Johannes
Johannes
JohannesVoss
Johannes
Johannes Voss
Voss
Voss
Voss extra movement.
@algenpfleger
@algenpfleger
@algenpfleger
@algenpfleger
@algenpfleger

CHAPTER 1 | CHARACTER OPTIONS 7


Kimonas
Kimonas
KimonasTheodossiou
Kimonas
Kimonas Theodossiou
Theodossiou
Theodossiou
Theodossiou
Faerie @kimonas
@kimonas
@kimonas
@kimonas
@kimonas
The fae of Eldraine are among the most diverse in the
multiverse. Though all are winged humanoid creatures, they
appear in many different shapes, sizes, and temperaments.
The common thread among all fae is their love of messing
with humans and their precious virtues, even when compared
to other fair folk.
Meddling Faerie
Meddling fae love to pry into human lives, either to help those
in need or harm those they deem deserving. These fae are
about the size of an adult human with long, flowing white
garments and an eerie, angelic glow. The realm views
meddling fae as the enemies of loyalty. They are fickle,
helping you one day and becoming your enemy the next.
Occasionally a meddling faerie will actively attempt to
undermine knights' loyalty, luring them away from their
company with floating lights or magical visions. Unlike other
kinds of fae, meddling fae are known to sometimes be truly
benevolent, helping unfortunate souls or granting desperate
wishes. Still, most humans are wary to put their fates in the
hands of a faerie, regardless of type.
Meddling Faerie Traits
You have the following racial traits.
Creature Type. You are a Fey.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Faerie Magic. You know the dancing lights cantrip.
Starting at 3rd level, you can cast the silent image spell with
this trait, without requiring a material component. Starting at
5th level, you can also cast the didn't say please* spell with
this trait. Once you cast silent image or didn't say please with
this trait, you can't cast that spell with it again until you finish
a long rest. You can also cast either of those spells using any
spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting
ability for these spells when you cast them with this trait
(choose when you select this race).
Flight. Because of your wings, you have a flying speed
equal to your walking speed. You can't use this flying speed if
you're wearing medium or heavy armor.
Illumintation. You emit dim light in a 5-foot radius.
* The didn't say please spell appears on page 26.

8 CHAPTER 1 | CHARACTER OPTIONS


Mila
MilaPesic
Mila
Mila
Mila Pesic
Pesic
Pesic
Pesic
@milapesic
@milapesic
@milapesic
@milapesic
@milapesic

Prankster Faerie Prankster Faerie Traits


Prankster fae have gray skin and are about the size of a You have the following racial traits.
human child, with sullen yellow eyes and feathery black Creature Type. You are a Fey.
wings. Don't let the name mislead you, a faerie prank is Size. You are Small.
anything but innocent. These fae love to cause annoyance, Speed. Your walking speed is 30 feet.
anger, and pain to all those they encounter. They are perhaps Fairy Magic. You know the druidcraft cantrip. Starting at
the most mercurial of the fae and laugh at the idea of 3rd level, you can cast the hideous laughter spell with this
persistence. The only predictable thing about a pranking trait, without requiring a material component. Starting at 5th
faerie is that it will always change its mind. level, you can also cast the phantasmal force spell with this
trait. Once you cast hideous laughter or phantasmal force
with this trait, you can't cast that spell with it again until you
finish a long rest. You can also cast either of those spells
Variant Spell using any spell slots you have of the appropriate level.
If you have access to Fizban's Treasury of Dragons, Intelligence, Wisdom, or Charisma is your spellcasting
your DM may you allow to replace the phantasmal ability for these spells when you cast them with this trait
force spell in your Fairy Magic trait with the (choose when you select this race).
Nathair's mischief spell from that book. Flight. Because of your wings, you have a flying speed
equal to your walking speed. You can't use this flying speed if
you're wearing medium or heavy armor.

CHAPTER 1 | CHARACTER OPTIONS 9


Irina
Irina
IrinaNordsol
Irina
Irina Nordsol
Nordsol
Nordsol
Nordsol
@nordsol
@nordsol
@nordsol
@nordsol
@nordsol

Thieving Faerie
Thieving fae steal whatever they can lay their hands on and
attempt to sow confusion and frustration wherever they go.
These tricksters are small, no taller than an apple, and have
sharp, pointed blue wings and hair. They file stolen keys into
swords and wear rags of scrap fabric torn from human
clothes. Despite their size, thieving fae are cocky and boastful,
always leaving marks of their crimes behind so their human
victims know exactly who got the best of them. They relish in
deceit and trickery. Thieving fae are the most common type of
faerie to be found in the realm, where they enjoy infiltrating
human homes and castles to pilfer their possessions.
Thieving Faerie Traits
You have the following racial traits.
Creature Type. You are a Fey.
Size. You are Small.
Speed. Your walking speed is 30 feet.
Fair Build. You count as one size smaller when
determining your carrying capacity and the weight you can
push, drag, or lift.
Faerie Dust. You can cast the fly spell with this trait
without requiring a material component. Once you cast it,
you can't do so again until you finish a long rest. You can also
cast it using any spell slots you have of 1st level or higher.
Intelligence, Wisdom, or Charisma is your spellcasting
ability for this spell when you cast it with this trait (choose
when you select this race).
Fey Nimbleness. You can move through the space of any
creature that is of a size larger than yours.
Fey Passage. You can squeeze through a space as narrow
as 1 inch wide. You have advantage on ability checks you
make to avoid or escape a grapple.
Flight. Because of your wings, you have a flying speed
equal to your walking speed. You can't use this flying speed if
you're wearing medium or heavy armor.
Nimble. You gain proficiency in one of the following skills
of your choice: Acrobatics, Sleight of Hand, or Stealth.

10 CHAPTER 1 | CHARACTER OPTIONS


 

Giant
Like the fae, giants on Eldraine come in a variety of shapes
and sizes. All giants are incredibly large humanoids and
possess magical strength that goes beyond even what their
great size would suggest. Smaller giants stand around 10 feet
tall. These giants often have skin made of bronze and use
their immense strength to bully small folk.
Larger giants can stand 15 feet tall. These giants have skin
of stone, often covered with naturally growing moss. These
giants tend to be kinder to small folk, using their strength to
help those in need. This outlook on life sometimes inspires
them to become knights of Garenbrig. In battle, giant knights
ride armored mammoths and specialize in wielding clubs and
axes longer than a tree is tall.
Giants live in both the realm and the wilds. Some giants
view the humans' quest after five noble virtues as a
commendable effort and are willing to ally with humans so
long as their goals are not in conflict. Others believe that
clinging to virtues like knowledge and loyalty makes humans
weak, and they have no interest in aligning with the courts.
Still other giants cling to ancient grudges, citing the humans'
conquest of the realm as proof that they can't be trusted.
Giant Traits
You have the following racial traits.
Creature Type. You are a Giant.
Size. You are Medium.
Speed. Your walking speed is 40 feet.
Giant Step. You can move through the space of any
creature that is of a size smaller than yours.
Heavy-Handed. Your unarmed strikes deal 1d6 + your
Strength modifier bludgeoning damage, instead of the
bludgeoning damage normal for an unarmed strike.
Long-Limbed. When you make a melee attack on your
turn, your reach for it is 5 feet greater than normal.
Mountain-Born. You naturally acclimate to high altitudes,
even if you've never been to one. This includes elevations
above 20,000 feet.
Powerful Build. You count as one size larger when
determining your carrying capacity and the weight you can
push, drag, or lift. You can grapple Huge creatures.

Victor
Victor
VictorAdame
Victor
Victor Adame
Adame
Adame
Adame
@victoradameart
@victoradameart
@victoradameart
@victoradameart
@victoradameart

CHAPTER 1 | CHARACTER OPTIONS 11


Suzanne
SuzanneHelmigh
Suzanne
Suzanne
SuzanneHelmigh
Helmigh
Helmigh
Helmigh
@suzannehelmigh
@suzannehelmigh
@suzannehelmigh
@suzannehelmigh
@suzannehelmigh

Human
Humans in Eldraine are similar to their counterparts in other
worlds; varied, numerous, and diverse. They can be found
throughout the realm's five courts as peasants, mages, and
knights. Most humans avoid the wilds, but witches are
shadowy human warlocks who reside in the wilds, so Variant Traits
disconnected from the rest of humanity that most consider If your campaign uses the optional feat rules from
them to be fair folk. the Player's Handbook, your Dungeon Master
might allow these variant traits, which replace your
Human Traits Human Determination and Skills traits.
Resourceful. Whenever you finish a long rest, you
You have the following racial traits. are given inspiration, using the rules for inspiration
Creature Type. You are a Humanoid. provided in the Player's Handbook.
Size. You are Medium. Feat. You gain one of the following feats from
Speed. Your walking speed is 30 feet. the Player's Handbook: Alert, Healer, Lucky, Magic
Human Determination. When you make an attack roll, an Initiate, Savage Attacker, Skilled, or Tough.
ability check, or a saving throw, you can do so with advantage.
You can use this trait a number of times equal to your
proficiency bonus, and you regain all expended uses when
you finish a long rest.
Skills. Humans have a wide range of natural talents. You
gain proficiency in one skill of your choice and with one tool
of your choice.

12 CHAPTER 1 | CHARACTER OPTIONS


lie
liesetiawan
lie
lie
liesetiawan
setiawan
setiawan
setiawan
@liesetiawan
@liesetiawan
@liesetiawan
@liesetiawan
@liesetiawan

Redcap
Redcaps are mischievous agents of chaos, standing about as
tall as a barrel, with distorted features and red hair stained
with the blood of their enemies. Redcaps fight without any
sense of honor or fair play, specializing in sneak attacks and Redcap Traits
ambushes. They often launch raids into villages near the
edges of the wilds. Redcaps are fierce and reckless in battle, You have the following racial traits.
reveling in disrupting human order by instilling fear and Creature Type. You are a Fey. You are also considered a
chaos. In the realm, redcaps are thought to be entirely goblinoid for any prerequisite or effect that requires you to be
lacking courage; they rely solely on cowardly tactics like a goblinoid.
backstabbing and only ever fighting if they outnumber their Size. You are Small.
opponents. Speed. Your walking speed is 30 feet.
Within the border of the Realm, redcaps have been hunted Burrower. You have a burrowing speed equal to one third
ruthlessly and their burrows have been burned out. However, your walking speed. Using this burrow speed, you can move
they still thrive in the wilds. Redcaps are known to smear through sand, loose earth, mud, snow, or similar material.
their swords with pussflower juice, to poison their prey if they Darkvision. You can see in dim light within 60 feet of you
don't kill them outright. as if it were bright light and in darkness as if it were in dim
light. You discern colors in that darkness only as shades of
gray.
Variant Trait Nimble Escape. You can take the Disengage or Hide
If your campaign uses the optional feat rules from action as a bonus action on each of your turns.
the Player's Handbook, your Dungeon Master Redcap Resilience. You have advantage on saving throws
might allow this variant trait, which replaces your you make to avoid or end the poisoned condition on yourself.
Redcap Resilience trait. You also have resistance to poison damage.
Poisoner. You gain the Poisoner feat from
Tasha's Cauldron of Everything.

CHAPTER 1 | CHARACTER OPTIONS 13


Treefolk
Treefolk are sentient and mobile oak trees found in Tuinvale,
within the wilds. They are solitary, and are believed to be
born from the magic of the wilds in times of need. Most are
gentle and peaceful, but their connection to the wilds gives
them a strength not to be trifled with.
Treefolk Traits
You have the following racial traits.
Creature Type. You are a Plant.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Emissary of the Wilds. You have the ability to
communicate in a limited manner with Beasts, Plants, and
vegetation. They can understand the meaning of your words,
though you have no special ability to understand them in
return. You have advantage on all Charisma checks you make
to influence them.
Natural Armor. You have tough, bark-like skin. While you
aren't wearing armor, your base Armor Class is 13 + your
Dexterity modifier.
Shape Wood. As an action, you can manipulate a portion
of nonmagical wood you can see within 30 feet of you that fits
within a 5-foot cube, isn't being worn or carried, and isn't part
of a creature. You manipulate it in one of the following ways:
You instantaneously move the wood in any direction along
the ground, up to 5 feet. This movement doesn't have
enough force to cause damage.
You cause the wood to form into simple shapes—such as
the vague form of a creature, an inanimate object, or a
location—and animate at your direction. This change lasts
for 1 hour.
If the wood is on the ground, you cause it to become
difficult terrain. Alternatively, you can cause the ground to
become normal terrain if it is already difficult terrain
made of wood. This change lasts for 1 hour.
Treefolk Magic. You know the thorn whip cantrip and can
cast it without requiring a material component. Starting at
5th level, you can cast the barkskin spell with this trait
without requiring a material component. Once you cast
barkskin with this trait, you can't do so again until you finish
a long rest. You can also cast it using any spell slots you have
of 2nd level or higher.
Intelligence, Wisdom, or Charisma is your spellcasting
ability for these spells when you cast them with this trait
(choose when you select this race).
Woodcunning. You are proficient in the Nature skill.

Jason
Jason
JasonA.
Jason
Jason A.A.A.
A.Engle
Engle
Engle
Engle
Engle
@jason_engle
@jason_engle
@jason_engle
@jason_engle
@jason_engle

14 CHAPTER 1 | CHARACTER OPTIONS


 

Undine
Undines have amber or kelp colored seaweed-like hair and
faces resembling humans, though with flat nostril slits and
large, shining eyes. They have skin tones ranging from
human-like to a bluish gray, and and their legs and arms have
aquatic fins. They are defined by their compulsive curiosity,
obsessed with learning all they can, occasionally to the brink
of madness.
Rather than seeking knowledge in service of others,
merfolk hoard secrets and lord them over others. As a result,
little is known about merfolk origins, customs, or magic.
Their connection to knowledge and secrets leads many to
take up residence in Lochmere near the Magic Mirror, which
they can visit when it is fully submerged. Any potential ties
between the merfolk and the Mirror remain a mystery even to
those in Vantress, though they are often seen sulking in the
shadows whenever human aspirants descend the spiral
stairs.
Undine Traits
You have the following racial traits.
Creature Type. You are a Fey.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Amphibious. You can breathe air and water.
Compulsive Curiosity. You are proficient in the
Investigation skill.
Darkvision. You can see in dim light within 60 feet of you
as if it were bright light and in darkness as if it were dim
light. You discern colors in that darkness only as shades of
gray.
Emissary of the Loch. You can communicate simple ideas
to any Beast, Elemental, or Monstrosity that has a natural
swimming speed. It can understand your words, though you
have no special ability to understand it in return.
Swim Speed. You have a swimming speed equal to your
walking speed.
Tide Step. As a bonus action, you can use 10 feet of
movement to magically step into a body of water within 5 feet
of you and emerge from another body of water you can see
within 60 feet of the first body, appearing in an unoccupied
space within 5 feet of the second body. Both bodies must
contain at least 4 ounces of water.
If you are fully submerged in water, you can instead use a
bonus action to magically teleport to an unoccupied space
you can see within 60 feet of you that is also submerged,
without expending movement.
You can use the bonus action granted by this trait a number
of times equal to your proficiency bonus, and you regain all
expended uses when you finish a long rest.

Miranda
Miranda
MirandaMeeks
Miranda
Miranda Meeks
Meeks
Meeks
Meeks
@mirandameeks
@mirandameeks
@mirandameeks
@mirandameeks
@mirandameeks

CHAPTER 1 | CHARACTER OPTIONS 15


Bastien
BastienL.
Bastien
Bastien
Bastien L.L.L.
L.Deharme
Deharme
Deharme
Deharme
Deharme
@deharme
@deharme
@deharme
@deharme
@deharme

Backgrounds and Courts

W
hen you create a character for an Eldraine Knight of Ardenvale
campaign or adventure, you choose from one
of the backgrounds presented in this section. After years of learning and training, you walked into the
You can also choose a Court or the wilds as an Circle of Loyalty and emerged unscathed, securing your place
origin for your character. The following among the knights of Ardenvale.
section describes each of the courts and the
wilds, and provides Background options and Skill Proficiencies: Insight, Perception
class suggestions for each origin. The backgrounds in this Tool Proficiencies: One type of gaming set
section provide features, proficiencies, languages, and Languages: One of your choice from either Elvish or Faerie
equipment. Equipment: An insignia of rank, a gaming set of your choice,
If you would like to customize a background in this section, a set of common clothes, 5 days of animal feed, a military
you can replace one feature with any other, choose two skill saddle, a bit and bridle, and a pouch containing 10 gp
proficiencies, and choose a total of two tool proficiencies and Feature: Mount of Ardenvale
languages.
You have acquired a loyal griffon, riding horse, or unicorn
Ardenvale that has been trained to accept a rider and acts as your
mount. The mount acts an ally to you and your companions,
Castle Ardenvale is perched on top of a hill overlooking the but can't attack or cast spells. If you are incapacitated or
pastures, fields, and many villages of the Realm. Within its absent, the mount flees. If the mount dies, you can acquire
great white walls are acres of manicured lawns and precise, another one from the stables of Ardenvale.
lush gardens.
The court exemplifies the virtue of Loyalty. Merely Variant Feature: Loyal
speaking its name is thought to weave subtle magic of
protection around the speaker and their allies. If your campaign uses the optional feat rules from
Ardenvale is currently ruled by the High King Algenus the Player's Handbook, your Dungeon Master
Kenrith and his Queen, Linden Kenrith. The elite knights of might allow you to select this background feature
Ardenvale use griffins and unicorns as steeds. The knights instead of Mount of Ardenvale.
are fierce in battle, and all the more so when fighting in a You gain one of the following feats from the
group. They rarely quest alone, and loyalty means that no Player's Handbook: Alert, Defensive Duelist, or
knight is ever left behind in the clutches of the enemy. When Sentinel.
not engaged in battle or questing alone in the wilds,
Ardenvale's knights love to gather at the court for company
and conversation, treasures they value above all others. Ardenvale Classes
Ardenvale is home to a magical ring of eternally burning
silver fire known as the Circle of Loyalty, which is located Paladins and fighters make up the bulk of Ardenvale's
near the top of the castle's central tower and is protected by knights, particularly paladins of the Oath of Devotion. Any
dozens of loyal guards. An aspirant knight must step into the class with martial prowess can be a good fit for the court.
brilliant white flame, to prove their loyalty. Those who pass Clerics serve as healers among the knights ranks. For a
through the flame unscathed are deemed worthy and more unconventional take on a Knight of Ardenvale, consider
knighted at the center of the ring itself. Those who are playing a bard of the College of Valor, a barbarian adopting
burned are quickly pulled out and healed, but rarely are they the Path of the Zealot from Xanathar's Guide to Everything.
allowed to attempt the trial a second time.

16 CHAPTER 1 | CHARACTER OPTIONS


Embereth Knight of Embereth
The court of Embereth exemplifies the virtue of Courage. In Your competitions in the Burning Yard eventually proved
place of a single ruler, Embereth has a ruling council made successful, and you plunged your weapon into the Irencrag to
up of its knights and its noble class. To the locals, Embereth face your fears made manifest by its whispering. You were
refers to the entire surrounding free city, while the large able to retrieve your weapon, securing your place among the
tournament complex some call a castle is known by its "true" knights of Embereth.
name: The Burning Yard. The Burning Yard is a large Skill Proficiencies: Athletics, Intimidation
collection of competition arenas, training rooms, and Tool Proficiencies: Smith's tools
grandstands that hosts a never-ending tournament that Languages: Dwarvish
features jousting, wrestling, horseback melee, one-on-one Equipment: An insignia of rank, a set of smith's tools, a set of
combat, archery, and other martial skills. common clothes, 5 days of animal feed, a military saddle, a
The Burning Yard is built beside the Irencrag, a massive bit and bridle, and a pouch containing 10 gp
boulder glowing with volcanic heat. In order to become a
knight of Embereth, an aspirant must first face the fear Feature: Mount of Embereth
inspired by its red-hot surface in order to plunge their sword You have acquired a giant lizard that has been trained to
into the boulder. If they are truly courageous, they can pull accept a rider and acts as your mount. It can climb difficult
their sword back out, but if they are cowardly or hindered by surfaces, including upside down on ceilings, without needing
fear, the sword remains stuck in the Irencrag. The Irencrag to make an ability check. The mount acts an ally to you and
speaks to aspiring knights in a voice only they can hear, often your companions. If you are incapacitated or absent, the
taunting them as a test of their courage. Occasionally, when mount flees. If the mount dies, you can acquire another one
the Irencrag finds a knight particularly worthy, it will bestow from the tables at the Burning Yard.
their sword with a legendary name, forever imbuing it with its
power. Variant Feature: Courageous
Embereth's knights are famously optimistic, singularly You may select this background feature instead of Mount of
certain that anything is achievable so long as you face it head- Embereth.
on. They believe that courage is the highest virtue, as nothing You have advantage on saving throws you make to avoid or
done without bravery can truly be considered virtuous. They end the frightened condition on yourself, and creatures have
are particularly skilled at facing monstrous threats, but also disadvantage on ability checks they make to intimidate you.
undertake quests to conquer their own personal fears.
Embereth knights shun shields and often incorporate the Variant Feature: Intimidating
broken shields of opponents into their armor. The elite You may select this background feature instead of Mount of
knights ride giant lizards. Embereth.
Mages who draw their power from the Irencrag must When you take the Attack action on your turn, you can
harness their emotions to wield it to its full potential. This replace one attack with an attempt to demoralize one
often manifests as fire magic, but a rarer form of Embereth humanoid you can see within 30 feet of you that can see and
magic is "phobomancy," the power to harness fear. hear you. Make a Charisma (Intimidation) check contested by
the target's Wisdom (Insight) check. If your check succeeds,
the target is frightened until the end of your next turn. If your
check fails, the target can't be frightened by you in this way
for 1 hour.
Embereth Classes
Barbarians and fighters make up the bulk of Embereth's
knights. Classes with a focus on martial prowess make good
fits for the court. Embereth mages are well represented by
Sorcerers, by clerics of the War Domain, and by bards of
the College of Valor. If playing a spellcaster, consider
choosing fire spells to represent the pyromancy drawn from
the Irencrag. The warlock's Hexblade Patron can represent a
knight with legendary weapon bestowed by the Irencrag,
while the Undead Patron from Van Richten's Guide to
Ravenloft is a good choice for playing a Phobomancer, a
mage who harnesses fear.

Randy
Randy
RandyVargas
Randy
Randy Vargas
Vargas
Vargas
Vargas
@vargasni
@vargasni
@vargasni
@vargasni
@vargasni
CHAPTER 1 | CHARACTER OPTIONS 17
Garenbrig Knight of Garenbrig
Unlike Vantress and Ardenvale with their many villages and After many years of training, you accomplished a great feat of
towns, the border region of the court of Garenbrig appears strength beyond your race's normal capabilities. Perhaps you
desolate and uncultivated. The roads are walled and standing bested an enormous creature, or trained until you were able
stones cluster in mysterious formations on hilltops. to move a large object or structure. Whatever your feat, you
Ruled by King Yorvo, a giant, Garenbrig exemplifies the were judged and accepted by the giants of Garenbrig and
virtue of Strength. It is home to the Great Henge, a massive welcomed into their knighthood.
stone ring built by the giants before humans rose to power. At Skill Proficiencies: Athletics, Survival
the center of the Great Henge stands the portal, a rough Tool Proficiencies: Navigator's tools
circle of stones with a larger standing stone in the middle. By Languages: Giant
shifting the stones of the portal to a particular alignment, the Equipment: An insignia of rank, a set of navigator's tools, a
destination in the wilds might be configured. This a feat that set of traveler's clothes, 5 days of animal feed, a riding
only Giants can manage. Everything that inhabits Garenbrig saddle, a bit and bridle, and a pouch containing 5 gp
is affected by the wild magic flowing through the Henge.
Yorvo's subjects consist of both humans and giants. The Feature: Mount of Garenbrig
knights of Garenbrig dress in mail coats covered with green You have acquired a brown bear that has been trained to
tabards, and wear their hair long. Above all, they prize raw accept a rider and acts as your mount. The mount acts an ally
physical strength, not simply for its own sake but to use that to you and your companions, but can't attack. If you are
strength to defend those who lack it. These knights ride incapacitated or absent, the mount flees. If the mount dies,
bears into battle. To become a knight of Garenbrig, one must you can acquire another one from the Great Henge.
demonstrate a great feat of strength, something beyond the
capabilities expected of their size and species.
Built by giants long before the ascendancy of humans in Variant Feature: Strongest
the Realm, Castle Garenbrig is an enormous and strikingly If your campaign uses the optional feat rules from
odd structure. A huge stone outcropping juts out over a the Player's Handbook, your Dungeon Master
valley's lower ground. Its southern end is rooted to the earth might allow you to select this background feature
by stone and massive tree trunks, while the northern portion instead of Mount of Garenbrig..
extends like a roof over flat earth beneath. A monolith too You gain one of the following feats from the
large even for giants to move has fallen to rest at an angle Player's Handbook: Charger, Grappler, Martial
against the fixed end of the outcropping, like a ramp to the Adept, or Savage Attacker.
sky broken violently off. Trees tangle their way partway up the
stone's slope. Atop the outcropping stands the Great Henge
and its portal. Monoliths of ordinary size have been set up in Garenbrig Classes
concentric circles around the base of the outcropping. The
valley itself is verdant with stone-walled orchards and winter- Barbarians and fighters make up the bulk of Garenbrig's
fallow gardens. Incised menhirs have been erected in circles, knights. As the court that exemplifies strength, martial
rows, and as isolated singletons throughout, like guardians. classes are most at home in Garenbrig. Despite this, the
Bold mountains form a backdrop. nature magic of the Great Henge suffuses Garenbrig, so
druids and rangers are also commonly found among the
knighthood.

Adam
Adam
AdamPaquette
Adam
Adam Paquette
Paquette
Paquette
Paquette
@adampaquette
@adampaquette
@adampaquette
@adampaquette
@adampaquette
Titus
TitusLunter
Titus
Titus
Titus Lunter
Lunter
Lunter
Lunter
@TitusLunter
@TitusLunter
@TitusLunter
@TitusLunter
@TitusLunter
Blacklance Paragon
You journeyed into the wilds in search of treasures from the
ancient elves, and found something of worth to present to
Queen Ayara. Your reward was a marriage to the Queen and
an induction into the Blacklance Paragons; you are now
charged to find the lost Cauldron of Eternity.
Skill Proficiencies: Two of your choice from Investigation,
Perception, and Survival
Tool Proficiencies: Navigator's tools
Languages: Elvish
Equipment: An insignia of rank, a set of navigator's tools, a
set of fine clothes, a set of traveler's clothes, and a pouch
containing 15 gp
Feature: Quest for the Cauldron
Your experience in the wilds have given you magical prowess
in finding hidden things. You learn the find traps and locate
object spells. You can cast each of these spells without
Locthwain expending a spell slot. Once you cast either spell in this way,
you can't cast that spell this way again until you finish a long
Locthwain exemplifies the virtue of Persistence, and used to rest. You can also cast these spells using any spell slots you
be home to the Cauldron of Eternity before it vanished. The have of appropriate level. Intelligence, Wisdom, or Charisma
Cauldron of Eternity can return those who die back to life if it is the spellcasting ability for these spells when you cast them
deems them worthy. The court is ruled by Queen Ayara, an with this feature (choose when you select this background).
ancient elf from the days of the Elven Kingdom on Eldraine.
Locthwain's court is noble and graceful. The courtiers wear Order of Midnight
elaborate headdresses and elegant attire.
The knights of Locthwain are haughty, believing You spent many years training and failing to become of knight
themselves superior to other knights by their devotion to the of Locthwain, and your persistence was finally rewarded with
highest virtue. They are pragmatic enough to flee a losing knighthood.
battle, but their persistence ensures that they will find some
way to return and defeat their enemies. There are two orders Skill Proficiencies: Acrobatics, Survival
of knights. The elite knights of the Order of Midnight fly on Tool Proficiencies: One musical instrument
giant ravens. The Blacklances are the highest aspiration for a Languages: Elvish
Locthwain knight. They bring a gift from the wilds to Queen Equipment: An insignia of rank, a musical instrument of
Ayara and are considered worthy of undertaking the quest for your choice, a set of fine clothes, 5 days of animal feed, a
the Cauldron of Eternity, wedding the queen before setting riding saddle, a bit and bridle, and a pouch containing 15
out on the quest. gp
The magnificent Castle Locthwain floats aloft on a vast Feature: Mount of Locthwain
billow of clouds and can be moved at its Queen's whim. The You have acquired a giant raven that has been trained to
castle sails with slow majesty, as much ship as a fortress. accept a rider and acts as your mount. It has the statistics of a
Locthwain had been forced aloft long ago by the curse of giant eagle. The mount acts an ally to you and your
having lost the embodiment of its precious virtue, the missing companions, but can't attack. If you are incapacitated or
Cauldron of Eternity never found even after many absent, the mount flees. If the mount dies, you can acquire
generations of searching by Locthwain's persistent knights another one from the floating castle of Locthwain.
and others looking for healing and its fabled promise of
immortality. Locthwain Classes
The weather beneath the castle varies between a light
drizzle and a thundering storm, depending (or so it is said) on Valuing elegance and the traditions of elves, bards, rangers,
the mood of its queen. It can settle down to earth, either on and rogues are the most prominent knights of Locthwain.
land or water, and the same magic that holds it aloft can For a more unconventional knight of Locthwain, consider
lower its knights down to the ground on smaller, temporary playing a warlock with the Archfey patron, representing the
rainclouds. The interior of the castle is a labyrinth of narrow power of Queen Ayara.
passages connecting great halls. It is suggested that elven
magic contributes to the sense of disorientation and,
eventually, the terror that claims those who become lost in
the castle.

CHAPTER 1 | CHARACTER OPTIONS 19


Vantress Loremage
The court of Vantress exemplifies the virtue of Knowledge You are a seeker of knowledge and magic, and have become
and is home to Indrelon, the Magic Mirror. The highlands of an apprentice of the archmage Gadwick in Vantress Castle.
Vantress are riddled with murky swamps and noisome bogs. You spend your time reading tomes, practicing spells, and
The castle itself sits at the center of the lake Lochmere, in preparing to journey in search of secrets.
which live undines who ferry travelers across, making it Skill Proficiencies: History, Investigation
almost impossible for an intruder to make it into castle Tool Proficiencies: Calligrapher's supplies
grounds. A walled and warded compound stands on the Languages: One of your choice
shore, with an inn, a barracks, a substantial stable, and Equipment: A scroll case with 10 sheets of paper, a bottle of
warehouses for goods waiting to be ferried over to the castle. ink, an ink pen, calligrapher's supplies, a magnifying glass,
The water of Lochmere is opaque, not silty but impenetrable, a set of robes, and a pouch containing 5 gp
as if it devours all light. Its depth is unknown.
Vantress has no official ruler. Instead, the people of Feature: Knowledge Seeker
Vantress are led by the Magic Mirror itself. Still, taking the You are adept at uncovering bits of information during your
orders of a sentient magical object that spends most of its travels. As part of a long rest, you can learn one piece of lore,
time underwater can be quite a challenge, so most of the day- which is equivalent to one true statement about a specific
to-day responsibilities are tended to by the archmage; person, place, or thing of your choice. Examples include
currently Gadwick the Wizened, though few dare speak his knowledge of a creature's resistances or personality, the
name aloud as he has enchanted the speaking of it, and can hidden entrance to a location, the password needed to enter a
hear even whispers. Vantress wizards (often called sealed dungeon, the spells commonly prepared by an order of
loremages, chroniclers, or riddleseekers) seek out the lore of wizards, and so on. The DM is the final arbiter concerning
the wilds and dig into the secrets of the convoluted magic of exactly what you can learn.
the fair folk.
In Vantress, knighthood is knowledge applied to the Vantress Classes
challenges of the world. To become a knight, an aspirant must
tell the Magic Mirror a secret it did not already know, and Vantress values knowledge above all else. Wizards make up
even then, the gift of knighthood is bestowed at the Mirror's the ranks of loremages, alongside clerics of the Knowledge
inscrutable discretion. Once that gift is bestowed, the knights Domain and bards of the College of Lore. Artificers (from
of Vantress continue to seek out new secrets for the Mirror, Tasha's Cauldron of Everything) also study at Vantress and
but they also venture out into the world and the wilds to put help construct the cogwork servants that protect the castle.
their knowledge to use. Many of them strive to help those Knights are mostly made up of fighters of the Eldritch Knight
who are in need of knowledge. To the knights of Vantress, archetype. A rogue with the Inquisitive or Mastermind
knowledge must serve a practical application; the mere archetype (from Xanathar's Guide to Everything) are also
compulsive hoarding of trivia, as practiced by the wild good fits in Vantress.
merfolk of Eldraine, is anathema to them. The elite knights of
Vantress use owl-griffins as steeds.
Knight of Vantress
After years of searching and studying, you descended beyond
the waterfall to see Indrelon, the Magic Mirror, and tell it a
secret it did not already know. The mirror was pleased with
your knowledge, and bestowed knighthood upon you.
Skill Proficiencies: Insight, Investigation
Tool Proficiencies: Calligrapher's supplies
Languages: Mermish
Equipment: An insignia of rank, calligrapher's supplies, a set
of traveler's clothes, 10 days of animal feed, a riding saddle,
a bit and bridle, and a pouch containing 5 gp
Feature: Mount of Vantress
You have acquired a griffon that that has been trained to
accept a rider and acts as your mount. Rather than having an
eagle's head, it has the appearance of an owl. The mount acts
an ally to you and your companions, but can't attack. If you
are incapacitated or absent, the mount flees. If the mount
dies, you can acquire another one from the stables in the
Vantress Castle grounds.
Anastasia
Anastasia
AnastasiaOvchinnikova
Anastasia
Anastasia Ovchinnikova
Ovchinnikova
Ovchinnikova
Ovchinnikova
@nastasja
@nastasja
@nastasja
@nastasja
@nastasja
20 CHAPTER 1 | CHARACTER OPTIONS
The Wilds Outlander
The wilds are an enchanted environment outside the realm You have grown up in the wilds, or chosen to leave the Realm
with shifting borders, where distance, direction, time and the for the ever-changing forest. It is now as much a part of you
seasons all seem to be distorted, and where both monsters as you are of it.
and curses abound. The inhabitants of the wilds are called Skill Proficiencies: Nature, Survival
the fair folk by the people of the Realm, and include faeries, Tool Proficiencies: One of your choice from woodcarver's
elves, undines, redcaps, and those dwarves and giants who tools or herbalism kit
don't choose to live in the Realm. Also among its trees are Languages: Faerie
reclusive human witches who practice dark magic against Equipment: A staff, a hunting trap, an herbalism kit, a set of
those they deem deserving. The closest thing the wilds have traveler's clothes, and a pouch containing 5gp
to a ruling body is a Council of Druids, elves who wish to
return the plane back to the days of elvish oppression. Feature: Wilds Magic
Your experience in the wilds have given you a magical
Knight of the Wilds connection to it. You learn the longstrider and pass without
Some elves and other fair folk of the wilds call themselves trace spells. You can cast each of these spells without
knights, though the realm would not recognize them as such. expending a spell slot. Once you cast either spell in this way,
These informal knights ride giant foxes and wolves in a you can't cast that spell this way again until you finish a long
mockery of the pretense of human nobility. rest. You can also cast these spells using any spell slots you
have of appropriate level. Intelligence, Wisdom, or Charisma
Skill Proficiencies: Nature, Survival is the spellcasting ability for these spells when you cast them
Tool Proficiencies: One of your choice from woodcarver's with this feature (choose when you select this background).
tools or herbalism kit
Languages: Faerie Secretkeeper
Equipment: A druidic focus that serves as a mock insignia of You have sought the magic of the fair folk; the secret magic of
rank, an herbalism kit, a set of traveler's clothes, a riding the undines, the dark magic of witches, and the forgotten
saddle, a bit and bridle, and 5 days of animal feed magics of the elves. In doing so, you have uncovered many
Feature: Mount of the Wilds secrets, and learned magic to aid you in uncovering more.
You have befriended a giant fox, giant weasel, or dire wolf Skill Proficiencies: History, Investigation
that has been trained to accept a rider and acts as your Languages: Two of your choice
mount (the giant fox has the statistics of a dire wolf). The Equipment: A scroll case with 10 sheets of paper, a hooded
mount acts an ally to you and your companions, but can't lantern, a set of traveler's clothes, and pouch containing
attack or cast spells. If you are incapacitated or absent, the 5gp
mount flees. If the mount dies, you have advantage on any
Wisdom (Animal Handling) check you make to befriend or Feature: Secrets of Magic
train another from the wilds. Your study of lore has given you access to a powerful
knowledge-seeking spell. You learn the legend lore spell. You
can cast it without expending a spell slot. Once you cast it
this way, you can't do so again until you finish a long rest. You
can also cast this spell using any spell slots you have of
appropriate level. Intelligence, Wisdom, or Charisma is the
spellcasting ability for this spell when you cast it with this
feature (choose when you select this background).
Wilds Classes
Any class can be found among the fair folk of the wilds.
Bards, druids, and rangers have access to the kind of magic
the fair folk most commonly employ. Other good options for
characters from the wilds include barbarians who take the
path of the Totem Warrior, clerics of the Nature or Trickery
domain, warlocks with an Archfey patron, and paladins who
take the Oath of the Ancients.

Deruchenko
Deruchenko
DeruchenkoAlexander
Deruchenko
Deruchenko Alexander
Alexander
Alexander
Alexander
@deruch
@deruch
@deruch
@deruch
@deruch
CHAPTER 1 | CHARACTER OPTIONS 21
Addtional Backgrounds David
DavidGaillet
David
David
DavidGaillet
Gaillet
Gaillet
Gaillet
@davidgaillet
@davidgaillet
@davidgaillet
@davidgaillet
@davidgaillet
This section presents additional neutral backgrounds for
characters with no strong ties to the courts or the wilds. The
options are presented in alphabetical order.
Artisan Merchant
You apprenticed under a master craftsman or itinerant
merchant. You have learned to create basic crafts, and have
also learned the skillful art of haggling, and now set out on
your own.
Skill Proficiencies: Investigation, Persuasion
Tool Proficiencies: One type of artisan's tools
Languages: One of your choice
Equipment: Artisan's tools (one of your choice), an abacus, a
merchant's scale, a draft horse, a pack saddle, saddlebags,
a set of common clothes, and 15gp worth of trade goods of Entertainer
your choice
Feature: Crafter
You have some performing skill, be it music, storytelling, or
acrobatic feat. You make a living traveling the realm and
Whenever you buy a nonmagical item, you receive a 20 performing at inns, noble courts, and wilds gatherings for all
percent discount on it. Additionally, when you craft an item who'll watch and toss a copper.
using a tool with which you have proficiency, the required
crafting time is reduced by 20 percent. Skill Proficiencies: Acrobatics, Performance
Tool Proficiencies: Disguise kit, one musical instrument
Criminal Equipment: A musical instrument (one of your choice), a
disguise kit, a vial of perfume, a steel mirror, a set of
You have made a living skirting the law or playing pranks on costume clothes, and a pouch containing 10 gp
others. The Courts, and even most denizens of the wilds, see
you as a criminal and not to be trusted. You have your own Feature: Performance
reasons for your actions, and no one can deny that you have As you finish a short or long rest, you can perform for an
great skill for the right price. audience. A number of allies equal to your proficiency bonus
that can see and hear you are given inspiration, using the
Skill Proficiencies: Deception, Stealth rules for inspiration provided in the Player's Handbook.
Tool Proficiencies: Forgery kit, thieves' tools
Languages: One of your choice Healer
Equipment: A set of dark common clothes including a hood,
a forgery kit, and a pouch containing 10gp You have studied medicine and the biologies of the various
Feature: Burglar
races of the realm. You wander from place to place, finding
lodging and work in exchange for tending the sick and
You are a skilled thief and smooth-talker. You gain the wounded.
following benefits:
Skill Proficiencies: Medicine, Survival
When you take the Attack action on your turn, you can Tool Proficiencies: Alchemist's supplies, herbalism kit
replace one attack with an attempt to deceive one Equipment: A healer's kit, an herbalism kit, a vial of
humanoid you can see within 30 feet of you that can see antitoxin, soap, a magnifying glass, an hourglass, a blanket,
and hear you. Make a Charisma (Deception) check a set of traveler's clothes, and a pouch containing 15 gp
contested by the target's Wisdom (Insight) check. If your
check succeeds, your movement doesn't provoke Feature: Healer
opportunity attacks from the target and your attack rolls You have the training and intuition to administer first aid
against it have advantage; both benefits last until the end effectively. You gain the following benefits:
of your next turn or until you use this ability on a different
target. If your check fails, the target can't be deceived by As an action, you can expend one use of a healer's kit and
you in this way for 1 hour. tend to a creature you can touch. That creature can
If you are hidden, you can move up to 10 feet in the open expend one of its hit dice, and you then roll that die. The
without revealing yourself if you end the move in a creature regains a number of hit points equal to the roll
position where you're not clearly visible. plus your proficiency bonus.
Whenever you roll a die to determine the number of hit
points restored by a spell or other feature, you can reroll
the die if it rolls a 1, and you must use the new roll.

22 CHAPTER 1 | CHARACTER OPTIONS


Noble
You are among the noble class of one of the Courts of the
Realm. You aren't a knight, but instead come from a family or
lineage of some renown; perhaps a former king or ruler of
your court.
Skill Proficiencies: History, Persuasion
Tool Proficiencies: One type of gaming set
Languages: One of your choice
Equipment: A set of fine clothes, a vial of perfume, a steel
mirror, a gaming set (one of your choice), a signet ring, and
a pouch containing 20gp
Feature: Diplomat
If you spend 1 minute talking to someone who can
understand what you say, you can make a Charisma
(Persuasion) check contested by the creature's Wisdom
(Insight) check. If you or your companions are fighting the
creature, your check automatically fails. If your check
succeeds, the target is charmed by you for 1 hour or until
your or your companions do something harmful to it.

Variant Feature: Inspiring Leader


If your campaign uses the optional feat rules from
the Player's Handbook, your Dungeon Master
might allow you to select this background feature
instead of Diplomat.
You gain the Inspiring Leader feat from the
Player's Handbook.

Peasant
The world of knights and nobles is far from your experience.
You have made a humble living for yourself as a shepherd, a
farmer, or other unskilled labor working the land in one of the
many villages dotting the realm. But for you, adventure
awaits.
Skill Proficiencies: Animal Handling, Nature
Tool Proficiencies: Carpenter's tools
Languages: One of your choice from Dwarfish or Giant
Equipment: Carpenter's tools, a sickle, a staff, a shovel, an
iron pot, a set of traveler's clothes, and a pouch containing
10gp
Feature: Naturalist
Working with nature has developed into a supernatural
connection to it. You learn the detect poison and disease and
plant growth spells. You can cast each of these spells without
expending a spell slot. When you cast plant growth this way,
it has a casting time of 8 hours. Once you cast either spell in
this way, you can't cast that spell this way again until you
finish a long rest. You can also cast these spells using any
spell slots you have of appropriate level. Intelligence,
Wisdom, or Charisma is the spellcasting ability for these
spells when you cast them with this feature (choose when
you select this background).
Matt
Matt
MattStewart
Matt
Matt Stewart
Stewart
Stewart
Stewart
@matthewstewartillustration
@matthewstewartillustration
@matthewstewartillustration
@matthewstewartillustration
@matthewstewartillustration

CHAPTER 1 | CHARACTER OPTIONS 23


chapter 2
Magic
agic functions on Eldraine as it does in most other D&D settings. The following sections
present spells and magic items that are unique to Eldraine and can be used by characters in an Eldraine
M campaign or adventure.

New Spells
The following section presents spells available in Eldraine. The New Spells table shows which class spell lists the spells appear
on, as well as that spell's level and school of magic. With your DM's permission, these spells might be available to you even if they
aren't on your class spell list. (The Artificer class is presented in Tasha's Cauldron of Everything.) The spells are presented in
alphabetical order.
New Spells
Level Spell School Classes
2nd Enchanted Carriage Conjuration Paladin, Sorcerer, Warlock, Wizard
3rd Didn't Say Please Illusion Bard, Cleric, Druid, Ranger, Sorcerer, Wizard
3rd Fertile Footsteps Transmutation Bard, Druid, Ranger
3rd Witch's Vengeance Evocation Warlock
4th Marawen's Taste of Death Conjuration Bard, Druid, Ranger, Sorcerer, Warlock, Wizard
4th Blow Your House Down Evocation Bard, Druid, Sorcerer, Wizard
4th Bring to Life Transmutation Artificer, Bard, Sorcerer, Wizard
4th Covetous Urge Enchantment Bard, Druid, Wizard
4th Turn into a Pumpkin Transmutation Bard, Druid, Sorcerer, Wizard
5th Banish into Fable Abjuration Cleric, Paladin, Sorcerer, Warlock, Wizard
5th Rage of Winter Transmutation Druid, Sorcerer, Warlock, Wizard
5th Sundering Stroke Evocation Paladin
6th Dance of the Manse Abjuration Artificer, Bard, Druid, Sorcerer, Wizard
6th Oaken Boon Transmutation Druid, Sorcerer, Warlock, Wizard
6th Marawen's Reave Soul Necromancy Cleric, Warlock, Wizard

Steve
Steve
SteveArgyle
Steve
Steve Argyle
Argyle
Argyle
Argyle
@Steve_Argyle
@Steve_Argyle
@Steve_Argyle
@Steve_Argyle
@Steve_Argyle
Banish into Fable Bring to Life
5th-level Abjuration 4th-level Transmutation
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: Touch
Components: V, S, M (a blank sheet of canvas worth at least Components: V, S, M (a bottle of faerie dust worth 500gp,
1sp) which the spell consumes)
Duration: Concentration, up to 1 minute Duration: Instantaneous
You attempt to seal away one creature you can see within You sprinkle a bit of faerie dust onto one Medium or smaller
range into a painting. The target must succeed on a nonmagical, unsecured object you can see within range that
Charisma saving throw or be banished. isn't being worn or carried. The spell brings the object to life,
You banish the creature into the blank sheet of canvas used causing it to animate as a creature. Your DM chooses
as this spell's material component. The canvas is magically statistics appropriate for the awakened object, such as the
altered until the spell ends, depicting a beautiful portrait of statistics for living objects, the animated armor, or the
the target. You make all decisions about the appearance of flying sword. If the creature has an Intelligence of 9 or lower,
the portrait's backdrop. it gains an Intelligence of 10.
While banished, the target is incapacitated. It can see and The awakened object is charmed by you for 30 days or
hear through the canvas, but can't move or speak. The target until you or your companions do anything harmful to it. When
remains in the canvas until the spell ends or the canvas is the charmed condition ends, the awakened object chooses
damaged, at which point the target reappears in an whether to remain friendly to you, based on how you treated
unoccupied space within 5 feet of the canvas. it while it was charmed.
If you concentrate on this spell for the full possible
duration, the target can repeat the Charisma saving throw a Covetous Urge
final time, ending the spell on a success. On a failed save, the 4th-level Enchantment
banishment lasts until it is dispelled. Casting Time: 1 hour
Blow Your House Down Range: 60 feet
Components: V, S, M (a drop of nectar)
4th-level Evocation Duration: 10 days
Casting Time: 1 action This spell attracts creatures to something you designate. You
Range: Self (60-foot line) target a Huge or smaller creature or object and invest it with
Components: V an aura that attracts Humanoids for the duration. Humanoid
Duration: Instantaneous creatures feel an intense urge to approach the target while
You exhale a gust of strong wind away from you in a line 60 within 60 feet of it or able to see it. When such a creature can
feet long and 5 feet wide. Each creature in that area must see the target or comes within 60 feet of it, the creature must
make succeed on a Strength saving throw or be pushed 15 succeed on a Wisdom saving throw or use its movement on
feet away from you following the line, stopping early if it each of its turns to enter the area or move within reach of the
impacts against a solid surface. When a creature strikes target. When the creature has done so, it can't willingly move
something, the creature and what it strikes each take 5d10 away from the target.
bludgeoning damage. If the target is an object, when a creature reaches it, it is
A nonmagical structure, such as a wall, also takes the compelled to take the object if possible. The creature
damage if it's in the spell's area. If this damage reduces the continues to make a Wisdom saving throw on each of its
structure to 0 hit points, it collapses. A creature within half turns, but if it is holding the object, it can move as normal.
the distance of the structure's height must make succeed on a If the target damages or otherwise harms an affected
Dexterity saving throw or take 5d6 bludgeoning damage, be creature, or an affected creature ends its turn while not
knocked prone, and become trapped in the rubble. A trapped within 60 feet of the target or able to see it, the creature
creature is restrained, and can use its action to make a makes a Wisdom saving throw. On a successful save, the
Strength (Athletics) check against your spell save DC, freeing creature is no longer affected by the target and recognizes
itself on a success. the feeling of repugnance or attraction as magical. In
The wind disperses gas or vapor, and it extinguishes addition, a creature affected by the spell is allowed another
candles, torches, and similar unprotected flames in the area. Wisdom saving throw every 24 hours while the spell persists.
In addition, unsecured objects that are completely within the A creature that successfully saves against this effect is
line are automatically pushed 15 feet away from you by the immune to it for 1 minute, after which time it can be affected
wind. again.

CHAPTER 2 | MAGIC 25
Dance of the Manse
6th-level Abjuration Enchanted Carriage
Casting Time: 1 hour 2nd-level Conjuration
Range: Touch Casting Time: 10 minutes
Components: V, S Range: 30 feet
Duration: 10 days Components: V, S
You create a ward that protects up to 5,000 square feet of Duration: 24 hours
floor space (an area 100 feet square, or two hundred 5-foot You target a nonmagical plant within range that fits within a
squares or fifty 10-foot squares). The warded area can be up 5-foot cube (such as a pumpkin) and transform it into a
to 40 feet tall, and shaped as you desire. You can ward several carriage. When you cast this spell, you can also target up to
stories of a stronghold by dividing the area among them, as two Tiny creatures with an Intelligence score of 3 or less and
long as you can walk into each contiguous area while you are transform them into draft horses. The spell teleports the
casting the spell. The whole warded area radiates magic. creatures so they are 5 feet in front of the carriage and
You choose up to eight nonmagical, unsecured objects of magically conjures a bit and bridle for each of the horses,
your choice within the warded area to become animate. Your attaching them to the carriage. Additionally, the horses'
DM chooses statistics appropriate for the objects, such as the Intelligence becomes 6, and they gain the ability to
statistics for living objects, the animated armor or the rug understand one language of your choice that you speak.
of smothering. Each object animated by this spell is bound You have a supernatural bond to the horses and carriage
to the warded area and can't willingly leave it. The creatures created this way. The horses serve you by pulling the carriage
act independently of you, but defend the warded area against in the direction and speed you designate. While driving the
intruders. If an animated object is forced to leave the warded carriage, you are considered proficient with land vehicles,
area or drops to 0 hit points, it reverts to its original object and you add double your proficiency bonus to ability checks
form. related to driving the carriage. You can also make any spell
When you cast this spell, you can specify individuals that you cast that targets only you also target the carriage.
aren't considered intruders. You can also specify a password If the carriage or draft horses drop to 0 hit points, it
that, when spoken aloud, makes the speaker no longer an returns to its original form.
intruder. You can't have more than one carriage or two horses
You can create a permanently warded structure by casting conjured by this spell at a time. As an action, you can revert
this spell there every day for one year. In a permanently the carriage and draft horses to their original form.
warded area, if an animated object reverts to its original
object form, another object in the area animates at random to Fertile Footsteps
take its place. 3rd-level Transmutation
Didn't Say Please Casting Time: 1 bonus action
3rd-level Illusion Range: Self
Casting Time: 1 reaction, which you take in response to Components: V, S
creature speaking Duration: Concentration, up to 1 minute
Range: 30 feet Vines and flowering plants burst from your feet. Until the
Components: V, S, M (a bit of string) spell ends, each unoccupied space you move through
Duration: Concentration, up to 1 minute becomes imbued with the energy of plant growth. All normal
You cause glowing threads to wrap and cover a foe's mouth. plants in those spaces become thick and overgrown, creating
One creature that you can see within range must succeed on difficult terrain which lasts for the duration. You and
a Dexterity saving throw or be unable to speak for the creatures you designate can move through these areas of
duration. difficult terrain without expending extra movement.
A target affected by this spell can attempt to cast a spell
with a verbal component by making a saving throw using
their spellcasting ability (no action required). It gets a bonus
to this saving throw equal to the level of the spell it is casting
(for example, if it is casting a spell of 3rd level, it gets a +3
bonus to the saving throw). On a success, the target resists
this spell long enough to perform a verbal component, but
can't otherwise speak.
At the end of each of the target's turns, it can repeat the Anna
Anna
AnnaSteinbauer
Anna
Anna Steinbauer
Steinbauer
Steinbauer
Steinbauer
Dexterity saving throw, ending the spell on a success. @depingo
@depingo
@depingo
@depingo
@depingo

26 CHAPTER 2 | MAGIC
Marawen's Reave Soul
6th-level Necromancy
Casting Time: 10 minutes
Range: Self
Components: V, M (a physical connection to the target,
which is consumed, and an amethyst worth at least 900gp)
Duration: Instantaneous Marawen's Taste of Death
This ancient witch spell attempts to pull a Humanoid's soul 3rd-level Conjuration
into an amethyst. This spell has a specific verbal component, Casting Time: 1 minute
a witch's incantation: Range: Self
Components: V, S, M (a knife and a chime)
“Into amethyst, I pour Duration: 24 hours
Envy’s shadow, sorrow’s gleam. This spell creates poisoned treats, a favorite trick of barrow
Lure the one whose scorn I bore witches. This spell has a specific verbal component, a witch's
That I may hear one final scream.” incantation:
When you cast this spell, choose one Humanoid that you are
familiar with that is on the same plane of existence as you. “Murder clad in crimson beauty,
The target must make a Charisma saving throw, which is An end to life and love and duty.
modified by how well you know the target and the sort of Hone the knife and mourn the least,
physical connection you have to it. If the target can't be Three chimes to sound the sweet, grim feast.”
targeted by divination magic, this spell fails. After sounding the chime three times, the spell conjures four
Knowledge of Target treats of your choice, such as apples, cookies, or candies.
Each of these treats is poisoned, and illusion magic masks
Knowledge Save Modifier the poison. An identify spell reveals the treat's true nature.
Secondhand (you have heard of the target) +5 The treats last for the duration and can be eaten as a bonus
action.
Firsthand (you have met the target) +0 A creature who eats one of these treats takes 6d6 poison
Familiar (you know the target well) -5 damage and must succeed on a Constitution saving throw or
be poisoned for 24 hours. If the saving throw fails by 5 or
Connection to Target more, the creature is also unconscious while poisoned in this
way. The creature wakes up if it takes damage or if another
Connection Save Modifier creature takes an action to shake it awake. Once a creature is
Likeness or picture -2 affected, the treat disappears.
Possession or garment -4 Oaken Boon
Body part, lock of hair, bit of nail, or the like -10 6th-level Transmutation
Casting Time: 1 action
On a successful save, the target isn't affected, and you can't Range: Touch
use this spell against it again for 24 hours. Components: V, S, M (a flowering stem or branch)
On a failed save, the target takes 9d6 necrotic damage, and Duration: Concentration, up to 1 minute
its Charisma score is reduced by 1d6. The target dies if this
reduces its Charisma to 0. Otherwise, the reduction lasts You draw on the ancient magic of the wilds and imbue them
until the target finishes a short or long rest. Also on a failed into one willing creature you touch. For the duration, vines
save, the spell leaves behind a physical connection to you in and bark grow from the target and assist it in battle. The
the target's space, based on the physical connection target gains the following benefits until the spell ends:
consumed. The DM determines the nature of this connection, The creature has a +2 bonus to AC.
such as burning your likeness into the wound, or harmlessly The creature is immune to poison damage and the
leaving behind a lock of your hair or nonmagical possession poisoned condition.
of yours. The creature's reach for melee attacks it makes is 5 feet
A creature killed by this spell has its soul pulled into the greater than normal.
amethyst used as the spell's material component, which can The creature has advantage on saving throws against
hold only one such soul at a time. The soul remains inside being knocked prone.
the amethyst for 24 hours or until the amethyst is destroyed.
While a soul is trapped, the dead humanoid it came from
can't be revived.
Casting this spell with an amethyst that already contains a
soul once a day for 7 days keeps the soul trapped
permanently.

CHAPTER 2 | MAGIC 27
Rage of Winter
5th-level Transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (an ice cube) Turn into a Pumpkin
Duration: Concentration, up to 1 minute 4th-level Transmutation
You attempt to freeze one Huge or smaller creature that you Casting Time: 1 action
can see within range and encase it in ice. The creature must Range: 60 feet
succeed on a Constitution saving throw or be petrified as ice Components: V, S, M (a pumpkin seed)
freezes it solid. A creature that has resistance to cold damage Duration: Concentration, up to 10 minutes
has advantage on this saving throw, and a creature that is
immune to cold damage is unaffected by this spell. This spell transforms a creature that you can see within
A creature petrified by this spell can repeat the range into a pumpkin. An unwilling creature must make a
Constitution saving throw at the end of each of its turns, Wisdom saving throw to avoid the effect. The spell has no
ending the spell on itself on a success. The spell also ends on effect on a shapechanger or a creature with 0 hit points.
the creature if it takes fire damage. The creature along with everything it is wearing or
carrying are transformed into a pumpkin for the duration.
Sundering Stroke The target's statistics, except for its Wisdom score, are
5th-level Evocation replaced by those of the pumpkin, which is a Tiny object with
AC 14, 10 hp, and immunity to poison and psychic damage.
Casting Time: 1 bonus action At the end of each of its turns, the creature repeats the
Range: Self Wisdom saving throw, ending the spell on a success. The
Components: V transformation ends early if the pumpkin is reduced to 0 hit
Duration: Concentration, up to 1 minute points.
The next time you hit a creature that has at least one head When it returns to its normal form, the creature returns to
with a weapon attack before this spell ends, your weapon the number of hit points it had before it transformed, and has
shimmers with silver radiance, and the attack deals an extra no memory of time spent as a pumpkin.
6d8 radiant damage to the target. If this damage reduces the
target to 30 hit points or fewer, the target must succeed on a Witch's Vengeance
Constitution saving throw or have one of its heads cut off. 3rd-level Necromancy
The target dies if it can't survive without the lost head. A Casting Time: 1 action
creature is immune to this effect if it doesn't have or need a Range: 90 feet
head, has legendary actions, or the DM decides that the Components: V, S, M
creature is too big for its head to be cut off with the weapon Duration: Concentration, up to 8 hours
used to make the attack.
You choose a type between Humanoid or Fey and place a
contagious hex on a creature of that type you can see within
range. That creature is cursed for the duration. While cursed,
an illusory dagger wreathed in blue flame appears over the
creature's head.
Whenever another creature of the chosen type starts its
turn within 5 feet of a cursed creature, that creature is also
cursed for the duration. No more than 8 creatures can be
cursed by this spell at a time.
At the end of each of a cursed creature's turns, it must
succeed on a Wisdom saving throw or take 1d6 necrotic
damage. If it successfully saves against this spell three times,
the curse ends for that creature. The successes don't need to
be consecutive. When the curse ends on the original cursed
target, the spell ends.
A remove curse spell cast on a cursed creature ends the
curse on that target.

Titus
Titus
TitusLunter
Titus
Titus Lunter
Lunter
Lunter
Lunter
@TitusLunter
@TitusLunter
@TitusLunter
@TitusLunter
@TitusLunter
28 CHAPTER 2 | MAGIC
Enchanted Beans
Treasures Wondrous item, very rare
This section describes magic items that are likely to be found
while adventuring in Eldraine. The items are presented in Inside this heavy cloth bag are 3d4 dry beans. The bag
alphabetical order. weighs ½ pound plus ¼ pound for each bean it contains.
If you remove a bean from the bag and eat it, you are
Arcane Signet magically transformed into a beanstalk giant for 1 hour. Your
Ring, rare (requires attunement by a sorcerer, warlock, or game statistics, except for your mental ability scores, are
wizard) replaced by those of the giant. You retain your alignment and
personality. The transformation ends early if it is dispelled.
This beautiful golden signet ring encloses a blue gem If you remove a bean from the bag, plant it in dirt or sand,
swirling with magical energy. It was once a drop of water, but and then water it, the bean immediately grows into a giant
was transformed into something much more by Indrelon, the beanstalk. The beanstalk is 100 feet tall, and a cloud
magic mirror. magically appears at the top. The cloud acts a portal to a
While you are wearing the ring, it can function as a certain destination. The DM can choose the destination from
spellcasting focus for all your spells, and you can use an the following table or determine it randomly. Climbing the
action to regain one expended spell slot. If the expended slot beanstalk and touching the cloud teleports a creature to the
was of 7th level or higher, the new slot is 6th level. Once you destination.
have used this property, it can't be used again until the next
dawn. d4 Destination
The entrance to a castle in the clouds, ruled by a
Crystal Slipper 1
beanstalk giant.
Wondrous item, rare (requires attunement) 2 The entrance to Caste Locthwain.
The magic of these slippers was discovered by Cassia 3 The base of Castle Garenbrig.
Kenrith, a peasant girl who married into the royal line some
generations ago. 4 The back of a realm-cloaked giant).
While you wear these slippers, you can use a bonus action
and click the slippers' heels together. If you do, you gain the Faerie Dust
effect of the haste spell for 1 minute (no concentration Wondrous item, uncommon
required). If you click your heels together again, you end the
effect early (no action required). Once you have used the As an action, you can sprinkle this dust on yourself or
slippers, they can't be used again until the next dawn. another creature you can see within 5 feet of you. The
recipient gains a flying speed of 30 feet and the ability to
Embercleave hover for 1 minute. If the creature is airborne when this
Weapon (longsword), artifact (requires attunement) effect ends, it falls safely to the ground, taking no damage and
landing on its feet.
This sword of legend was once gifted to a knight of Embereth A vial holds enough faerie dust for one use.
by the Irencrag itself, a sign of true worthiness.
You have a +1 bonus to attack and damage rolls made with Folio of Fancies
this magic weapon. When you hit with an attack using it, the Wondrous item, legendary (requires attunement by a wizard)
target takes an extra 3d10 fire damage.
Summon. If this weapon is on the same plane of existence This dark hardcover book has a pair of blue feathered wings.
as you while you are attuned to it, you can summon it as a It is a spellbook of Gadwick, the archmage of the court of
reaction, causing it to teleport instantly to your hand. Vantress.
Cleave. When you take the Attack action on your turn, you The spellbook is a creature with the statistics of an
can replace one of your attacks with a swing of this magic animated book. You can attune to the spellbook while it is
weapon in an arc. Each creature in a 10-foot cone originating unconscious. While attuned to it, the spellbook acts
from you must succeed on a Dexterity saving throw against a independently of you but understands and follows your
DC of 9 + your proficiency bonus + your Strength modifier or commands.
take 2d10 fire damage. When found, the book contains the following spells, which
are wizard spells for you while you are attuned to the book:
bring to life*, enlarge/reduce, didn't say please*, hypnotic
pattern, imprisonment, rage of winter*, sleep, turn into a
pumpkin*, wish. It functions as a spellbook for you.
While you are holding the book, you can use it as a
spellcasting focus for your wizard spells.
* These spells appear in chapter 2.

CHAPTER 2 | MAGIC 29
Giant's Skewer Rosethorn Halberd
Weapon (spear), uncommon Weapon (halberd), uncommon
This magic weapon can be used only by a Medium or larger This halberd is made by the elves of the wilds. It is a
creature that has a Strength of 18 or higher. The weapon sharpened length in wood covered in thorny vines.
deals an additional 1d6 damage, or and additional 1d8 You have a +1 bonus to attack and damage rolls made with
damage if used with two hands to make a melee attack. this magic weapon. While wielding it, a creature that hits you
with a melee attack while within 5 feet of you takes 1d6
Lucky Clover slashing damage.
Wondrous item, rare (requires attunement)
Shining Armor
This silver pendant contains a single four-leaf clover encased Armor (any medium or heavy), very rare
in resin.
Luck. While you wear this pendant, you gain a +1 bonus to This armor never gets dirty and is always gleaming. You have
ability checks and saving throws. Additionally, whenever you a +2 bonus to AC while wearing it.
make an attack roll, ability check, or saving throw, you can Shine. While wearing this armor, you can't be surprised,
call on the pendant's luck to reroll the d20. You must use the and enemies within 30 feet of you have disadvantage on
second roll. This property can't be used again until the next Dexterity (Stealth) checks. You also have advantage on
dawn. Wisdom (Perception) checks that rely on sight to detect
anything in that radius.
Mace of the Valiant
Weapon (mace), legendary Sorcerous Spyglass
You a bonus to attack and damage rolls made with this magic Wondrous item, rare
weapon equal to the number of allies you can see within 30 This elegant brass spyglass features an intricate lens
feet of you. The maximum bonus to attack rolls is +5, and the mechanism. While looking through it, you advantage on
maximum bonus to damage rolls is +3. Wisdom (Perception) checks to detect things that can be
seen. In conditions of clear visibility, you can make out details
Mantle of Tides of even extremely distant creatures and objects as small as 2
Wondrous item, rare (requires attunement) feet across. In addition, you can view magical auras while
looking through the spyglass, as if under the effect of a detect
This magic cloak appears to made of water, despite keeping magic spell.
its shape. It is crafted and used by the undine of lochmere.
While you wear this cloak, you gain a +2 bonus to AC and Wishclaw Talisman
saving throws, and you are immune to fire damage. Wondrous item, legendary
High and Low. This magic cloak is drawn to magic.
Whenever you cast a spell that targets a friendly creature This talisman is made from the gnarled claw of some
within 30 feet of you, the cloak chases the spell and becomes unknown horror. It has three charges. While holding it, you
worn by the target. This target gains the benefits of the cloak can use an action to expend 1 charge and cast the wish spell
without attuning to it. You can retrieve the cloak with an from it. The talisman vanishes when you use the last charge.
action while within 30 feet of the target.
Potion of Fortifying
Potion, common
When you drink this potion, you regain 5 hit points, and the
potion provides enough nourishment to sustain you for one
day. This light blue potion is made from goodberries.
Pussflower Juice
Poison, common
A creature subjected to this poison must make a DC 10
Constitution saving throw. On a failed save, it takes 5 (2d4)
poison damage and is poisoned for 24 hours. On a successful
save, the creature takes half damage and isn't poisoned. A
poisoned creature can repeat the saving throw at the end of
each of its turns, ending the poisoned condition on itself on a
success.

Joe
Joe
JoeSlucher
Joe
Joe Slucher
Slucher
Slucher
Slucher
@JoeSlucher
@JoeSlucher
@JoeSlucher
@JoeSlucher
@JoeSlucher
30 CHAPTER 2 | MAGIC
chapter 3
Bestiary
his chapter presents a number of monsters and NPCs who can be found in Eldraine. The Eldraine
Creatures table below lists every creature in this chapter, along with that creature's type and challenge rating (CR).
T The creatures in this bestiary are organized alphabetically. A few creatures are gathered under a group heading; for
example, the Living Objects section presents stat blocks for animated objects, and those stat blocks are presented
alphabetically within that section.

Using a Stat Block Eldraine Creatures (contd.)


This chapter is a companion to the Monster Manual and Loch Dragon Dragon 10
adopts a similar presentation. If you are unfamiliar with the Lochmere Serpent Beast 14
monster stat block format, please read the introduction of the
Monster Manual before proceeding further. That book Lost Legionnaire Undead 5
explains stat block terminology and gives rules for various Lovestruck Beast Humanoid 2
monster traits, information which isn't repeated here.
In this chapter you will find some weapons and Mistford River Turtle Beast 3
spellcasting that function in atypical ways. These exceptions Oko* Fey ??
are features of a stat block and represent how a particular
creature uses weapons and casts spells; these exceptions Queen of Ice Humanoid 9
have no effect for how weapons and spells function for Questing Beast Monstrosity 9
someone else.
Additionally, if a stat block contains the name of a class in Realm-Cloaked Giant Giant 27
the creature's name or in parentheses under the name, the Reaper of Night Undead 5
creature is considered a member of that class for the purpose
of meeting prerequisites for magic items. Stonecoil Serpent Construct 6
Thorn Mammoth Plant 6
Eldraine Creatures
Creature Creature Type CR Turtle Hydra Beast 4

Archon Celestial 5 Undead Knight Undead 7

Beanstalk Giant Giant 9 The Whispering Witch Monstrosity 20

Bramblefort Fink* Fey ?? Witchstalker Beast 3

Clockwork Servant Construct 0 * This stat block is not yet available; please check back at a
Corridor Monitor Construct 1/4 later date for updates to this book.
Fox Beast 0
Garruk the Huntsman* Humanoid ??
Gingerbrute Construct 2
Goose Beast 0
Keeper of Fables Beast 2
Living Objects
    Animated Book Construct 0
    Animated Chest Construct 1 Tyler
Tyler
TylerJacobson
Tyler
Tyler Jacobson
Jacobson
Jacobson
Jacobson
    Animated Stove Construct 1 @tylerjacobsonart
@tylerjacobsonart
@tylerjacobsonart
@tylerjacobsonart
@tylerjacobsonart
    Animated Table Construct 1
    Flying Knife Construct 1/8
    Inquisitive Puppet Construct 1/8

CHAPTER 4 | BESTIARY 31
Igor
IgorKieryluk
Igor
Igor
IgorKieryluk
Kieryluk
Kieryluk
Kieryluk
@igorkieryluk
@igorkieryluk
@igorkieryluk
@igorkieryluk
@igorkieryluk

Archon
Medium Celestial, Lawful Good

Armor Class 17 (natural armor)


Hit Points 66 (12d8 + 12)
Speed 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 12 (+1) 13 (+1) 11 (+0) 17 (+3) 18 (+4)

Saving Throws Wis +6, Cha +7


Skills Investigation +3, Perception +6
Damage Resistances fire, radiant
Condition Immunities charmed, exhaustion,
frightened
Senses truesight 120 ft., passive Perception 16
Languages all
Challenge 5 (1,800 XP)
Archon Proficiency Bonus +3
Archons are embodiments of the white mana that suffuses Aura of Harmony. Enemies within 30 feet of the
the planes of the multiverse. They are celestial beings akin to archon deal only half damage with weapon attacks
angels, aligned with law and justice. On eldraine, the archons that use Strength.
are counted among the fair folk, though they would not
consider themselves such. Magic Resistance. The archon has advantage on
The archons ride winged stags, and utilize radiant saving throws against spells and other magical
weapons that appear to be made of antler. These mounts effects.
have the statistics of elks, except they're Celestials, they has Actions
resistance to all damage, they're immune to the charmed and
frightened conditions, and they have a flying speed of 90 feet. Multiattack. The archon makes two melee attacks.
Longsword. Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 7 (1d8 + 3) slashing damage, or
8 (1d10 + 3) slashing damage if used with two
hands, plus 18 (4d8) radiant damage. If the target is
within 5 feet of any of the archon's allies, the target
takes an extra 2 (1d4) radiant damage.

Bonus Actions
Sanctuary (3/day). The archon casts sanctuary.

32 CHAPTER 3 | BESTIARY
Jason
JasonA.
Jason
Jason
JasonA.A.A.
A.Engle
Engle
Engle
Engle
Engle
@jason_engle
@jason_engle
@jason_engle
@jason_engle
@jason_engle

Beanstalk Giant
Huge Giant, Typically Any Good Alignment

Armor Class 14 (natural armor)


Hit Points 200 (16d12 + 96)
Speed 40 ft.

STR DEX CON INT WIS CHA


27 (+8) 10 (+0) 22 (+6) 12 (+1) 16 (+3) 16 (+3)

Damage Vulnerabilities fire


Saving Throws Con +10, Wis +7, Cha +7
Skills Nature +5, Perception +7, Survival +7
Senses passive Perception 17
Languages Giant
Challenge 9 (5,000 XP)
Proficiency Bonus +4

Keen Smell. The giant has advantage on Wisdom Beanstalk Giant


(Perception) checks that rely on smell.
Smaller giants on Eldraine stand around 10 feet tall. These
Ritual Casting. The giant can cast Commune with giants often have skin made of bronze and use their immense
Nature as a ritual, or cast Plant Growth with a strength to bully small folk. These giants might have the
casting time of 8 hours. statistics of ogres.
Larger giants, like beanstalk giants, can stand 15 feet tall.
Actions These giants have skin of stone, often covered with naturally
Multiattack. The giant makes two slam attacks. growing moss. These giants tend to be kinder to small folk,
using their strength to help those in need. This outlook on life
Slam. Melee Weapon Attack: +12 to hit, reach 10 ft., sometimes inspires them to become knights of Garenbrig.
one target. Hit: 18 (3d6 + 8) bludgeoning damage. Beanstalk giants specifically have a deep connection to
Rock. Ranged Weapon Attack: +12 to hit, range nature thanks to the Great Henge in Garenbrig. Legends say
60/240 ft., one target. Hit: 30 (4d10 + 8) that these giants used magic to grow great beanstalks tall
bludgeoning damage. enough to reach the clouds, where they build their own
Spellcasting. The giant casts one of the following
floating castles. Ordinary beans are often peddled away as
spells
"giant beanstalk beans" to unwitting peasants.
Bonus Actions
Fertile Footsteps. The giant casts fertile footsteps*
on itself.

* The fertile footsteps spell appears on page 26.


CHAPTER 3 | BESTIARY 33
David
DavidPalumbo
David
David
David Palumbo
Palumbo
Palumbo
Palumbo
@dvpalumbo
@dvpalumbo
@dvpalumbo
@dvpalumbo
@dvpalumbo

Clockwork Servant
Small Construct, Unaligned

Armor Class 10
Hit Points 3 (1d6)
Speed 30 ft.

Clockwork Servant STR DEX CON INT WIS CHA


"Some are annoyed by the constant ticking as they clean the
cobbles, but to the castle custodians, there’s no sweeter 2 (-4) 10 (+0) 11 (+0) 1 (-5) 10 (+0) 1 (-5)
sound."
These small automatons are clockwork machines, crafted Skills Perception +4
by Vantress artificers, that are able to perform simple tasks, Damage Immunities poison
such as fetching things, cleaning, mending, folding clothes, Condition Immunities charmed, exhaustion,
lighting fires, serving food, and pouring wine. They aren't frightened, paralyzed, petrified, poisoned
Senses blindsight 60 ft. (blind beyond this radius),
living or thinking, and will simply follow the orders given passive Perception 14
them by their creator. Languages understands the languages of its creator
but can't speak
Challenge 0 (0 or 10 XP)
Proficiency Bonus +2

Unusual Nature. The servant doesn't require air, food,


drink, or sleep.

Actions
Slam. Melee Weapon Attack: +2 to hit, reach 5 ft.,
one target. Hit: 1 bludgeoning damage.

34 CHAPTER 3 | BESTIARY
Jason
JasonFelix
Jason
Jason
JasonFelix
Felix
Felix
Felix
@jason_felix
@jason_felix
@jason_felix
@jason_felix
@jason_felix

Corridor Monitor
Small Construct, Unaligned

Armor Class 17 (natural armor)


Hit Points 26 (4d6 + 12)
Speed 40 ft.

STR DEX CON INT WIS CHA


11 (+0) 14 (+2) 16 (+3) 5 (-3) 16 (+3) 7 (-2)

Skills Perception +4, Stealth +4


Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages understands the languages of its creator
but can't speak
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Corridor Monitor
The corridor monitors are clockwork machines powered by
Illumination. The monitor casts bright light in a 60- magic. They are similar to lanterns with legs, and they use
foot cone and dim light for an additional 60 feet. their light to search Vantress castle for intruders. Should they
find any, they emit a loud alarm sound, alerting the castle
Keen Senses. The monitor has advantage on Wisdom guards and knights to the disturbance.
(Perception) checks.
Unusual Nature. The monitor doesn't require air,
food, drink, or sleep.

Actions
Slam. Melee Weapon Attack: +2 to hit, reach 5 ft.,
one target. Hit: 3 (1d6) bludgeoning damage.
Reactions
Alarm. When it detects an intruder, the monitor it
emits a shriek audible within 300 feet of it.

CHAPTER 3 | BESTIARY 35
Mitchell
MitchellMalloy
Mitchell
Mitchell
MitchellMalloy
Malloy&&&&&Maddie
Malloy
Malloy Maddie
MaddieJulyk
Maddie
MaddieJulyk
Julyk
Julyk
Julyk
@mitchmalloy
@mitchmalloy
@mitchmalloy
@mitchmalloy &
&& @maddiejulyk
@maddiejulyk
@maddiejulyk
@mitchmalloy&&@maddiejulyk
@maddiejulyk

Fox
Tiny beast, unaligned

Armor Class 13
Hit Points 2 (1d4)
Fox Speed 30 ft., burrow 5 ft.

Foxes are common in the wilds of Eldraine. The small beast


is its most common form, but there are two fantastical kinds STR DEX CON INT WIS CHA
of foxes found on the plane; first is the flutterfox, a fox with 2 (-4) 16 (+3) 11 (+0) 3 (-4) 12 (+1) 6 (-2)
wings at its feet. It has the statistics of an ordinary fox, except
it has a flying speed of 40 feet. Skills Perception +3, Stealth +5
In the wilds are also giant foxes, large enough to be used as Senses darkvision 60 ft., passive Perception 13
mounts by the elves. These foxes have the statistics of dire Languages —
wolves, except they don't have the Pack Tactics trait. Challenge 0 (0 or 10 XP)
Proficiency Bonus +2

Keen Hearing. The fox has advantage on Wisdom


(Perception) checks that rely on hearing.

Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one creature. Hit: 1 piercing damage.

36 CHAPTER 3 | BESTIARY
Vincent
VincentProce
Vincent
Vincent
VincentProce
Proce
Proce
Proce
@vproceart
@vproceart
@vproceart
@vproceart
@vproceart

Gingerbrute
Medium Construct, Any Alignment

Armor Class 16
Hit Points 39 (6d8 + 12)
Speed 30 ft.

STR DEX CON INT WIS CHA


8 (-3) 23 (+6) 15 (+2) 10 (+0) 12 (+1) 10 (+0)

Senses passive Perception 11


Languages Common
Challenge 2 (450 XP)
Proficiency Bonus +2

Evasion. If the gingerbrute is subjected to an effect


that allows it to make a Dexterity saving throw to
take only half damage, it instead takes no damage if
it succeeds on the saving throw and only half
damage if it fails, provided it isn't incapacitated.
Food Creature. A creature that uses an unarmed Gingerbrute
strike to bite the gingerbrute regains hit points The gingerbrute is a creation of food, magic, and little bit of
equal to the damage dealt. bad luck; cropping up in cooking accidents involving the
Runby. The gingerbrute doesn't provoke opportunity wrong mix of herbs and spices. The gingerbrute is typicaly a
attacks when it leaves an enemies' reach. very fast creature; and a tasty one if you can get your hands
Unusual Nature. The gingerbrute doesn't require air,
on it.
food, drink, or sleep.

Actions
Multiattack. The gingerbrute makes three Slam
attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 3 (1d6) bludgeoning damage.

Bonus Actions
Dash. The gingerbrute takes the Dash action.

CHAPTER 3 | BESTIARY 37
Lindsey
LindseyLook
Lindsey
Lindsey
LindseyLook
Look
Look
Look
@lindseylook
@lindseylook
@lindseylook
@lindseylook
@lindseylook

Goose
Small Beast, Unaligned

Armor Class 12
Goose Hit Points 3 (1d4 + 1)
Speed 10 ft., fly 50 ft., swim 20 ft.
A goose is a bird that is often found swimming in bodies of
water. They are simple if intrusive creatures, but on Eldraine,
legends speak of the Gilded Goose. This golden-plated STR DEX CON INT WIS CHA
creature is responsible for laying golden eggs, and is coveted 7 (-2) 14 (+2) 13 (+1) 2 (-4) 12 (+1) 4 (-3)
by peasants and nobles alike.
A gilded goose is practically priceless, and might be the Skills Perception +3
subject of an entire quest for a noble or hunter. The golden Senses passive Perception 13
eggs of a gilded goose are worth 50gp. Languages —
Challenge 0 (0 or 10 XP)

Keen Sight. The goose has advantage on Wisdom


(Perception) checks that rely on sight.

Actions
Beak. Melee Weapon Attack: +2 to hit, reach 5 ft.,
one target. Hit: 2 (1d4) piercing damage.

38 CHAPTER 3 | BESTIARY
Alex
AlexKonstad
Alex
Alex
Alex Konstad
Konstad
Konstad
Konstad
@alexkonstad
@alexkonstad
@alexkonstad
@alexkonstad
@alexkonstad

Keeper of Fables
Large Beast, Neutral

Armor Class 15 (natural armor)


Hit Points 45 (6d10 + 12)
Speed 50 ft.

STR DEX CON INT WIS CHA


19 (+4) 16 (+3) 14 (+2) 17 (+3) 14 (+2) 10 (+0)

Saving Throws Str +6, Con +4


Skills History +10, Insight +4, Perception +4, Stealth
+5
Senses passive Perception 14
Languages all
Challenge 2 (450 XP)
Proficiency Bonus +2

Keen Smell. The keeper has advantage on Wisdom


(Perception) checks that rely on smell.
Pounce. If the keeper moves at least 20 feet straight
toward a creature and then hits it with a claw attack
on the same turn, that target must succeed on a DC
14 Strength saving throw or be knocked prone. If
Keeper of Fables
the target is prone, the keeper can make one bite The Keeper of Fables is a magical lion, believed to have
attack against it as a bonus action. "awakened" by becoming infused with the magic of the Great
Henge in Garenbrig. Not only does the lion speak, but it is
Actions incredibly knowledge and wise, and has a penchant for
Multiattack. The keeper makes two attacks: one with collecting tales and fables and sharing them with those who
its bite and one with its claw. mean no harm.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 8 (1d8 + 4) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 7 (1d6 + 4) slashing damage.

Bonus Actions
Roar (Costs 2 Actions). The keeper emits a magical
roar. Each creature within 60 feet of the keeper that
can hear the roar must succeed on a DC 12 Wisdom
saving throw or be frightened of the keeper until the
end of the keeper's next turn.

CHAPTER 3 | BESTIARY 39
Colin
ColinBoyer
Colin
Colin
Colin Boyer
Boyer
Boyer
Boyer
@colinboyer
@colinboyer
@colinboyer
@colinboyer
@colinboyer

Animated Book
Tiny Construct, Unaligned

Armor Class 12 (natural armor)


Hit Points 3 (1d4 + 1)
Speed 0 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA


3 (-4) 13 (+1) 12 (+1) 1 (-5) 5 (-3) 1 (-5)

Damage Vulnerabilities fire


Damage Immunities poison, psychic
Condition Immunities blinded, deafened, exhaustion,
poisoned
Senses blindsight 60 ft. (blind beyond this radius),
passive Perception 7
Languages —
Challenge 0 (0 or 10 XP)

Living Objects Antimagic Susceptibility. The book is incapacitated


Eldraine is a land full of magic that can awaken objects and while in the area of an antimagic field. If targeted by
creatures alike. The following section presents a number of dispel magic, the book must succeed on a
stat blocks to represent some unique living objects for such Constitution saving throw against the caster's spell
save DC or fall unconscious for 1 minute.
spells and effects.
You can find statistics for other living objects in other False Object. If the book is motionless at the start of
source books. combat, it has advantage on its initiative roll.
Moreover, if a creature hasn't observed the book
move or act, that creature must succeed on a DC 15
Wisdom (Perception) check to discern that the
book isn't an object.
Unusual Nature. The book doesn't require air, food,
drink, or sleep.

Actions
Book Club. Melee Weapon Attack: +0 to hit, reach 5
ft., one target. Hit: 1 bludgeoning damage.

40 CHAPTER 3 | BESTIARY
Animated Chest Animated Stove
Small Construct, Unaligned Large Construct, Unaligned

Armor Class 15 (natural armor) Armor Class 18


Hit Points 16 (3d6+6) Hit Points 42 (5d10 + 15)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+3) 8 (-1) 14 (+2) 1 (-5) 5 (-3) 1 (-5) 16 (+3) 8 (-1) 17 (+3) 1 (-5) 5 (-3) 1 (-5)

Damage Immunities poison, psychic Damage Immunities poison, psychic


Condition Immunities blinded, deafened, exhaustion, Condition Immunities blinded, deafened, exhaustion,
poisoned poisoned
Senses blindsight 60 ft. (blind beyond this radius), Senses blindsight 60 ft. (blind beyond this radius),
passive Perception 7 passive Perception 7
Languages — Languages —
Challenge 1 (200 XP) Challenge 1 (200 XP)
Proficiency Bonus +2 Proficiency Bonus +2

Antimagic Susceptibility. The chest is incapacitated Antimagic Susceptibility. The stove is incapacitated
while in the area of an antimagic field. If targeted by while in the area of an antimagic field. If targeted by
dispel magic, the chest must succeed on a dispel magic, the stove must succeed on a
Constitution saving throw against the caster's spell Constitution saving throw against the caster's spell
save DC or fall unconscious for 1 minute. save DC or fall unconscious for 1 minute.
False Appearance. If the chest is motionless at the False Appearance. If the stove is motionless at the
start of combat, it has advantage on its initiative roll. start of combat, it has advantage on its initiative roll.
Moreover, if a creature hasn't observed the chest Moreover, if a creature hasn't observed the stove
move or act, that creature must succeed on a DC 15 move or act, that creature must succeed on a DC 15
Wisdom (Perception) check to discern that the Wisdom (Perception) check to discern that the
chest isn't an object. stove isn't an object.
Unusual Nature. The chest doesn't require air, food, Unusual Nature. The stove doesn't require air, food,
drink, or sleep. drink, or sleep.

Actions Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., Slam. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 7 (1d8 + 3) bludgeoning damage, one target. Hit: 7 (1d8 + 3) bludgeoning damage.
and if the target is a Medium or smaller creature, it
is grappled (escape DC 12). Until this grapple ends, Belch Fire (Recharge 4–6). The stove belches fire in a
the chest can't use its Bite attack on another target. 15-foot cone. Each creature in the area must make a
DC 10 Dexterity saving throw, taking 11 (2d10) fire
Contain. The chest swallows one creature grappled damage on a failed save, or half as much damage on
by it, and the grapple ends. The swallowed creature a successful one.
is blinded and restrained, it has total cover against
attacks and other effects outside the chest. The
chest can have only one creature swallowed at a
time. While the chest isn't incapacitated, it can
release the creature at any time (no action required)
in a space within 5 feet of it. The creature exits
prone. If the chest dies, it likewise releases a
swallowed creature.

CHAPTER 3 | BESTIARY 41
Animated Table Flying Knife
Large Construct, Unaligned Tiny construct, unaligned

Armor Class 15 (natural armor) Armor Class 17 (natural armor)


Hit Points 39 (6d10 + 6) Hit Points 12 (5d4)
Speed 40 ft. Speed 0 ft., fly 50 ft. (hover)

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 13 (+1) 1 (-5) 3 (-4) 1 (-5) 12 (+1) 15 (+2) 11 (+0) 1 (-5) 5 (-3) 1 (-5)

Damage Immunities poison, psychic Saving Throws Dex +4


Condition Immunities blinded, deafened, exhaustion, Damage Immunities poison, psychic
poisoned Condition Immunities blinded, deafened, exhaustion,
Senses blindsight 60 ft. (blind beyond this radius), poisoned
passive Perception 6 Senses blindsight 60 ft. (blind beyond this radius),
Languages — passive Perception 7
Challenge 1 (200 XP) Languages —
Proficiency Bonus +2 Challenge 1/8 (25 XP)
Proficiency Bonus +2
Antimagic Susceptibility. The table is incapacitated
while in the area of an antimagic field. If targeted by Antimagic Susceptibility. The knife is incapacitated
dispel magic, the table must succeed on a while in the area of an antimagic field. If targeted by
Constitution saving throw against the caster's spell dispel magic, the knife must succeed on a
save DC or fall unconscious for 1 minute. Constitution saving throw against the caster's spell
save DC or fall unconscious for 1 minute.
Charge. If the table moves at least 20 feet straight
toward a target and then hits it with a ram attack on False Appearance. If the knife is motionless at the
the same turn, the target takes an extra 9 (2d8) start of combat, it has advantage on its initiative roll.
bludgeoning damage. If the target is a creature, it Moreover, if a creature hasn't observed the knife
must succeed on a DC 15 Strength saving throw or move or act, that creature must succeed on a DC 15
be knocked prone. Wisdom (Perception) check to discern that the
knife isn't an object.
False Appearance. If the table is motionless at the
start of combat, it has advantage on its initiative roll. Unusual Nature. The knife doesn't require air, food,
Moreover, if a creature hasn't observed the table drink, or sleep.
move or act, that creature must succeed on a DC 15
Wisdom (Perception) check to discern that the Actions
table isn't an object.
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Unusual Nature. The table doesn't require air, food, one target. Hit: 3 (1d4 + 1) piercing damage.
drink, or sleep.

Actions
Ram. Melee Weapon Attack: +6, reach 5 ft., one
target. Hit: 12 (2d8 + 3) bludgeoning damage.

42 CHAPTER 3 | BESTIARY
Joseph
JosephMeehan
Joseph
Joseph
JosephMeehan
Meehan
Meehan
Meehan
@josephmeehanart
@josephmeehanart
@josephmeehanart
@josephmeehanart
@josephmeehanart

Inquisitive Puppet
Tiny Construct, Any Alignment

Armor Class 11 (natural armor)


Hit Points 28 (8d4 + 8)
Speed 30 ft.

STR DEX CON INT WIS CHA


3 (-4) 11 (+0) 13 (+1) 10 (+0) 10 (+0) 7 (-2)

Skills Investigation +2, Perception +2


Saving Throws Int +2, Wis +2, Cha +0
Damage Immunities poison
Condition Immunities paralyzed, petrified, poisoned
Senses darkvision 30 ft., passive Perception 12
Languages Common
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Inquisitive Puppet
Antimagic Susceptibility. The puppet is incapacitated
while in the area of an antimagic field. If targeted by A curious living object, the first inquisitive puppet was
dispel magic, the puppet must succeed on a brought to life by a faerie guidemother as a boon for an old
Constitution saving throw against the caster's spell woodcarver who longed for a son. Perhaps it is the humanoid
save DC or fall unconscious for 1 minute. shape of puppets that cause them to be exceedingly curious
False Appearance. If the puppet is motionless at the
when touched by magic.
start of combat, it has advantage on its initiative roll.
Moreover, if a creature hasn't observed the puppet
move or act, that creature must succeed on a DC 18
Intelligence (Investigation) check to discern that the
puppet is animate.
Unusual Nature. The puppet doesn't require air, food,
drink, or sleep.

Actions
Slam. Melee Weapon Attack: +2 to hit, reach 5 ft.,
one creature. Hit: 3 (1d6) bludgeoning damage.

CHAPTER 3 | BESTIARY 43
Mike
MikeBierek
Mike
Mike
MikeBierek
Bierek
Bierek
Bierek
@michael-bierek
@michael-bierek
@michael-bierek
@michael-bierek
@michael-bierek

Loch Dragon
Large Dragon, Typically Neutral

Armor Class 18 (natural armor)


Hit Points 178 (17d10 + 85)
Speed 40 ft., fly 80 ft., swim 40 ft.

STR DEX CON INT WIS CHA


23 (+6) 10 (+0) 21 (+5) 10 (+0) 11 (+0) 19 (+4)

Saving Throws Dex +4, Con +9, Wis +4, Cha +8


Skills Perception +8, Stealth +4
Damage Immunities acid, cold
Senses blindsight 30 ft., darkvision 120 ft., passive
Perception 18
Languages Draconic
Loch Dragon Challenge 10 (5,900 XP)
Proficiency Bonus +4
The loch dragons live in and around Lochmere, the great lake
upon which Castle Vantress sits. Just as the undines and Actions
Magic Mirror, loch dragons are curious and inquisitive
creatures. Despite their ferocity, their favor can be won with a Multiattack. The dragon makes three attacks: one
gift of something they’ve never seen before. with its bite and two with its claws.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft.,
one target. Hit: 17 (2d10 + 6) piercing damage plus
3 (1d6) fire damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft.,
one target. Hit: 13 (2d6 + 6) slashing damage.
Water Stream (Recharge 5–6). The dragon exhales
water in a 30-foot line that is 5 feet wide. Each
creature in that line must make a DC 17 Dexterity
saving throw. On a failed save, a creature takes 56
(16d6) bludgeoning damage and pushed to the end
of the line. On a successful save, a creature takes
half as much damage and isn't pushed.

44 CHAPTER 3 | BESTIARY
Sam
SamBurley
Sam
Sam
Sam Burley
Burley
Burley
Burley
@samburley
@samburley
@samburley
@samburley
@samburley

Lochmere Serpent
Aside from loch dragons and undines, lake Lochmere is also the native home of enormous sea serpents. Even dragons steer clear
of these creatures, and the mere idea of them is enough to keep the lake's waters clear of boats and swimmers.

Lochmere Serpent Actions


Gargantuan Beast, Unaligned
Multiattack. The serpent makes one Bite attack and one
Constrict or Tail attack.
Armor Class 17 (natural armor)
Hit Points 170 (11d20 + 55) Bite. Melee Weapon Attack: +12 to hit, reach 15 ft.,
Speed 20 ft., swim 60 ft. one target. Hit: 20 (2d12 + 7) piercing damage plus 6
(1d12) cold damage.
Constrict. Melee Weapon Attack: +12 to hit, reach 20
STR DEX CON INT WIS CHA
ft., one creature. Hit: 29 (4d10 + 7) bludgeoning
24 (+7) 15 (+2) 20 (+5) 8 (-1) 16 (+3) 12 (+1) damage, and the target is grappled (escape DC 20).
Until this grapple ends, the target is restrained, and the
Saving Throws Str +12, Con +10 serpent can't constrict another target.
Skills Perception +8, Stealth +7 Tail. Melee Weapon Attack: +12 to hit, reach 20 ft., one
Damage Resistances acid target. Hit: 13 (1d12 + 7) bludgeoning damage. If the
Damage Immunities cold target is a creature, it must succeed on a DC 20
Condition Immunities restrained Strength saving throw or be pushed up to 30 feet away
Senses darkvision 120 ft., passive Perception 18 from the serpent and knocked prone.
Languages —
Challenge 14 (11,500 XP) Legendary Actions
Proficiency Bonus +5
The lochmere serpent can take 3 legendary actions,
choosing from the options below. Only one legendary
Amphibious. The serpent can breathe air and water.
action can be used at a time and only at the end of
Legendary Resistance (2/Day). If the serpent fails a another creature's turn. The serpent regains spent
saving throw, it can choose to succeed instead. legendary actions at the start of its turn.
Siege Monster. The serpent deals double damage to Tail. The serpent makes one Tail attack.
objects and structures.
Bite (Costs 2 Actions). The serpent makes one Bite
attack

CHAPTER 3 | BESTIARY 45
Anastasia
AnastasiaOvchinnikova
Anastasia
Anastasia
AnastasiaOvchinnikova
Ovchinnikova
Ovchinnikova
Ovchinnikova
@nastasja
@nastasja
@nastasja
@nastasja
@nastasja

Lost Legionnaire
Medium Undead, Any Alignment

Armor Class 12
Hit Points 55 (10d8 + 10)
Speed 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 15 (+2) 12 (+1) 13 (+1) 12 (+1) 14 (+2)

Skills Acrobatics +5, Athletics +6, Perception +4


Damage Resistances necrotic; bludgeoning, piercing,
and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, exhaustion,
frightened, grappled, paralyzed, petrified,
poisoned, restrained
Senses passive Perception 14
Languages the languages it knew in life
Challenge 5 (1,800 XP)
Lost Legionnaire Proficiency Bonus +3

The lost legion is the collective name for all of the Blacklance Blurred Form. Attack rolls against the legionnaire are
Paragons who have died in their quest. These knights of made with disadvantage unless the legionnaire is
Locthwain give a worthy gift from the wilds to Queen Ayara, incapacitated.
ruler of the court, and are rewarded with a wedding to her
and a send-off into the wilds to find the fabled Cauldron of Incorporeal Movement. The legionnaire can move
Eternity, whose magic can bring the dead back to life. through other creatures and objects as if they were
difficult terrain. It takes 5 (1d10) force damage if it
But as Locthwain exemplifies the virtue of persistence, not ends its turn inside an object.
even death can stop the Blacklane Paragons. As ghosts, these
knights scour the wilds for any trace of the Cauldron, and will Turn Resistance. The legionnaire has advantage on
jealously defend its secrets from anyone unlucky enough to saving throws against any effect that turns
wander into their path. legionnaire.
Unusual Nature. The legionnaire doesn't require air,
food, drink, or sleep.

Actions
Multiattack. The legionnaire makes two Spectral
Longsword attacks.
Spectral Longsword. Melee Weapon Attack: +6 to hit,
reach 5 ft., one target. Hit: 8 (1d8 + 3) slashing
damage plus 11 (2d10) force damage.

46 CHAPTER 3 | BESTIARY
Kev
KevWalker
Kev
Kev
Kev Walker
Walker
Walker
Walker

Lovestruck Beast
Medium Monstrosity, Any Alignment

Armor Class 12 (natural armor)


Hit Points 58 (9d8 + 18)
Speed 40 ft.

STR DEX CON INT WIS CHA


15 (+2) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)

Skills Perception +4
Damage Resistances bludgeoning, piercing, and Lovestruck Beast
slashing from nonmagical attacks
Senses passive Perception 14
The lovestruck beast is a favorite curse of barrow witches.
Languages Any one language Usually a handsome noble who treats others poorly is given
Challenge 2 (450 XP) this curse, and told the only way for the curse to be broken is
Proficiency Bonus +2 for the beast to find true love; to find someone who loves him
for his personality, rather than his looks. Needless to say,
Keen Hearing and Smell. The beast has advantage on
Eldraine's wilds are home to more than one such beast.
Wisdom (Perception) checks that rely on hearing or
smell.

Actions
Multiattack. The beast makes two attacks: two one
with its bite and one with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 6 (1d8 + 2) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one creature. Hit: 7 (2d4 + 2) slashing damage.

CHAPTER 3 | BESTIARY 47
Milivoj
MilivojĆĆĆĆĆeran
Milivoj
Milivoj
Milivoj eran
eran
eran
eran
@mceran
@mceran
@mceran
@mceran
@mceran

Mistford River Turtle


Huge Beast, Typically Neutral

Armor Class 15 (natural armor)


Hit Points 68 (8d12 + 16)
Mistford River Turtle Speed 25 ft., swim 50 ft.

The mistford river turtle was raised from a hatchling by the


undines. They taught the turtle who to ferry across STR DEX CON INT WIS CHA
Lochmere, and who to drown. If someone attempts to use the 19 (+4) 11 (+0) 15 (+2) 8 (-1) 12 (+1) 5 (-3)
back of the great turtle to cross the lake, it will submerge
itself and leave the intruders stranded in the murky waters. Senses darkvision 60 ft., passive Perception 11
But the turtle will safely guide those who are welcome Languages understands Mermish but can't speak
through the mists and across the dangerous waters. Challenge 3 (700 XP)
Proficiency Bonus +2

Amphibious. The turtle can breathe air and water.

Actions
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft.,
one target. Hit: 18 (4d6 + 4) piercing damage. If the
target is a creature, it must succeed on a DC 14
Strength saving throw or be knocked prone.

48 CHAPTER 3 | BESTIARY
Eric
EricDeschamps
Eric
Eric
Eric Deschamps
Deschamps
Deschamps
Deschamps
@deschampsart
@deschampsart
@deschampsart
@deschampsart
@deschampsart

Queen of Ice Additional Spells


The Queen of Ice is a mysterious figure who travels across If you have access to the following books, you can
Eldraine in the winter upon a carriage. She has a magical replace a 2/day spell from the Queen of Ice's
mastery over snow and ice, and seems especially concerned statistics with either frost fingers from Icewind
with lake Lochmere once it freezes over. She has been know Dale: Rime of the Frostmaiden or binding ice from
to spirit away individuals with bad reputations, but none Fizban's Treasury of Dragons.
know if this is to punish or recruit them.

Queen of Ice Frost Burst. Melee or Ranged Spell Attack: +7 to hit,


reach 5 ft. or range 120 ft., one target. Hit: 25 (4d10 +
Medium Humanoid, Lawful Evil
3) cold damage. If the target is a creature, its speed is
reduced by 10 feet until the start of the queen's next
Armor Class 12 (15 with mage armor) turn.
Hit Points 121 (22d8 + 22)
Speed 30 ft. Cold Explosion (Recharge 4–6). The queen unleashes a
magical explosion of cold. The magic erupts in a 20-
foot-radius sphere centered on a point within 150 feet
STR DEX CON INT WIS CHA of the queen. Each creature in that area must make a
DC 15 Dexterity saving throw. On a failed save, a
9 (-1) 14 (+2) 12 (+1) 17 (+3) 12 (+1) 11 (+0) creature takes 40 (9d8) cold damage and has its speed
reduced to 0 until the start of the queen's next turn. On
Damage Immunities cold a successful save, a creature takes half as much damage
Saving Throws Int +7, Wis +5 and its speed isn't reduced. The explosion freezes
Skills Arcana +7, Nature +7, Survival +5 nonmagical liquids in the area that aren't being worn or
Senses passive Perception 11 carried.
Languages any four languages
Spellcasting. The queen casts one of the following
Challenge 9 (5,000 XP)
spells, using Intelligence as the spellcasting ability
Proficiency Bonus +4
(spell save DC 15):
Legendary Resistance (2/day). If the queen fails a saving At will: light, message, prestidigitation
throw, she can choose to succeed instead. 2/day each: armor of agathys, ice storm, lightning bolt,
mage armor, snowball storm*
Actions 1/day: cone of cold, freezing sphere, investiture of ice,*
wall of ice
Multiattack. The queen makes three Frost Burst attacks.

* These spells appear in Xanathar's Guide to Everything. Investiture of ice also appears in the Elemental Evil Player's Companion.

CHAPTER 3 | BESTIARY 49
Igor
IgorKieryluk
Igor
Igor
Igor Kieryluk
Kieryluk
Kieryluk
Kieryluk
@igorkieryluk
@igorkieryluk
@igorkieryluk
@igorkieryluk
@igorkieryluk

Questing Beast
Huge Monstrosity, Neutral

Armor Class 15 (natural armor)


Hit Points 172 (15d12 + 75)
Speed 30 ft.

STR DEX CON INT WIS CHA


20 (+5) 12 (+1) 20 (+5) 14 (+2) 18 (+4) 7 (-2)

Saving Throws Con +8, Int +5, Wis +7


Skills Insight +7, Perception +7
Condition Immunities charmed, frightened
Senses truesight 60 ft., passive Perception 16
Languages all
Challenge 9 (5,000 XP)
Proficiency Bonus +3

Questing Beast Legendary Resistance (3/day). If the beast fails a


saving throw, it can choose to succeed instead.
The Questing Beast is a kind of hydra or chimera, with a
sharp stinging tail and reptilian features. Despite its name, it Discern Lie. The beast discerns when a creature in
is not beastly in the slightest. It is incredibly intelligent and earshot speaks a lie in a language the beast knows.
wise, so much so that the throne of the high king is Multiheaded. The beast can't be surprised, and it has
dependent on its whim. advantage on saving throws against being blinded,
When there is to be a new high king in Eldraine, there is no deafened, and knocked unconscious.
political vying or maneuvering. Instead, the Questing Beast
chooses two individuals each generation, a future king and Reactive Heads. The beast can take three reactions.
queen, to undertake the challenge of attaining knighthood in Wakeful. While the beast sleeps, at least one of its
all five courts. If they are successful, they are crowned the heads is awake.
next high king and high queen.
Actions
Multiattack. The beast makes three bite attacks and
one tail attack.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft.,
one target. Hit: 16 (2d10 + 5) piercing damage.
Tail. Melee Weapon Attack: +8 to hit, reach 10 ft.,
one target. Hit: 12 (2d6 + 5) bludgeoning damage.

50 CHAPTER 3 | BESTIARY
Adam
AdamPaquette
Adam
Adam
Adam Paquette
Paquette
Paquette
Paquette
@adampaquette
@adampaquette
@adampaquette
@adampaquette
@adampaquette

Note for DMs


Most Gargantuan creatures control an area of 20-
Realm-Cloaked Giant feet square. When using the realm-cloaked giant
for an encounter, consider treating it as a 500-foot
Far larger than the 15-foot tall giants of Garenbrig, the realm- area of the terrain. Consider giving it immunity to
cloaked giant is an enigmatic figure that uses its strength and damage unless the creatures climb into its space. If
magic to upend entire villages throughout the realms. This using a grid or battlemap, consider treating the
dangerous figure has been quested after and hunted by giant's body as a map, with various features such as
knights of all courts in the past, to no avail. Its power is buildings, trees, and hazards on it that activate as
hitherto unmatched throughout the realms or the wilds. the giant moves.

CHAPTER 3 | BESTIARY 51
Realm-Cloaked Giant Intelligence (Investigation) check to discern that the
giant is animate.
Gargantuan Giant, Typically Neutral
Immutable Form. The giant is immune to any spell or
Armor Class 23 (natural armor) effect that would alter its form.
Hit Points 410 (20d20 + 200) Legendary Resistance (2/Day). If the giant fails a saving
Speed 60 ft. throw, it can choose to succeed instead.
Siege Monster. The giant deals double damage to
STR DEX CON INT WIS CHA objects and structures.
30 (+10) 11 (+0) 30 (+10) 8 (-1) 11 (+0) 8 (-1) Towering Terror. Any enemy not in the giant's space that
starts its turn within 30 feet of it must succeed on a
DC 26 Wisdom saving throw or be frightened until the
Saving Throws Str +18, Con +18, Wis +8, Cha +7
start of the enemy's next turn. If the enemy's saving
Damage Immunities bludgeoning, piercing, and slashing throw is successful, it is immune to this giant's
from nonmagical attacks
Towering Terror for the next 24 hours.
Condition Immunities charmed, frightened, paralyzed,
restrained
Senses darkvision 150 ft., passive Perception 10
Actions
Languages Giant Multiattack. The gaint makes three Slam attacks, then
Challenge 27 (105,000 XP) uses Stomp.
Proficiency Bonus +8
Slam. Melee Weapon Attack: +18 to hit, reach 20 ft.,
one target. Hit: 64 (10d10 + 10) bludgeoning damage,
Climbable. A creature can move into the giant's space
and the giant can push the target up to 20 feet away
without making an ability check (see "Climb onto a
from it.
Bigger Creature" in chapter 9 of the Dungeon Master's
Guide). Stomp. The giant stomps one of its feet at a point on
the ground within 20 feet of it. Any creature in a 20-
Destructive Movement. After moving at least 10 feet, foot-radius, 20-foot-high cylinder centered on this
the giant deals 100 thunder damage to all structures in point must succeed on a DC 26 Dexterity saving throw
its space and in contact with the ground within 120 or take 33 (6d10) bludgeoning damage and fall prone.
feet of it. That area becomes difficult terrain. If a Until the giant uses its Stomp again or moves, the
creature is near a structure that collapses, the creature creature is restrained. While restrained in this way, the
might be buried; a creature within half the distance of creature (or another creature within 5 feet of it) can use
the structure's height must make a DC 26 Dexterity its action to make a DC 26 Strength check. On a
saving throw. On a failed save, the creature takes 17 success, the creature relocates to an unoccupied space
(5d6) bludgeoning damage, is knocked prone, and is of its choice within 5 feet of the giant and is no longer
restrained by the rubble. A restrained creature or one restrained.
within its reach can make a DC 20 Strength (Athletics)     Structures, as well as nonmagical objects that are
check, freeing the trapped creature on a success. On a neither being worn nor carried, take the same amount
successful save, the creature takes half as much of damage if they are in the cylinder (no save).
damage and doesn't fall prone or become trapped.
Shake Loose. Each creature in the giant's space must
False Appearance. If the giant is motionless at the start make a DC 26 Strength or Dexterity saving throw (the
of combat, it has advantage on its initiative roll. creature's choice), or fall prone in the nearest
Moreover, if a creature hasn't observed the giant move unoccupied space within 5 feet of the giant.
or act, that creature must succeed on a DC 18

52
Jeff
JeffSimpson
Jeff
Jeff
JeffSimpson
Simpson
Simpson
Simpson
@jeffsimpsonkh
@jeffsimpsonkh
@jeffsimpsonkh
@jeffsimpsonkh
@jeffsimpsonkh

Reaper of Night
Medium Undead, Neutral Evil

Armor Class 17 (natural armor)


Hit Points 66 (12d8 + 12)
Speed 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 12 (+1) 13 (+1) 11 (+0) 17 (+3) 18 (+4)

Saving Throws Wis +6, Cha +7


Skills Insight +6, Perception +6
Damage Resistances cold, necrotic
Condition Immunities charmed, exhaustion,
frightened
Senses truesight 120 ft., passive Perception 16
Languages understands all languages but doesn't
speak
Challenge 5 (1,800 XP)
Proficiency Bonus +3

Aura of Fear. Any creature that starts its turn within


30 feet of the reaper must succeed on a DC 15
Wisdom saving throw or be frightened until the
start of the creature's next turn.
Magic Resistance. The reaper has advantage on
Reaper of Night
saving throws against spells and other magical Just as the archons are embodiments of white mana and
effects. justice, the reaper of night is a specter, and is aligned with
black mana and fear. Some think the reaper is death itself,
Actions but it is instead a manifestation of negativity, and it feeds
Multiattack. The reaper makes two melee attacks.
from instilling fear in others.
The reaper of night rides a twisted flying horror. This
Longsword. Melee Weapon Attack: +6 to hit, reach 5 strange creature has the stastics of a giant eagle, except it's
ft., one target. Hit: 7 (1d8 + 3) slashing damage, or an Undead, it's resistant to cold and necrotic damage, and it's
8 (1d10 + 3) slashing damage if used with two immune to the charmed and frightened conditions.
hands, plus 18 (4d8) necrotic damage. If the target
is frightened, the target takes an extra 2 (1d4)
necrotic damage.

Bonus Actions
Cause Fear (3/day). The archon casts cause fear,*
using Charisma as the spellcasting ability (spell save
DC 15).

* The cause fear spell appears in Xanathar's Guide to


Everything.
CHAPTER 3 | BESTIARY 53
Mark
MarkPoole
Mark
Mark
Mark Poole
Poole
Poole
Poole
@markpoole
@markpoole
@markpoole
@markpoole
@markpoole

Stonecoil Serpent
Huge Construct, Unaligned

Armor Class 17 (natural armor)


Hit Points 123 (13d12 + 39)
Speed 40 ft., burrow 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA


19 (+4) 12 (+1) 17 (+3) 1 (-5) 13 (+1) 7 (-2)

Saving Throws Str +7, Con +6


Skills Perception +4, Stealth +4
Senses darkvision 120 ft., passive Perception 14
Languages —
Challenge 6 (2,300 XP)
Proficiency Bonus +3

Siege Monster. The serpent deals double damage to


Stonecoil Serpent objects and structures.
A human artificer named Ennor was once exiled from the Actions
court of Garenbrig for crimes unknown. After this, he turned
to fae magic to fashion the perfect weapon for his revenge; Multiattack. The serpent makes one Bite attack and
the stonecoil serpent, an enormous stone serpent with one Constrict or Tail attack.
incredible speed and durability, and fully under his command. Bite. Melee Weapon Attack: +7 to hit, reach 10 ft.,
The serpent has attacked Garenbrig several times, and it one target. Hit: 20 (3d10 + 4) piercing damage.
appears Ennor continues to repair it and send it out for
destruction. Many quests have been undertaken to put an end Constrict. Melee Weapon Attack: +7 to hit, reach 20
to the menace. ft., one creature. Hit: 22 (4d8 + 4) bludgeoning
damage. If the target is Large or smaller, it is
grappled (escape DC 15). Until this grapple ends,
the target is restrained, and the serpent can't
constrict another target.
Tail. Melee Weapon Attack: +7 to hit, reach 15 ft.,
one target. Hit: 9 (1d10 + 4) bludgeoning damage.
If the target is a creature, it must succeed on a DC
15 Strength saving throw or be pushed up to 20
feet away and knocked prone.

54 CHAPTER 3 | BESTIARY
Svetlin
SvetlinVelinov
Svetlin
Svetlin
Svetlin Velinov
Velinov
Velinov
Velinov
@velinov
@velinov
@velinov
@velinov
@velinov

Thorn Mammoth
Huge Plant, Unaligned

Armor Class 13 (natural armor)


Hit Points 126 (11d12 + 55)
Speed 40 ft.

STR DEX CON INT WIS CHA


24 (+7) 9 (-1) 21 (+5) 3 (-4) 11 (+0) 6 (-2)

Senses passive Perception 10


Languages —
Challenge 6 (2,300 XP)
Proficiency Bonus +3

Thornskin. A creature that touches the mammoth or


hits it with a melee attack while within 5 feet of it
Thorn Mammoth
takes 7 (2d6) piercing damage. The thorn mammoth is a defender of the forest. It will come
to the aid and defense of all wilds things, big or small. Some
Trampling Charge. If the mammoth moves at least 20
feet straight toward a creature and then hits it with a
believe it is the will of the Great Henge made manifest, while
gore attack on the same turn, that target must
others think it is nothing more than a magical oddity. In
succeed on a DC 18 Strength saving throw or be
either case, it stands as a reminder that the wilds are not to
knocked prone. If the target is prone, the mammoth
be taken lightly.
can make one stomp attack against it as a bonus
action.

Actions
Gore. Melee Weapon Attack: +10 to hit, reach 10 ft.,
one target. Hit: 25 (4d8 + 7) piercing damage.
Stomp. Melee Weapon Attack: +10 to hit, reach 5
ft., one prone creature. Hit: 29 (4d10 + 7)
bludgeoning damage and 7 (2d6) piercing damage.

CHAPTER 3 | BESTIARY 55
Nicholas
NicholasGregory
Nicholas
Nicholas
Nicholas Gregory
Gregory
Gregory
Gregory
@cosmicdaydreamstudio
@cosmicdaydreamstudio
@cosmicdaydreamstudio
@cosmicdaydreamstudio
@cosmicdaydreamstudio

Turtle Hydra
Large Beast, Unaligned

Armor Class 17 (natural armor)


Hit Points 75 (10d10 + 20)
Speed 30 ft., swim 40 ft.

STR DEX CON INT WIS CHA


19 (+4) 10 (+0) 14 (+2) 2 (-4) 12 (+1) 5 (-3)

Senses darkvision 60 ft., passive Perception 11


Languages —
Challenge 4 (1,100 XP)
Proficiency Bonus +2

Hold Breath. The hydra can hold its breath for 1


hour.
Multiheaded. The hydra can't be surprised, and has
Turtle Hydra advantage on saving throws against being blinded,
deafened, and knocked unconscious.
Turtle hydras can be found throughout Eldraine. They have Reactive Heads. The hydra can take three reactions.
powerful snapping jaws; to humans, the sound is terrifying
and bone-chilling, but to the fair folk it is beautiful. Wakeful. While the hydra sleeps, at least one of its
Some turtle hydra have developed a taste for steel, being heads is awake.
able to bite through it and digest it; a fact that instills fear in Actions
plate armored knights the plane over.
Multiattack. The hydra makes three Bite attacks.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 11 (2d6 + 4) slashing damage.
Shell Defense. The hydra withdraws into its shell.
Until it emerges, it gains a +4 bonus to AC and has
advantage on Strength and Constitution saving
throws. While in its shell, the hydra is prone, its
speed is 0 and can't increase, it has disadvantage on
Dexterity saving throws, it can't take reactions, and
the only action it can take is a bonus action to
emerge.

56 CHAPTER 3 | BESTIARY
Alex
AlexBrock
Alex
Alex
Alex Brock
Brock
Brock
Brock
@alexbrock
@alexbrock
@alexbrock
@alexbrock
@alexbrock

Undead Knight
Medium Undead, Typicall Any Evil Alignment

Armor Class 18 (plate)


Hit Points 112 (15d8 + 45)
Speed 30 ft.

STR DEX CON INT WIS CHA


20 (+5) 10 (+0) 16 (+3) 13 (+1) 14 (+2) 10 (+0)

Saving Throws Con +6, Wis +5


Damage Immunities poison
Condition Immunities frightened, exhaustion,
poisoned
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages it knew in life
but can't speak
Challenge 7 (2,900 XP)
Proficiency Bonus +3

Undead Fortitude. If damage reduces the knight to 0


hit points, it must make a Constitution saving throw
with a DC of 5 + the damage taken, unless the
Undead Knight
damage is bludgeoning or from a critical hit. On a Knights who meet their end in the wilds, particularly in
success, the knight drops to 1 hit point instead. swampy areas, are in danger of coming back to life as the
undead. These undead knights are mindless, attacking every
Unusual Nature. The knight doesn't require air, food, living thing they encounter. Most accept this is the work of
drink, or sleep. ancient curses placed by the fair folk. Despite this, knights
Actions constantly venture into the wilds in the name of noble quests;
and make the wilds increasingly dangerous after their
Multiattack. The knight makes three Enervating Blade demise.
or Throwing Spear attacks in any combination.
Enervating Blade. Melee Weapon Attack: +8 to hit,
reach 5 ft., one target. Hit: 15 (3d6 + 5) necrotic
damage, and if the target is a creature, it can't regain
hit points until the start of the skeletal knight's next
turn.
Throwing Spear. Melee or Ranged Weapon Attack:
+8 to hit, reach 5 ft. or range 20/60 ft., one target.
Hit: 14 (2d8 + 5) piercing damage.

CHAPTER 3 | BESTIARY 57
Igor
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The Whispering Witch


Legends speak of a whispering witch deep within the wilds, a broken but cunning figure who seeks to restore her lost power.
A coven of barrow witches offer flesh and steel to help her reform. They say the whisperer is but a traveler through this world,
seeking to return to another in preparation of a coming war that may someday reach back into Eldraine.

The Whispering Witch Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one
target. Hit: 8 (1d8 + 4) slashing damage, plus 14 (4d6)
Medium Monstrosity (Phyrexian), Neutral Evil
necrotic damage.

Armor Class 17 (natural armor) Whispers (Recharge 6). Each creature within 30 feet of
Hit Points 247 (33d8 + 99) Sheoldred must make a DC 19 Wisdom saving throw.
Speed 30 ft. On a failed save, a creature takes 39 (6d12) psychic
damage and is afflicted with short-term madness
(determined randomly or by the DM; see "Madness" in
STR DEX CON INT WIS CHA chapter 8 of the Dungeon Master's Guide). On a
successful save, a creature takes half as much damage
12 (+1) 18 (+4) 16 (+3) 17 (+3) 21 (+5) 22 (+6) and isn't afflicted.
Spellcasting. Sheoldred casts one of the following
Saving Throws Con +9, Wis +11, Cha +12
spells, requiring no material components and using
Skills Insight +11, Perception +11, Stealth +10
Charisma as the spellcasting ability (spell save DC 20):
Damage Resistances bludgeoning, piercing, and slashing
from nonmagical attacks At will: dissonant whispers, speak with dead
Damage Immunities poison 2/day each: animate dead, blight, circle of death
Condition Immunities charmed, frightened, poisoned 1/day each: bestow curse (9th-level version), finger of
Senses darkvision 120 ft., passive Perception 21 death
Languages Common, Phyrexian
Challenge 20 (25,000 XP) Legendary Actions
Proficiency Bonus +6 Sheoldred can take 3 legendary actions, choosing from
the options below. Only one legendary action can be
Legendary Resistance (3/day). If Sheoldred fails a saving used at a time and only at the end of another creature's
throw, she can choose to succeed instead. turn. Sheoldred regains spent legendary actions at the
start of her turn.
Actions
Claw. Sheoldred makes one Claw attack.
Multiattack. Sheoldred makes two Claw attacks.
Cast a Spell (Costs 2 Actions). Sheoldred uses
Spellcasting.

58 CHAPTER 3 | BESTIARY
Nicholas
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Nicholas Gregory
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Witchstalker
While the realm has laws, the wilds have other ways of balancing power. Witchstalkers are wolves that have adapted to become
hunters of magic, feeding off magical energy and off of the spellcasters who create it. Ancient elves warned of these creatures, and
they continue to plague the forests, chasing knights and mages alike in search of magic and magic items.

Witchstalker Pack Tactics. The wolf has advantage on an attack roll


against a creature if at least one of the wolf's allies is
Large Beast, Unaligned
within 5 feet of the creature and the ally isn't
incapacitated.
Armor Class 13 (natural armor)
Hit Points 75 (10d10 + 20) Actions
Speed 50 ft.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) piercing damage. If the target
STR DEX CON INT WIS CHA is a creature, it must succeed on a DC 14 Strength
saving throw or be knocked prone.
18 (+4) 13 (+1) 14 (+2) 4 (-3) 16 (+3) 8 (-1)
Mage Tracker. The wolf emits a pulse of magical energy
Skills Perception +5, Stealth +3 that helps it better locate its quarry. Each creature
Damage Resistances bludgeoning, piercing, and slashing within 120 feet of the wolf that has the ability to cast
from nonmagical attacks that aren't silvered spells must succeed on a DC 14 Wisdom saving throw
Senses passive Perception 15 or be mystically marked by the wolf for 1 hour.
Languages —     While marked, a creature can't become hidden from
Challenge 3 (700 XP) the wolf and gains no benefit from the invisible
Proficiency Bonus +2 condition against the wolf. Additionally, while a marked
creature is on the same plane of existence as the wolf,
Keen Hearing and Smell. The wolf has advantage on the wolf always knows the distance and direction to the
Wisdom (Perception) checks that rely on hearing or creature.
smell.
Reactions
Magic Sense. The wolf knows the location of every Consume and Destroy. When the wolf takes damage
spellcaster, active spell, and magic item within 120 feet from a spell, it takes only half the triggering damage
of itself. (rounded down). If the creature that cast the spell is
within 60 feet of the wolf, that creature must succeed
on a DC 14 Dexterity saving throw or take the other
half of the damage.

CHAPTER 3 | BESTIARY 59
These Fairy
Tales Fight Back
Huge thank you to all of my supporters and my
personal play group, and to James Wyatt for his
work on the original Plane Shift supplements.

This supplement is 100% free fan content


permitted under the Fan Content Policy. Not
approved/endorsed by Wizards. Portions of the
materials used are property of Wizards of the
Coast. ©Wizards of the Coast LLC.

If you'd like to help support more Magic: the


Gathering planes homebrewed into D&D,
consider supporting me on Patreon, or buying
me a coffee.

For use with the fifth edition Player's Handbook,


Monster Manual, and Dungeon Master's Guide

PATREON.COM/PLANESHIFTED

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