Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
[Dragonlance Homebrew] Alternate Timeline: Magocracy of Ansalon
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Libertad" data-source="post: 9782878" data-attributes="member: 6750502"><p style="text-align: center"><span style="color: rgb(85, 57, 130)"><strong><span style="font-size: 22px">Chapter 7: Friends & Foes</span></strong></span></p><p></p><p>Below are various new NPCs suitable for the Magocracy of Ansalon timeline. They can also be reflavored for other timelines and settings without much work, particularly for representing a wide variety of spellcasters.</p><p></p><p><img src="https://i.imgur.com/mQoKELs.jpeg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="width: 305px" /></p><p></p><p><a href="https://www.artstation.com/artwork/496JkW" target="_blank">Harrow the Ninth by Tommy Arnold</a></p><p></p><p>From enchanters with enthralled servants to necromancers creating undead minions, the use of spells to bend the wills of others is one of its most fearsome and ethically-thorny applications of magic. <strong>Controller Mages</strong> is a broad term for such spellcasters, who use their talents to summon, create, and enhance others in battle…willing or not!</p><p></p><p><strong>Controller Mage, Summoner</strong></p><p><em>Medium or Small Humanoid (Wizard), Any alignment</em></p><p><strong>AC</strong> 15 (Mage Armor) <strong>Initiative</strong> +2 (12)</p><p><strong>HP</strong> 97 (15d8+30)</p><p><strong>Speed</strong> 30 ft.</p><p></p><table style='width: 100%'><tr><td style='width: 25.0000%'>Ability</td><td style='width: 25.0000%'>Score</td><td style='width: 25.0000%'>Modifier</td><td style='width: 25.0000%'>Save</td></tr><tr><td style='width: 25.0000%'>STR</td><td style='width: 25.0000%'>9</td><td style='width: 25.0000%'>-1</td><td style='width: 25.0000%'>-1</td></tr><tr><td style='width: 25.0000%'>DEX</td><td style='width: 25.0000%'>14</td><td style='width: 25.0000%'>+2</td><td style='width: 25.0000%'>+2</td></tr><tr><td style='width: 25.0000%'>CON</td><td style='width: 25.0000%'>15</td><td style='width: 25.0000%'>+2</td><td style='width: 25.0000%'>+5</td></tr><tr><td style='width: 25.0000%'>INT</td><td style='width: 25.0000%'>19</td><td style='width: 25.0000%'>+4</td><td style='width: 25.0000%'>+7</td></tr><tr><td style='width: 25.0000%'>WIS</td><td style='width: 25.0000%'>12</td><td style='width: 25.0000%'>+1</td><td style='width: 25.0000%'>+4</td></tr><tr><td style='width: 25.0000%'>CHA</td><td style='width: 25.0000%'>17</td><td style='width: 25.0000%'>+3</td><td style='width: 25.0000%'>+3</td></tr></table><p></p><p><strong>Skills</strong> Arcana +7, Insight +4, Intimidation +6, Persuasion +6</p><p><strong>Gear</strong> Arcane Focus, Spell Component Pouch, Material Components worth 500+ for minion creation/summoning spells</p><p><strong>Senses</strong> Passive Perception 11</p><p><strong>Languages</strong> Common plus three other languages</p><p><strong>CR</strong> 8 (XP 3,900 PB +3)</p><p></p><p><strong>Traits</strong></p><p><strong></strong></p><p><strong>Otherworldly Guardian.</strong> If the summoner rolls for initiative, they can immediately cast their choice of Summon Beast, Summon Fey, or Summon Elemental without spending an action. They must still spend a spell slot, and if they're out of castings then they cannot use this Trait.</p><p></p><p><strong>Actions</strong></p><p><strong></strong></p><p><strong>Multiattack.</strong> The summoner makes three Arcane Burst Attacks.</p><p></p><p><strong>Arcane Burst.</strong> Melee or Ranged Attack Roll: +7, reach 5 ft. or range 120 ft. Hit: 17 (3d8 + 3) Force damage.</p><p></p><p><strong>Spellcasting.</strong> The summoner casts one of the following spells, using Intelligence as the spellcasting ability (spell attack modifier +7, spell save DC 15):</p><p></p><p><strong>At Will:</strong> Find Familiar, Mage Armor (included in AC)</p><p></p><p><strong>3/Day Each:</strong> Cloud of Daggers, Summon Beast, Unseen Servant</p><p></p><p><strong>2/Day Each:</strong> Conjure Minor Elementals, Protection From Good and Evil, Summon Fey</p><p></p><p><strong>1/Day Each:</strong> Magic Circle Against Good and Evil, Summon Elemental</p><p></p><p><strong>Bonus Actions</strong></p><p><strong></strong></p><p><strong>Portal Switch (3/Day).</strong> The summoner and one summoned creature of their choice immediately switch places via teleportation. Any spells and effects which prevent teleportation prevent this ability from working.</p><p></p><p><strong>Reactions</strong></p><p><strong></strong></p><p><strong>Command, Attack.</strong> The summoner targets an allied creature that they summoned. That creature can then make a single weapon attack or unarmed strike.</p><p></p><p><strong>Command, Intercept.</strong> The summoner targets an allied creature that they summoned. That creature can move up to half its speed, avoiding Opportunity Attacks.</p><p></p><p><strong>Command, Retake Control.</strong> The summoner targets an allied creature that they summoned and is under the Charmed or Frightened conditions. The creature can make an additional saving throw to end the condition.</p><p></p><p><strong>Variants</strong></p><p></p><p>A <strong>Controller Mage, Necromancer</strong> trades out Summon Fey for Summon Undead, Conjure Minor Elementals for Spirit Guardians, Summon Beast for Ray of Enfeeblement, and Summon Elemental for Animate Dead (level 4 version). Otherworldly Guardian lets them cast Animate Dead as 1 action instead of 1 minute. In place of Portal Switch, they gain the following ability:</p><p></p><p><strong>Necromantic Healing (3/Day). </strong>As a bonus action, the necromancer casts Cure Wounds or Lesser Restoration on an allied undead creature within 30 feet. The damage or condition healed is then shifted over to another living creature within 30 feet. The damage inflicted is necrotic damage and if the original Condition required a saving throw to resist, the living creature rolls to save to resist but with the necromancer's spell save DC. A condition cannot be shifted if the new target is immune to the condition.</p><p></p><p>A <strong>Controller Mage, Enchanter</strong> uses the following spell list instead:</p><p></p><p><strong>At Will:</strong> Friends, Mage Armor</p><p></p><p><strong>3/Day Each:</strong> Animal Messenger, Dissonant Whispers, Unseen Servant</p><p></p><p><strong>2/Day Each:</strong> Charm Monster, Command (level 4), Confusion</p><p></p><p><strong>1/Day Each:</strong> Dominate Person, Hold Monster</p><p></p><p>Otherworldly Guardian is replaced with <strong>Friends in Many Places,</strong> and lets the enchanter "summon" either a single ally of the Humanoid type of CR 3, two Humanoid allies of CR 2, four Humanoid allies of CR 1, or eight Humanoid allies of fractional CRs. The Humanoids have the Charmed condition in regards to the Enchanter. Some sample choices of allies include Bandit Captain, Cultist Fanatic, Druid, Knight, Priest, Scout Captain, Spellbroker (detailed later in this chapter), or Warrior Veteran.</p><p></p><p>In place of Portal Switch, the Enchanter gains the following ability:</p><p></p><p><strong>Bardic Inspiration (3/Day).</strong> As a bonus action, the enchanter can give a d8 Bardic Inspiration die to one creature who has the Charmed condition in regards to them. This works as the Bard class feature of the same name.</p><p></p><p><img src="https://i.imgur.com/uLHXHFr.jpeg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="width: 556px" /></p><p></p><p><a href="https://www.artstation.com/artwork/J8a4n" target="_blank">Villagers by Taryn Meixner</a></p><p></p><p><strong>Everyday Spellcasters</strong> provides a variety of templates based on common professions in a high-magic society. They are meant to be applied to existing noncasting Humanoid NPCs, as well as non-Humanoids who are close enough to the playable races such as Lizardfolk and Kobolds. This entry provides a few guidelines:</p><p></p><ul> <li data-xf-list-type="ul">Be careful when adding offensive spells, as those have the greatest potential to increase an existing NPC's combat capabilities and thus a retooling of their Challenge Rating. A Sending spell won't make a Commoner or Noble any more dangerous, but a Fireball spell will!</li> <li data-xf-list-type="ul">The higher the spell level, the exponentially rarer such characters are in society. Cantrips, 1st, and 2nd level spells can be plausibly encountered by non-Order "hedge mages" and skilled tradespeople. 3rd level spells indicate someone powerful enough to belong to an Order of High Sorcery. 4th and 5th level spells represent society's elite, capable of standing toe to toe with Tier 2 PCs and thus hold significant sway in their social circles. Spells higher than 5th level are potent enough that they shouldn't be among the "faceless masses."</li> <li data-xf-list-type="ul">Cantrips should be cast At Will. The amount of times per day an NPC can cast particular spells depends on their CR. NPCs of fractional CR to CR 4 should be able to cast 1st thru 3rd level spells 1/Day at most. CR 5 to 9 NPCs should be able to cast 2nd and 3rd level spells 2/Day at most. CR 10 and higher NPCs might be able to cast some leveled spells at will (usually up to 2nd level), 3rd through 4th level spells 2/Day each, and 5th and higher level spells 1/Day each. This isn't a hard and fast rule; particularly powerful or complicated spells might be cast less often for the sake of game balance and ease of use for the DM.</li> <li data-xf-list-type="ul">While most spellcasters in the Magocracy are wizards, non-wizard spells can be justified as reflavored and innovative arcane spells. Some may be easier to justify than others; Divine Smite is explicitly tied to the Paladin, but Entangle may be reflavored as animated ropes, chains, and the like.</li> <li data-xf-list-type="ul">Certain spells are universally useful to the point that they can be justified for virtually any occupation: Darkvision is a boon for humans and anyone who doesn't have it naturally, and Light does the same thing for providing color in dark places for races with natural darkvision. Enhance Ability can be justified for virtually any job or task, while Unseen Servant grants an extra set of hands and cuts down on labor in general.</li> <li data-xf-list-type="ul">Consequence-free healing magic is extraordinarily rare, even should the gods return. Such spells will not be found among these templates.</li> </ul><p></p><p><em>Aristocrats</em> represent spellcasters part of societies who chose to maintain the traditional forms of feudal nobility by replacing the mundane kings and queens with mage-lords and ladies. Aristocrats have a wide variety of titles and ranks, and while they focus on magic which helps protect their wealth and status, they are able and willing to make use of whatever spells are deemed practical.</p><p></p><p><strong>Cantrips:</strong> any damage-dealing cantrip, Blade Ward, Elementalism, Friends, Message, Prestidigitation</p><p></p><p><strong>1st Level:</strong> Alarm, Charm Person, Detect Magic, Find Familiar, Mage Armor, Protection From Evil and Good</p><p></p><p><strong>2nd Level:</strong> Arcane Lock, Detect Thoughts, Magic Mouth, See Invisibility, Suggestion</p><p></p><p><strong>3rd Level:</strong> Clairvoyance, Counterspell, Dispel Magic, Glyph of Warding, Phantom Steed, Tongues</p><p></p><p><em>Couriers</em> deliver physical goods and messages between people and communities. They keep the Magocracy sharp-eared and alert to distant goings-on. This template can also be used for Carters and Coachmen, in which case Calm Emotions can be useful for pacifying panicking animals.</p><p></p><p><strong>Cantrips:</strong> Message, Minor Illusion, Prestidigitation</p><p></p><p><strong>1st Level:</strong> Expeditious Retreat, Find Familiar, Illusory Script</p><p></p><p><strong>2nd Level:</strong> Locate Object, Misty Step, Rope Trick</p><p></p><p><strong>3rd Level:</strong> Fly, Phantom Steed, Sending</p><p></p><p><em>Crafters</em> represent a variety of common medieval occupations, from blacksmiths to bakers, woodcutters to weavers. From the humble Mending spell to Fabricate, the Magocracy has helped artisans do even better at their trades, and most guilds have spare scrolls and spellbooks to train certified members in such magic.</p><p></p><p><strong>Cantrips:</strong> Mage Hand, Mending, Prestidigitation</p><p></p><p><strong>1st Level:</strong> Identify, Instant Repairs, Tenser's Floating Disk</p><p></p><p><strong>2nd Level:</strong> Continual Flame, Enlarge/Reduce, Locate Object, Magic Weapon</p><p></p><p><strong>3rd Level:</strong> Catnap (Xanathar's), Conjure Barrage, Elemental Weapon, Tiny Servant (Tasha's)</p><p></p><p><em>Entertainers</em> represent musicians, storytellers, playwrights, masters of ceremonies, and others charged with uplifting spirits through their services.</p><p></p><p><strong>Cantrips:</strong> Dancing Lights, Minor Illusion, Prestidigitation</p><p></p><p><strong>1st Level:</strong> Disguise Self, Jump, Silent Image, Tasha's Hideous Laughter</p><p></p><p><strong>2nd Level:</strong> Alter Self, Enthrall, Mirror Image, Phantasmal Force, Rope Trick</p><p></p><p><strong>3rd Level:</strong> Hypnotic Pattern, Major Image</p><p></p><p><em>Exorcists</em> are skilled in warding against supernatural monsters, curses, and various kinds of dark magic.</p><p></p><p><strong>Cantrips:</strong> Blade Ward, Message, Prestidigitation</p><p></p><p><strong>1st Level:</strong> Comprehend Languages, Detect Magic, Protection From Evil and Good</p><p></p><p><strong>2nd Level:</strong> Augury, Hold Person, See Invisibility</p><p></p><p><strong>3rd Level:</strong> Counterspell, Dispel Magic, Magic Circle, Remove Curse</p><p></p><p><em>Farmers</em> spend much of their days raising crops and animals for society to consume. Spells which help aid in manual labor, catch pests, manipulate natural elements, and "folk charm" style protections are popular choices.</p><p></p><p><strong>Cantrips:</strong> Create Bonfire (Xanathar's), Elementalism, Mold Earth (Xanathar's), Shape Water (Xanathar's)</p><p></p><p><strong>1st Level:</strong> Animal Friendship, Find Familiar, Snare (Xanathar's), Tenser's Floating Disk</p><p></p><p><strong>2nd Level:</strong> Animal Messenger, Gentle Repose, Locate Animals or Plants</p><p></p><p><strong>3rd Level:</strong> Catnap (Xanathar's), Leomund's Tiny Hut, Remove Curse, Summon Fey, Tiny Servant (Tasha's)</p><p></p><p><em>Masons</em> are skilled craftspeople, architects, and engineers responsible for building some of the Magocracy's most awe-inspiring structures. In addition to helping their craft, they prefer spells that help safely ascend and descend perilous heights. This template can also represent carpenters and roofers.</p><p></p><p><strong>Cantrips:</strong> Mage Hand, Mending, Mold Earth (Xanathar's), Message</p><p></p><p><strong>1st Level:</strong> Feather Fall, Tenser's Floating Disk</p><p></p><p><strong>2nd Level:</strong> Levitate, Spider Climb, Shatter</p><p></p><p><strong>3rd Level:</strong> Erupting Earth (Tasha's), Fly, Glyph of Warding</p><p></p><p><em>Merchants</em> transport, trade, and appraise the goods and services which keep the Magocracy running. They prefer magic that lets them better ascertain the function and value of goods, as well as keeping their assets secure and in order.</p><p></p><p><strong>Cantrips:</strong> Friends, Prestidigitation</p><p></p><p><strong>1st Level:</strong> Alarm, Detect Magic, Identify</p><p></p><p><strong>2nd Level:</strong> Arcane Lock, Locate Object, Rope Trick</p><p></p><p><strong>3rd Level:</strong> Dispel Magic, Glyph of Warding, Tongues</p><p></p><p><em>Physicians</em> used to rely on healing magic pre-Cataclysm, but in the Magocracy they learned to use their spells and talents to supplement mundane medicine. But just as there's a thin line between an antidote and a poison, so too do many healers also know how to inflict maladies on others.</p><p></p><p><strong>Cantrips:</strong> Mending, Prestidigitation, Toll the Dead</p><p></p><p><strong>1st Level:</strong> Detect Poison and Disease, False Life, Protection From Good and Evil, Sleep</p><p></p><p><strong>2nd Level:</strong> Calm Emotions, Hold Person, See Invisibility</p><p></p><p><strong>3rd Level:</strong> Dispel Magic, Feign Death, Plant Growth, Remove Curse</p><p></p><p><em>Sailors</em> represent those who reside on and near large bodies of water, from boatswain to fishers to deep-sea divers. They prefer magic that helps them navigate in the open sea and maneuver underwater. Spells can differ further by trade: many fishers use illusion spells that can be useful to trick marine life into an easier catch, while Comprehend Languages and Tongues are favored by sailors who visit farflung ports.</p><p></p><p><strong>Cantrips:</strong> Elementalism, Mage Hand, Mending, Shape Water (Xanathar's)</p><p></p><p><strong>1st Level:</strong> Instant Repairs, Longstrider, Tenser's Floating Disk</p><p></p><p><strong>2nd Level:</strong> Gust of Wind, Skywrite (Xanathar's), Spider Climb</p><p></p><p><strong>3rd Level:</strong> Protection From Energy, Water Breathing, Water Walk, Wind Wall</p><p></p><p><em>Scholars</em> represent people knowledgeable in one or more academic fields. They frequently handle books, scrolls, and the written word in all of its forms. They are thus omnipresent in libraries and the Towers of High Sorcery. They favor spells that help them understand languages as well as keep them safe from dangerous secrets in forbidden tomes. Fire magic is illegal to use in most libraries save to snuff flames, so scholars make use of alternative light sources.</p><p></p><p><strong>Cantrips:</strong> Control Flames (Xanathar's), Mage Hand, Mending, Prestidigitation</p><p></p><p><strong>1st Level:</strong> Comprehend Languages, Detect Magic, Illusory Script, Protection From Evil and Good</p><p></p><p><strong>2nd Level:</strong> Arcane Lock, Augury, Continual Flame, Levitate</p><p></p><p><strong>3rd Level:</strong> Glyph of Warding, Sending, Speak with Dead, Tongues</p><p></p><p><em>Tricksters</em> come in all shapes and professions, from silver-tongued con artists to second-story burglars. They rely on spells that trick, confuse, and grant access to restricted areas.</p><p></p><p><strong>Cantrips:</strong> Friends, Message, Mind Sliver, Prestidigitation</p><p></p><p><strong>1st Level:</strong> Charm Person, Disguise Self, Silent Image, Sleep</p><p></p><p><strong>2nd Level:</strong> Alter Self, Detect Thoughts, Enthrall, Knock, Nystul's Magic Aura, Suggestion</p><p></p><p><strong>3rd Level:</strong> Feign Death, Hypnotic Pattern, Nondetection, Tongues</p><p></p><p><em>Warriors</em> come in many forms, from specific social classes dedicated to martial professions to village militias and city watchmen who learn spells to defend against and invoke violence.</p><p></p><p><strong>Cantrips:</strong> any damage-dealing cantrip, Blade Ward, True Strike</p><p></p><p><strong>1st Level:</strong> Mage Armor (if don't have access to medium/heavy armor), False Life, Magic Missile, Shield; Color Spray and Sleep are preferred for nonlethal arrests</p><p></p><p><strong>2nd Level:</strong> Blur, Darkness, Earthbind, Magic Weapon</p><p></p><p><strong>3rd Level:</strong> Fear, Fireball, Haste, Lightning Bolt, Vampiric Touch</p><p></p><p><img src="https://i.imgur.com/3rYl7J0.jpeg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="width: 292px" /></p><p></p><p><a href="https://www.deviantart.com/bjulvar/art/Diving-Suit-311893815" target="_blank">Diving Suit by Bjulvar</a></p><p></p><p><strong>Istaran Delvers</strong> know that great riches and magical secrets lie in the sunken ruins of Ansalon. They are a motley crew, from sea elves to gnome inventors to mages specializing in water spells. Although most are active in and around the Blood Sea, this stat block can represent people making use of science and sorcery to explore environments hostile to conventional humanoid life.</p><p></p><p><strong>Istaran Delver</strong></p><p><em>Medium or Small Humanoid (Wizard), any alignment</em></p><p><strong>AC</strong> 15 (diving suit) <strong>Initiative</strong> +0 (10)</p><p><strong>HP</strong> 60 (10d8+10)</p><p><strong>Speed</strong> 30 ft., Swimming 30 ft.</p><p></p><table style='width: 100%'><tr><td style='width: 25.0000%'>Ability</td><td style='width: 25.0000%'>Score</td><td style='width: 25.0000%'>Modifier</td><td style='width: 25.0000%'>Save</td></tr><tr><td style='width: 25.0000%'>STR</td><td style='width: 25.0000%'>18</td><td style='width: 25.0000%'>+4</td><td style='width: 25.0000%'>+6</td></tr><tr><td style='width: 25.0000%'>DEX</td><td style='width: 25.0000%'>11</td><td style='width: 25.0000%'>+0</td><td style='width: 25.0000%'>+0</td></tr><tr><td style='width: 25.0000%'>CON</td><td style='width: 25.0000%'>13</td><td style='width: 25.0000%'>+1</td><td style='width: 25.0000%'>+2</td></tr><tr><td style='width: 25.0000%'>INT</td><td style='width: 25.0000%'>15</td><td style='width: 25.0000%'>+2</td><td style='width: 25.0000%'>+2</td></tr><tr><td style='width: 25.0000%'>WIS</td><td style='width: 25.0000%'>13</td><td style='width: 25.0000%'>+1</td><td style='width: 25.0000%'>+3</td></tr><tr><td style='width: 25.0000%'>CHA</td><td style='width: 25.0000%'>10</td><td style='width: 25.0000%'>+0</td><td style='width: 25.0000%'>+0</td></tr></table><p></p><p><strong>Skills</strong> Athletics +6, History +4, Investigation +4, Perception +3</p><p><strong>Gear</strong> diving suit (as half-plate, but allows one to breathe underwater and immunity to deep sea hazards)</p><p><strong>Resistances</strong> Bludgeoning, Cold</p><p><strong>Senses</strong> Darkvision 60 ft., Passive Perception 13</p><p><strong>Languages</strong> Common, Istaran (dead language), plus one other</p><p><strong>CR</strong> 4 (XP 1,100; PB +2)</p><p></p><p><strong>Traits</strong></p><p><strong></strong></p><p><strong>Chthonic Veteran.</strong> The Istaran delver always knows how deep underground or underwater they are, and has advantage on saving throws versus the Frightened condition.</p><p></p><p><strong>Actions</strong></p><p><strong></strong></p><p><strong>Multiattack.</strong> The Istaran delver makes two trident attacks.</p><p></p><p><strong>Trident.</strong> Melee Attack Roll: +6, reach 5 ft. Hit 14 (2d8+4) piercing damage. If the target is a Large or smaller creature, the Istaran Delver pushes the target up to 10 feet straight away from themself.</p><p></p><p><strong>Spellcasting.</strong> The Istaran delver casts one of the following spells, using Intelligence as the spellcasting ability (spell attack modifier +4, spell save DC 12):</p><p></p><p><strong>At Will:</strong> Light, Mage Hand</p><p></p><p><strong>3/Day Each:</strong> Detect Magic, Identify, Thunderwave</p><p></p><p><strong>2/Day Each:</strong> Water Breathing</p><p></p><p><strong>1/Day Each:</strong> Control Water</p><p></p><p><strong>Bonus Actions</strong></p><p><strong></strong></p><p><strong>Grant Buoyancy:</strong> the Istaran delver targets one creature or object of Large or smaller size. The target becomes extremely buoyant if underwater, and will begin ascending at a rate of 30 feet per round for the next minute. If unwilling, the creature must make a Strength saving throw, and can make a new saving throw at the end of each of their turns. This is a magical effect, granting immunity against hazards related to pressure changes such as decompression sickness.</p><p></p><p><img src="https://i.imgur.com/xJHOiCh.jpeg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="width: 600px" /></p><p></p><p><a href="https://www.artstation.com/artwork/y4Ar5J" target="_blank">Archmage in the tower by Ivana Abbate</a></p><p></p><p>In addition to the social prestige that comes with the title, a <strong>Master of the Tower</strong> receives special magical enhancements via a secret process where they bond with the Tower itself. There can only ever be one Master of a particular Tower of High Sorcery at a time, and it's most often transferred to a worthy contender near or at the end of a Master's lifespan.</p><p></p><p>The Master of the Tower is a template that can be added onto an existing creature, typically a character of great arcane potency.</p><p></p><p><strong>Arcane Domain.</strong> The Master of the Tower automatically has three additional spells prepared based on their Tower of High Sorcery, usually a 4th, 5th, or 6th level spell drawn from any class list. They can cast each spell 1/Day if an NPC, or once per long rest without expending a spell slot if using PC rules.</p><p></p><p><em>Daltigoth:</em> Create Undead, Geas, Planar Binding</p><p><em>Istar:</em> Circle of Power, Dispel Evil and Good, Rary's Telepathic Bond</p><p><em>Losarcum:</em> Bigby's Hand, Dream, Passwall</p><p><em>Palanthas:</em> Creation, Legend Lore, Scrying</p><p><em>Silvanesti:</em> Conjure Woodland Beings, Dispel Evil and Good, Find the Path</p><p><em>Wayreth:</em> Contingency, Freedom of Movement, Modify Memory</p><p></p><p><strong>Magic Resistance.</strong> The Master of the Tower has Advantage on saving throws against spells and other magical effects.</p><p></p><p><strong>Spell of Safe Passage.</strong> As a Magic action, the Master of the Tower can grant an individual the ability to safely pass through the exterior magical defenses of their Tower of High Sorcery. For the next 24 hours, the target is immune to any damage, conditions, or effects that such defenses can cause. This does not grant them immunity to more mundane and natural defenses, or defenses within the Tower itself.</p><p></p><p><img src="https://i.imgur.com/zih3nqJ.jpeg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="width: 373px" /></p><p></p><p><a href="https://www.artstation.com/artwork/5BJ6y1" target="_blank">Character Sketches 13 by SteveSketches</a></p><p></p><p>The <strong>Primal Sorcerer</strong> is becoming an increasingly common sight in the Magocracy. Although many underestimate them as uneducated hotheads, anyone who has seen the magic of a skilled practitioner knows that they can be just as dangerous as any wizard.</p><p></p><p><strong>Primal Sorcerer</strong></p><p><em>Medium or Small Humanoid (Sorcerer), any alignment</em></p><p><strong>AC</strong> 15 (Mage Armor) <strong>Initiative</strong> +2 (12)</p><p><strong>HP</strong> 84 (14d8+14)</p><p><strong>Speed</strong> 30 ft.</p><p></p><table style='width: 100%'><tr><td style='width: 25.0000%'>Ability</td><td style='width: 25.0000%'>Score</td><td style='width: 25.0000%'>Modifier</td><td style='width: 25.0000%'>Save</td></tr><tr><td style='width: 25.0000%'>STR</td><td style='width: 25.0000%'>8</td><td style='width: 25.0000%'>-1</td><td style='width: 25.0000%'>-1</td></tr><tr><td style='width: 25.0000%'>DEX</td><td style='width: 25.0000%'>15</td><td style='width: 25.0000%'>+2</td><td style='width: 25.0000%'>+2</td></tr><tr><td style='width: 25.0000%'>CON</td><td style='width: 25.0000%'>12</td><td style='width: 25.0000%'>+1</td><td style='width: 25.0000%'>+4</td></tr><tr><td style='width: 25.0000%'>INT</td><td style='width: 25.0000%'>13</td><td style='width: 25.0000%'>+1</td><td style='width: 25.0000%'>+1</td></tr><tr><td style='width: 25.0000%'>WIS</td><td style='width: 25.0000%'>14</td><td style='width: 25.0000%'>+2</td><td style='width: 25.0000%'>+2</td></tr><tr><td style='width: 25.0000%'>CHA</td><td style='width: 25.0000%'>17</td><td style='width: 25.0000%'>+3</td><td style='width: 25.0000%'>+6</td></tr></table><p></p><p><strong>Skills</strong> Arcana +4, Intimidation +6, Perception +5</p><p><strong>Gear</strong> Arcane Focus, Spell Component Pouch</p><p><strong>Resistances</strong> choose one from acid, cold, fire, or lightning</p><p><strong>Senses</strong> Passive Perception 15</p><p><strong>Languages</strong> Common plus one other language</p><p><strong>CR</strong> 6 (XP 2,300; PB +3)</p><p></p><p><strong>Actions</strong></p><p><strong></strong></p><p><strong>Spellcasting.</strong> The primal sorcerer casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell attack modifier +6, spell save DC 14):</p><p></p><p><strong>At Will:</strong> Elementalism, Mage Armor (included in AC), Prestidigitation</p><p></p><p><strong>3/Day Each:</strong> Scorching Ray, Thunderwave (level 2 version)</p><p></p><p><strong>2/Day Each:</strong> Haste</p><p></p><p><strong>1/Day Each:</strong> Telekinesis</p><p></p><p><strong>Bonus Actions</strong></p><p><strong></strong></p><p><strong>Dragon's Breath (1/Day).</strong> The primal sorcerer casts Dragon's Breath (level 3 version), using the same spellcasting ability as Spellcasting.</p><p></p><p><strong>Reactions</strong></p><p><strong></strong></p><p><strong>Counterspell (1/Day).</strong> The primal sorcerer casts Counterspell, using the same spellcasting ability as Spellcasting.</p><p></p><p><img src="https://i.imgur.com/WeYtrMd.jpeg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="width: 328px" /></p><p></p><p><a href="https://scryfall.com/search?q=type%3APlaneswalker+type%3ARal+zarek&unique=cards&as=grid&order=name" target="_blank">Ral Zarek from Magic: the Gathering</a></p><p></p><p>A <strong>Skyshaper</strong> is one who mastered the potent arcane power of manipulating the weather. The Storm Lords are the most well-known, but other archmages are capable of ascending to such lofty heights.</p><p></p><p><strong>Skyshaper</strong></p><p><em>Medium or Small Humanoid (Wizard), usually neutral on the moral axis</em></p><p><strong>AC</strong> 17 (mage armor) <strong>Initiative</strong> +4 (14)</p><p><strong>HP</strong> 154 (22d8+44)</p><p><strong>Speed</strong> 30 ft., fly 60 ft.</p><p></p><table style='width: 100%'><tr><td style='width: 25.0000%'>Ability</td><td style='width: 25.0000%'>Score</td><td style='width: 25.0000%'>Modifier</td><td style='width: 25.0000%'>Save</td></tr><tr><td style='width: 25.0000%'>STR</td><td style='width: 25.0000%'>12</td><td style='width: 25.0000%'>+1</td><td style='width: 25.0000%'>+1</td></tr><tr><td style='width: 25.0000%'>DEX</td><td style='width: 25.0000%'>18</td><td style='width: 25.0000%'>+4</td><td style='width: 25.0000%'>+8</td></tr><tr><td style='width: 25.0000%'>CON</td><td style='width: 25.0000%'>15</td><td style='width: 25.0000%'>+2</td><td style='width: 25.0000%'>+6</td></tr><tr><td style='width: 25.0000%'>INT</td><td style='width: 25.0000%'>20</td><td style='width: 25.0000%'>+5</td><td style='width: 25.0000%'>+9</td></tr><tr><td style='width: 25.0000%'>WIS</td><td style='width: 25.0000%'>16</td><td style='width: 25.0000%'>+3</td><td style='width: 25.0000%'>+7</td></tr><tr><td style='width: 25.0000%'>CHA</td><td style='width: 25.0000%'>18</td><td style='width: 25.0000%'>+4</td><td style='width: 25.0000%'>+4</td></tr></table><p></p><p><strong>Skills</strong> Acrobatics +8, Arcana +8, Nature +8, Perception +7</p><p><strong>Gear</strong> Arcane Focus, Spell Component Pouch</p><p><strong>Immunities</strong> Lightning, Thunder</p><p><strong>Senses</strong> Nature's Guidance, Passive Perception 17</p><p><strong>Languages</strong> Common plus three others</p><p><strong>CR</strong> 10 (XP 5,900; PB +4)</p><p></p><p><strong>Traits</strong></p><p><strong></strong></p><p><strong>Nature's Guidance.</strong> The skyshaper's vision is unimpeded by nonmagical darkness, natural weather, and smoke.</p><p></p><p><strong>Actions</strong></p><p><strong></strong></p><p><strong>Wrath of the Storm.</strong> Melee or Ranged Attack Roll: +9, reach 5 ft. or range 150 ft. Hit: 25 (4d8+5) lightning or thunder damage.</p><p></p><p><strong>Spellcasting.</strong> The skyshaper casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell attack modifier +9, spell save DC 17):</p><p></p><p><strong>At Will:</strong> Elementalism, Light, Mage Armor (included in AC)</p><p></p><p><strong>3/Day Each:</strong> Ice Storm, Wind Wall</p><p></p><p><strong>2/Day Each:</strong> Lightning Bolt (level 5 version), Storm Sphere (level 5 version)</p><p></p><p><strong>1/Day Each:</strong> Call Lightning (level 7 version), Control Weather, Plant Growth</p><p></p><p><strong>Bonus Actions</strong></p><p><strong></strong></p><p><strong>Thunder Step (2/Day).</strong> The skyshaper casts Thunder Step (level 5 version), using the same spellcasting ability as Spellcasting.</p><p></p><p><strong>Reactions</strong></p><p><strong></strong></p><p><strong>Feather Fall (at will).</strong> The skyshaper casts Feather Fall, using the same spellcasting ability as Spellcasting.</p><p></p><p><img src="https://i.imgur.com/FYGh4Uj.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p><a href="https://eventyrgames.store/products/bundle-wanderers-guide-to-merchants-magic" target="_blank">From the Wanderer's Guide to Merchants & Magic</a></p><p></p><p>The <strong>Spellbroker</strong> is a common sight in the Magocracy's bustling marketplaces. Their vendors supply ordinary folk and adventurers alike with useful potions, scrolls, magical devices, and perhaps a pet or two of unusual biology. Most are well-trained in self-defense, knowing that their wares make them a target for the greedy.</p><p></p><p><strong>Spellbroker</strong></p><p><em>Medium or Small Humanoid (Artificer), any alignment</em></p><p><strong>AC</strong> 14 (mage armor) <strong>Initiative</strong> +1 (11)</p><p><strong>HP</strong> 70 (10d8+20)</p><p><strong>Speed</strong> 30 ft.</p><p></p><table style='width: 100%'><tr><td style='width: 25.0000%'>Ability</td><td style='width: 25.0000%'>Score</td><td style='width: 25.0000%'>Modifier</td><td style='width: 25.0000%'>Save</td></tr><tr><td style='width: 25.0000%'>STR</td><td style='width: 25.0000%'>11</td><td style='width: 25.0000%'>+0</td><td style='width: 25.0000%'>+0</td></tr><tr><td style='width: 25.0000%'>DEX</td><td style='width: 25.0000%'>12</td><td style='width: 25.0000%'>+1</td><td style='width: 25.0000%'>+1</td></tr><tr><td style='width: 25.0000%'>CON</td><td style='width: 25.0000%'>14</td><td style='width: 25.0000%'>+2</td><td style='width: 25.0000%'>+2</td></tr><tr><td style='width: 25.0000%'>INT</td><td style='width: 25.0000%'>17</td><td style='width: 25.0000%'>+3</td><td style='width: 25.0000%'>+5</td></tr><tr><td style='width: 25.0000%'>WIS</td><td style='width: 25.0000%'>16</td><td style='width: 25.0000%'>+3</td><td style='width: 25.0000%'>+5</td></tr><tr><td style='width: 25.0000%'>CHA</td><td style='width: 25.0000%'>15</td><td style='width: 25.0000%'>+2</td><td style='width: 25.0000%'>+4</td></tr></table><p></p><p><strong>Skills</strong> Arcana +5, Insight +5, Perception +5, Persuasion +4</p><p><strong>Gear</strong> one set of artisan's tools, spell component pouch, pearl worth 100 gp</p><p><strong>Senses</strong> Passive Perception 15</p><p><strong>Languages</strong> Common plus two others</p><p><strong>CR</strong> 3 (XP 700; PB +2)</p><p></p><p><strong>Traits</strong></p><p><strong></strong></p><p><strong>Mind Over Muscle.</strong> The spellbroker uses their Intelligence in place of their Strength or Dexterity for weapon attack and damage rolls.</p><p></p><p><strong>Actions</strong></p><p><strong></strong></p><p><strong>Light Hammer.</strong> Melee or Ranged Attack Roll: +5, reach 5 ft. or range 20 ft. Hit 8 (1d8+3) bludgeoning damage.</p><p></p><p><strong>Spellcasting.</strong> The spellbroker casts one of the following spells, using Intelligence as the spellcasting ability (spell attack modifier +5, spell save DC 13):</p><p></p><p><strong>At Will:</strong> Booming Blade (Tasha's), Mending, Mage Armor</p><p></p><p><strong>3/Day Each:</strong> Catapult, Detect Magic, Identify</p><p></p><p><strong>1/Day Each:</strong> Cloud of Daggers, Instant Repairs, Magic Weapon</p><p></p><p><strong>Bonus Actions</strong></p><p><strong></strong></p><p><strong>Overclock.</strong> The spellbroker touches the weapon of an adjacent target. The weapon's next attack will be a critical hit, but it will then be reduced to 0 hit points and destroyed.</p><p></p><p><strong>Reactions</strong></p><p><strong></strong></p><p><strong>Parry.</strong> <em>Trigger:</em> The spellbroker is hit by a melee attack roll while holding a weapon.</p><p><em>Response:</em> The spellbroker adds 2 to their AC against that attack, possibly causing it to miss.</p><p></p><p><img src="https://i.imgur.com/L8tPI0b.jpeg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="width: 289px" /></p><p></p><p><a href="https://www.deviantart.com/rooster82/art/Comm-Glith-440434136" target="_blank">Comm Glith by rooster82</a></p><p></p><p>There are few spellcasters more vilified than <strong>Warlocks</strong> in the Magocracy of Ansalon. Believed to consort with the Forgotten Gods and dangerous monsters, they are viewed as power-hungry and malevolent in equal measure.</p><p></p><p><strong>Warlock, Sylvan</strong></p><p><em>Medium or Small Humanoid (Warlock), any alignment</em></p><p><strong>AC</strong> 16 (mage armor) <strong>Initiative</strong> +3 (13)</p><p><strong>HP</strong> 84 (12d8+24)</p><p><strong>Speed</strong> 30 ft.</p><p></p><table style='width: 100%'><tr><td style='width: 24.9786%'>Ability</td><td style='width: 24.9786%'>Score</td><td style='width: 24.9786%'>Modifier</td><td style='width: 25.0000%'>Save</td></tr><tr><td style='width: 24.9786%'>STR</td><td style='width: 24.9786%'>8</td><td style='width: 24.9786%'>-1</td><td style='width: 25.0000%'>-1</td></tr><tr><td style='width: 24.9786%'>DEX</td><td style='width: 24.9786%'>16</td><td style='width: 24.9786%'>+3</td><td style='width: 25.0000%'>+3</td></tr><tr><td style='width: 24.9786%'>CON</td><td style='width: 24.9786%'>14</td><td style='width: 24.9786%'>+2</td><td style='width: 25.0000%'>+2</td></tr><tr><td style='width: 24.9786%'>INT</td><td style='width: 24.9786%'>13</td><td style='width: 24.9786%'>+1</td><td style='width: 25.0000%'>+1</td></tr><tr><td style='width: 24.9786%'>WIS</td><td style='width: 24.9786%'>14</td><td style='width: 24.9786%'>+2</td><td style='width: 25.0000%'>+2</td></tr><tr><td style='width: 24.9786%'>CHA</td><td style='width: 24.9786%'>17</td><td style='width: 24.9786%'>+3</td><td style='width: 25.0000%'>+6</td></tr></table><p></p><p><strong>Skills</strong> Arcana +4, Deception +6, Nature +4, Survival +5</p><p><strong>Gear</strong> Arcane Focus, Spell Component Pouch</p><p><strong>Senses</strong> Passive Perception 12</p><p><strong>Languages</strong> Common plus two other languages</p><p><strong>CR</strong> 6 (XP 2,300; PB +3)</p><p></p><p><strong>Traits</strong></p><p><strong></strong></p><p><strong>Archfey's Favor.</strong> The warlock has Advantage on checks to Influence creatures of the Beast and Fey types.</p><p></p><p><strong>Actions</strong></p><p><strong></strong></p><p><strong>Multiattack.</strong> The warlock makes three Eldritch Blast attacks.</p><p></p><p><strong>Eldritch Blast.</strong> Melee or Ranged Attack Roll: +6, reach 10 ft. or range 120 ft. Hit 15 (2d10+3) force damage.</p><p></p><p><strong>Spellcasting.</strong> The warlock casts one of the following spells, using Charisma as the spellcasting ability (spell attack modifier +6, spell save DC 14):</p><p></p><p><strong>At Will:</strong> Disguise Self, Mage Armor (included in AC), Silent Image</p><p></p><p><strong>2/Day Each:</strong> Faerie Fire, Suggestion</p><p></p><p><strong>1/Day Each:</strong> Fly, Plant Growth</p><p></p><p><strong>Bonus Actions</strong></p><p><strong></strong></p><p><strong>Hex (1/Day).</strong> The warlock casts Hex (level 3 version), using the same spellcasting ability as Spellcasting.</p><p></p><p><strong>Reactions</strong></p><p><strong></strong></p><p><strong>Protective Magic (3/Day).</strong> The warlock casts Counterspell or Shield in response to the spell's trigger, using the same spellcasting ability as Spellcasting.</p><p></p><p><strong>Variants</strong></p><p><strong></strong></p><p><strong>Warlock, Fiend Patron</strong> trades out Faerie Fire and Plant Growth for Command (level 3 version) and Fireball. They are proficient in Religion instead of Nature. They cannot cast Silent Image at will, but can see normally in dim light and darkness (magical and nonmagical) up to 120 feet. Archfey's Favor becomes Fiend's Favor, trading out the default Advantage on Influence checks for Fiends and Undead.</p><p></p><p><strong>Warlock Great Wyrm Patron</strong> trades out Faerie Fire and Plant Growth for Dragon's Breath (level 3 version) and Arcane Eye. They trade Silent Image for Jump, which they can cast at will. Archfey's Favor becomes Dragon's Favor and the Advantage on Influence checks applies to Dragons and Giants.</p></blockquote><p></p>
[QUOTE="Libertad, post: 9782878, member: 6750502"] [CENTER][COLOR=rgb(85, 57, 130)][B][SIZE=6]Chapter 7: Friends & Foes[/SIZE][/B][/COLOR][/CENTER] Below are various new NPCs suitable for the Magocracy of Ansalon timeline. They can also be reflavored for other timelines and settings without much work, particularly for representing a wide variety of spellcasters. [IMG width="305px"]https://i.imgur.com/mQoKELs.jpeg[/IMG] [URL='https://www.artstation.com/artwork/496JkW']Harrow the Ninth by Tommy Arnold[/URL] From enchanters with enthralled servants to necromancers creating undead minions, the use of spells to bend the wills of others is one of its most fearsome and ethically-thorny applications of magic. [B]Controller Mages[/B] is a broad term for such spellcasters, who use their talents to summon, create, and enhance others in battle…willing or not! [B]Controller Mage, Summoner[/B] [I]Medium or Small Humanoid (Wizard), Any alignment[/I] [B]AC[/B] 15 (Mage Armor) [B]Initiative[/B] +2 (12) [B]HP[/B] 97 (15d8+30) [B]Speed[/B] 30 ft. [TABLE width="100%"] [TR] [td width="25.0000%"]Ability[/td][td width="25.0000%"]Score[/td][td width="25.0000%"]Modifier[/td][td width="25.0000%"]Save[/td] [/TR] [TR] [td width="25.0000%"]STR[/td][td width="25.0000%"]9[/td][td width="25.0000%"]-1[/td][td width="25.0000%"]-1[/td] [/TR] [TR] [td width="25.0000%"]DEX[/td][td width="25.0000%"]14[/td][td width="25.0000%"]+2[/td][td width="25.0000%"]+2[/td] [/TR] [TR] [td width="25.0000%"]CON[/td][td width="25.0000%"]15[/td][td width="25.0000%"]+2[/td][td width="25.0000%"]+5[/td] [/TR] [TR] [td width="25.0000%"]INT[/td][td width="25.0000%"]19[/td][td width="25.0000%"]+4[/td][td width="25.0000%"]+7[/td] [/TR] [TR] [td width="25.0000%"]WIS[/td][td width="25.0000%"]12[/td][td width="25.0000%"]+1[/td][td width="25.0000%"]+4[/td] [/TR] [TR] [td width="25.0000%"]CHA[/td][td width="25.0000%"]17[/td][td width="25.0000%"]+3[/td][td width="25.0000%"]+3[/td] [/TR] [/TABLE] [B]Skills[/B] Arcana +7, Insight +4, Intimidation +6, Persuasion +6 [B]Gear[/B] Arcane Focus, Spell Component Pouch, Material Components worth 500+ for minion creation/summoning spells [B]Senses[/B] Passive Perception 11 [B]Languages[/B] Common plus three other languages [B]CR[/B] 8 (XP 3,900 PB +3) [B]Traits Otherworldly Guardian.[/B] If the summoner rolls for initiative, they can immediately cast their choice of Summon Beast, Summon Fey, or Summon Elemental without spending an action. They must still spend a spell slot, and if they're out of castings then they cannot use this Trait. [B]Actions Multiattack.[/B] The summoner makes three Arcane Burst Attacks. [B]Arcane Burst.[/B] Melee or Ranged Attack Roll: +7, reach 5 ft. or range 120 ft. Hit: 17 (3d8 + 3) Force damage. [B]Spellcasting.[/B] The summoner casts one of the following spells, using Intelligence as the spellcasting ability (spell attack modifier +7, spell save DC 15): [B]At Will:[/B] Find Familiar, Mage Armor (included in AC) [B]3/Day Each:[/B] Cloud of Daggers, Summon Beast, Unseen Servant [B]2/Day Each:[/B] Conjure Minor Elementals, Protection From Good and Evil, Summon Fey [B]1/Day Each:[/B] Magic Circle Against Good and Evil, Summon Elemental [B]Bonus Actions Portal Switch (3/Day).[/B] The summoner and one summoned creature of their choice immediately switch places via teleportation. Any spells and effects which prevent teleportation prevent this ability from working. [B]Reactions Command, Attack.[/B] The summoner targets an allied creature that they summoned. That creature can then make a single weapon attack or unarmed strike. [B]Command, Intercept.[/B] The summoner targets an allied creature that they summoned. That creature can move up to half its speed, avoiding Opportunity Attacks. [B]Command, Retake Control.[/B] The summoner targets an allied creature that they summoned and is under the Charmed or Frightened conditions. The creature can make an additional saving throw to end the condition. [B]Variants[/B] A [B]Controller Mage, Necromancer[/B] trades out Summon Fey for Summon Undead, Conjure Minor Elementals for Spirit Guardians, Summon Beast for Ray of Enfeeblement, and Summon Elemental for Animate Dead (level 4 version). Otherworldly Guardian lets them cast Animate Dead as 1 action instead of 1 minute. In place of Portal Switch, they gain the following ability: [B]Necromantic Healing (3/Day). [/B]As a bonus action, the necromancer casts Cure Wounds or Lesser Restoration on an allied undead creature within 30 feet. The damage or condition healed is then shifted over to another living creature within 30 feet. The damage inflicted is necrotic damage and if the original Condition required a saving throw to resist, the living creature rolls to save to resist but with the necromancer's spell save DC. A condition cannot be shifted if the new target is immune to the condition. A [B]Controller Mage, Enchanter[/B] uses the following spell list instead: [B]At Will:[/B] Friends, Mage Armor [B]3/Day Each:[/B] Animal Messenger, Dissonant Whispers, Unseen Servant [B]2/Day Each:[/B] Charm Monster, Command (level 4), Confusion [B]1/Day Each:[/B] Dominate Person, Hold Monster Otherworldly Guardian is replaced with [B]Friends in Many Places,[/B] and lets the enchanter "summon" either a single ally of the Humanoid type of CR 3, two Humanoid allies of CR 2, four Humanoid allies of CR 1, or eight Humanoid allies of fractional CRs. The Humanoids have the Charmed condition in regards to the Enchanter. Some sample choices of allies include Bandit Captain, Cultist Fanatic, Druid, Knight, Priest, Scout Captain, Spellbroker (detailed later in this chapter), or Warrior Veteran. In place of Portal Switch, the Enchanter gains the following ability: [B]Bardic Inspiration (3/Day).[/B] As a bonus action, the enchanter can give a d8 Bardic Inspiration die to one creature who has the Charmed condition in regards to them. This works as the Bard class feature of the same name. [IMG width="556px"]https://i.imgur.com/uLHXHFr.jpeg[/IMG] [URL='https://www.artstation.com/artwork/J8a4n']Villagers by Taryn Meixner[/URL] [B]Everyday Spellcasters[/B] provides a variety of templates based on common professions in a high-magic society. They are meant to be applied to existing noncasting Humanoid NPCs, as well as non-Humanoids who are close enough to the playable races such as Lizardfolk and Kobolds. This entry provides a few guidelines: [LIST] [*]Be careful when adding offensive spells, as those have the greatest potential to increase an existing NPC's combat capabilities and thus a retooling of their Challenge Rating. A Sending spell won't make a Commoner or Noble any more dangerous, but a Fireball spell will! [*]The higher the spell level, the exponentially rarer such characters are in society. Cantrips, 1st, and 2nd level spells can be plausibly encountered by non-Order "hedge mages" and skilled tradespeople. 3rd level spells indicate someone powerful enough to belong to an Order of High Sorcery. 4th and 5th level spells represent society's elite, capable of standing toe to toe with Tier 2 PCs and thus hold significant sway in their social circles. Spells higher than 5th level are potent enough that they shouldn't be among the "faceless masses." [*]Cantrips should be cast At Will. The amount of times per day an NPC can cast particular spells depends on their CR. NPCs of fractional CR to CR 4 should be able to cast 1st thru 3rd level spells 1/Day at most. CR 5 to 9 NPCs should be able to cast 2nd and 3rd level spells 2/Day at most. CR 10 and higher NPCs might be able to cast some leveled spells at will (usually up to 2nd level), 3rd through 4th level spells 2/Day each, and 5th and higher level spells 1/Day each. This isn't a hard and fast rule; particularly powerful or complicated spells might be cast less often for the sake of game balance and ease of use for the DM. [*]While most spellcasters in the Magocracy are wizards, non-wizard spells can be justified as reflavored and innovative arcane spells. Some may be easier to justify than others; Divine Smite is explicitly tied to the Paladin, but Entangle may be reflavored as animated ropes, chains, and the like. [*]Certain spells are universally useful to the point that they can be justified for virtually any occupation: Darkvision is a boon for humans and anyone who doesn't have it naturally, and Light does the same thing for providing color in dark places for races with natural darkvision. Enhance Ability can be justified for virtually any job or task, while Unseen Servant grants an extra set of hands and cuts down on labor in general. [*]Consequence-free healing magic is extraordinarily rare, even should the gods return. Such spells will not be found among these templates. [/LIST] [I]Aristocrats[/I] represent spellcasters part of societies who chose to maintain the traditional forms of feudal nobility by replacing the mundane kings and queens with mage-lords and ladies. Aristocrats have a wide variety of titles and ranks, and while they focus on magic which helps protect their wealth and status, they are able and willing to make use of whatever spells are deemed practical. [B]Cantrips:[/B] any damage-dealing cantrip, Blade Ward, Elementalism, Friends, Message, Prestidigitation [B]1st Level:[/B] Alarm, Charm Person, Detect Magic, Find Familiar, Mage Armor, Protection From Evil and Good [B]2nd Level:[/B] Arcane Lock, Detect Thoughts, Magic Mouth, See Invisibility, Suggestion [B]3rd Level:[/B] Clairvoyance, Counterspell, Dispel Magic, Glyph of Warding, Phantom Steed, Tongues [I]Couriers[/I] deliver physical goods and messages between people and communities. They keep the Magocracy sharp-eared and alert to distant goings-on. This template can also be used for Carters and Coachmen, in which case Calm Emotions can be useful for pacifying panicking animals. [B]Cantrips:[/B] Message, Minor Illusion, Prestidigitation [B]1st Level:[/B] Expeditious Retreat, Find Familiar, Illusory Script [B]2nd Level:[/B] Locate Object, Misty Step, Rope Trick [B]3rd Level:[/B] Fly, Phantom Steed, Sending [I]Crafters[/I] represent a variety of common medieval occupations, from blacksmiths to bakers, woodcutters to weavers. From the humble Mending spell to Fabricate, the Magocracy has helped artisans do even better at their trades, and most guilds have spare scrolls and spellbooks to train certified members in such magic. [B]Cantrips:[/B] Mage Hand, Mending, Prestidigitation [B]1st Level:[/B] Identify, Instant Repairs, Tenser's Floating Disk [B]2nd Level:[/B] Continual Flame, Enlarge/Reduce, Locate Object, Magic Weapon [B]3rd Level:[/B] Catnap (Xanathar's), Conjure Barrage, Elemental Weapon, Tiny Servant (Tasha's) [I]Entertainers[/I] represent musicians, storytellers, playwrights, masters of ceremonies, and others charged with uplifting spirits through their services. [B]Cantrips:[/B] Dancing Lights, Minor Illusion, Prestidigitation [B]1st Level:[/B] Disguise Self, Jump, Silent Image, Tasha's Hideous Laughter [B]2nd Level:[/B] Alter Self, Enthrall, Mirror Image, Phantasmal Force, Rope Trick [B]3rd Level:[/B] Hypnotic Pattern, Major Image [I]Exorcists[/I] are skilled in warding against supernatural monsters, curses, and various kinds of dark magic. [B]Cantrips:[/B] Blade Ward, Message, Prestidigitation [B]1st Level:[/B] Comprehend Languages, Detect Magic, Protection From Evil and Good [B]2nd Level:[/B] Augury, Hold Person, See Invisibility [B]3rd Level:[/B] Counterspell, Dispel Magic, Magic Circle, Remove Curse [I]Farmers[/I] spend much of their days raising crops and animals for society to consume. Spells which help aid in manual labor, catch pests, manipulate natural elements, and "folk charm" style protections are popular choices. [B]Cantrips:[/B] Create Bonfire (Xanathar's), Elementalism, Mold Earth (Xanathar's), Shape Water (Xanathar's) [B]1st Level:[/B] Animal Friendship, Find Familiar, Snare (Xanathar's), Tenser's Floating Disk [B]2nd Level:[/B] Animal Messenger, Gentle Repose, Locate Animals or Plants [B]3rd Level:[/B] Catnap (Xanathar's), Leomund's Tiny Hut, Remove Curse, Summon Fey, Tiny Servant (Tasha's) [I]Masons[/I] are skilled craftspeople, architects, and engineers responsible for building some of the Magocracy's most awe-inspiring structures. In addition to helping their craft, they prefer spells that help safely ascend and descend perilous heights. This template can also represent carpenters and roofers. [B]Cantrips:[/B] Mage Hand, Mending, Mold Earth (Xanathar's), Message [B]1st Level:[/B] Feather Fall, Tenser's Floating Disk [B]2nd Level:[/B] Levitate, Spider Climb, Shatter [B]3rd Level:[/B] Erupting Earth (Tasha's), Fly, Glyph of Warding [I]Merchants[/I] transport, trade, and appraise the goods and services which keep the Magocracy running. They prefer magic that lets them better ascertain the function and value of goods, as well as keeping their assets secure and in order. [B]Cantrips:[/B] Friends, Prestidigitation [B]1st Level:[/B] Alarm, Detect Magic, Identify [B]2nd Level:[/B] Arcane Lock, Locate Object, Rope Trick [B]3rd Level:[/B] Dispel Magic, Glyph of Warding, Tongues [I]Physicians[/I] used to rely on healing magic pre-Cataclysm, but in the Magocracy they learned to use their spells and talents to supplement mundane medicine. But just as there's a thin line between an antidote and a poison, so too do many healers also know how to inflict maladies on others. [B]Cantrips:[/B] Mending, Prestidigitation, Toll the Dead [B]1st Level:[/B] Detect Poison and Disease, False Life, Protection From Good and Evil, Sleep [B]2nd Level:[/B] Calm Emotions, Hold Person, See Invisibility [B]3rd Level:[/B] Dispel Magic, Feign Death, Plant Growth, Remove Curse [I]Sailors[/I] represent those who reside on and near large bodies of water, from boatswain to fishers to deep-sea divers. They prefer magic that helps them navigate in the open sea and maneuver underwater. Spells can differ further by trade: many fishers use illusion spells that can be useful to trick marine life into an easier catch, while Comprehend Languages and Tongues are favored by sailors who visit farflung ports. [B]Cantrips:[/B] Elementalism, Mage Hand, Mending, Shape Water (Xanathar's) [B]1st Level:[/B] Instant Repairs, Longstrider, Tenser's Floating Disk [B]2nd Level:[/B] Gust of Wind, Skywrite (Xanathar's), Spider Climb [B]3rd Level:[/B] Protection From Energy, Water Breathing, Water Walk, Wind Wall [I]Scholars[/I] represent people knowledgeable in one or more academic fields. They frequently handle books, scrolls, and the written word in all of its forms. They are thus omnipresent in libraries and the Towers of High Sorcery. They favor spells that help them understand languages as well as keep them safe from dangerous secrets in forbidden tomes. Fire magic is illegal to use in most libraries save to snuff flames, so scholars make use of alternative light sources. [B]Cantrips:[/B] Control Flames (Xanathar's), Mage Hand, Mending, Prestidigitation [B]1st Level:[/B] Comprehend Languages, Detect Magic, Illusory Script, Protection From Evil and Good [B]2nd Level:[/B] Arcane Lock, Augury, Continual Flame, Levitate [B]3rd Level:[/B] Glyph of Warding, Sending, Speak with Dead, Tongues [I]Tricksters[/I] come in all shapes and professions, from silver-tongued con artists to second-story burglars. They rely on spells that trick, confuse, and grant access to restricted areas. [B]Cantrips:[/B] Friends, Message, Mind Sliver, Prestidigitation [B]1st Level:[/B] Charm Person, Disguise Self, Silent Image, Sleep [B]2nd Level:[/B] Alter Self, Detect Thoughts, Enthrall, Knock, Nystul's Magic Aura, Suggestion [B]3rd Level:[/B] Feign Death, Hypnotic Pattern, Nondetection, Tongues [I]Warriors[/I] come in many forms, from specific social classes dedicated to martial professions to village militias and city watchmen who learn spells to defend against and invoke violence. [B]Cantrips:[/B] any damage-dealing cantrip, Blade Ward, True Strike [B]1st Level:[/B] Mage Armor (if don't have access to medium/heavy armor), False Life, Magic Missile, Shield; Color Spray and Sleep are preferred for nonlethal arrests [B]2nd Level:[/B] Blur, Darkness, Earthbind, Magic Weapon [B]3rd Level:[/B] Fear, Fireball, Haste, Lightning Bolt, Vampiric Touch [IMG width="292px"]https://i.imgur.com/3rYl7J0.jpeg[/IMG] [URL='https://www.deviantart.com/bjulvar/art/Diving-Suit-311893815']Diving Suit by Bjulvar[/URL] [B]Istaran Delvers[/B] know that great riches and magical secrets lie in the sunken ruins of Ansalon. They are a motley crew, from sea elves to gnome inventors to mages specializing in water spells. Although most are active in and around the Blood Sea, this stat block can represent people making use of science and sorcery to explore environments hostile to conventional humanoid life. [B]Istaran Delver[/B] [I]Medium or Small Humanoid (Wizard), any alignment[/I] [B]AC[/B] 15 (diving suit) [B]Initiative[/B] +0 (10) [B]HP[/B] 60 (10d8+10) [B]Speed[/B] 30 ft., Swimming 30 ft. [TABLE width="100%"] [TR] [td width="25.0000%"]Ability[/td][td width="25.0000%"]Score[/td][td width="25.0000%"]Modifier[/td][td width="25.0000%"]Save[/td] [/TR] [TR] [td width="25.0000%"]STR[/td][td width="25.0000%"]18[/td][td width="25.0000%"]+4[/td][td width="25.0000%"]+6[/td] [/TR] [TR] [td width="25.0000%"]DEX[/td][td width="25.0000%"]11[/td][td width="25.0000%"]+0[/td][td width="25.0000%"]+0[/td] [/TR] [TR] [td width="25.0000%"]CON[/td][td width="25.0000%"]13[/td][td width="25.0000%"]+1[/td][td width="25.0000%"]+2[/td] [/TR] [TR] [td width="25.0000%"]INT[/td][td width="25.0000%"]15[/td][td width="25.0000%"]+2[/td][td width="25.0000%"]+2[/td] [/TR] [TR] [td width="25.0000%"]WIS[/td][td width="25.0000%"]13[/td][td width="25.0000%"]+1[/td][td width="25.0000%"]+3[/td] [/TR] [TR] [td width="25.0000%"]CHA[/td][td width="25.0000%"]10[/td][td width="25.0000%"]+0[/td][td width="25.0000%"]+0[/td] [/TR] [/TABLE] [B]Skills[/B] Athletics +6, History +4, Investigation +4, Perception +3 [B]Gear[/B] diving suit (as half-plate, but allows one to breathe underwater and immunity to deep sea hazards) [B]Resistances[/B] Bludgeoning, Cold [B]Senses[/B] Darkvision 60 ft., Passive Perception 13 [B]Languages[/B] Common, Istaran (dead language), plus one other [B]CR[/B] 4 (XP 1,100; PB +2) [B]Traits Chthonic Veteran.[/B] The Istaran delver always knows how deep underground or underwater they are, and has advantage on saving throws versus the Frightened condition. [B]Actions Multiattack.[/B] The Istaran delver makes two trident attacks. [B]Trident.[/B] Melee Attack Roll: +6, reach 5 ft. Hit 14 (2d8+4) piercing damage. If the target is a Large or smaller creature, the Istaran Delver pushes the target up to 10 feet straight away from themself. [B]Spellcasting.[/B] The Istaran delver casts one of the following spells, using Intelligence as the spellcasting ability (spell attack modifier +4, spell save DC 12): [B]At Will:[/B] Light, Mage Hand [B]3/Day Each:[/B] Detect Magic, Identify, Thunderwave [B]2/Day Each:[/B] Water Breathing [B]1/Day Each:[/B] Control Water [B]Bonus Actions Grant Buoyancy:[/B] the Istaran delver targets one creature or object of Large or smaller size. The target becomes extremely buoyant if underwater, and will begin ascending at a rate of 30 feet per round for the next minute. If unwilling, the creature must make a Strength saving throw, and can make a new saving throw at the end of each of their turns. This is a magical effect, granting immunity against hazards related to pressure changes such as decompression sickness. [IMG width="600px"]https://i.imgur.com/xJHOiCh.jpeg[/IMG] [URL='https://www.artstation.com/artwork/y4Ar5J']Archmage in the tower by Ivana Abbate[/URL] In addition to the social prestige that comes with the title, a [B]Master of the Tower[/B] receives special magical enhancements via a secret process where they bond with the Tower itself. There can only ever be one Master of a particular Tower of High Sorcery at a time, and it's most often transferred to a worthy contender near or at the end of a Master's lifespan. The Master of the Tower is a template that can be added onto an existing creature, typically a character of great arcane potency. [B]Arcane Domain.[/B] The Master of the Tower automatically has three additional spells prepared based on their Tower of High Sorcery, usually a 4th, 5th, or 6th level spell drawn from any class list. They can cast each spell 1/Day if an NPC, or once per long rest without expending a spell slot if using PC rules. [I]Daltigoth:[/I] Create Undead, Geas, Planar Binding [I]Istar:[/I] Circle of Power, Dispel Evil and Good, Rary's Telepathic Bond [I]Losarcum:[/I] Bigby's Hand, Dream, Passwall [I]Palanthas:[/I] Creation, Legend Lore, Scrying [I]Silvanesti:[/I] Conjure Woodland Beings, Dispel Evil and Good, Find the Path [I]Wayreth:[/I] Contingency, Freedom of Movement, Modify Memory [B]Magic Resistance.[/B] The Master of the Tower has Advantage on saving throws against spells and other magical effects. [B]Spell of Safe Passage.[/B] As a Magic action, the Master of the Tower can grant an individual the ability to safely pass through the exterior magical defenses of their Tower of High Sorcery. For the next 24 hours, the target is immune to any damage, conditions, or effects that such defenses can cause. This does not grant them immunity to more mundane and natural defenses, or defenses within the Tower itself. [IMG width="373px"]https://i.imgur.com/zih3nqJ.jpeg[/IMG] [URL='https://www.artstation.com/artwork/5BJ6y1']Character Sketches 13 by SteveSketches[/URL] The [B]Primal Sorcerer[/B] is becoming an increasingly common sight in the Magocracy. Although many underestimate them as uneducated hotheads, anyone who has seen the magic of a skilled practitioner knows that they can be just as dangerous as any wizard. [B]Primal Sorcerer[/B] [I]Medium or Small Humanoid (Sorcerer), any alignment[/I] [B]AC[/B] 15 (Mage Armor) [B]Initiative[/B] +2 (12) [B]HP[/B] 84 (14d8+14) [B]Speed[/B] 30 ft. [TABLE width="100%"] [TR] [td width="25.0000%"]Ability[/td][td width="25.0000%"]Score[/td][td width="25.0000%"]Modifier[/td][td width="25.0000%"]Save[/td] [/TR] [TR] [td width="25.0000%"]STR[/td][td width="25.0000%"]8[/td][td width="25.0000%"]-1[/td][td width="25.0000%"]-1[/td] [/TR] [TR] [td width="25.0000%"]DEX[/td][td width="25.0000%"]15[/td][td width="25.0000%"]+2[/td][td width="25.0000%"]+2[/td] [/TR] [TR] [td width="25.0000%"]CON[/td][td width="25.0000%"]12[/td][td width="25.0000%"]+1[/td][td width="25.0000%"]+4[/td] [/TR] [TR] [td width="25.0000%"]INT[/td][td width="25.0000%"]13[/td][td width="25.0000%"]+1[/td][td width="25.0000%"]+1[/td] [/TR] [TR] [td width="25.0000%"]WIS[/td][td width="25.0000%"]14[/td][td width="25.0000%"]+2[/td][td width="25.0000%"]+2[/td] [/TR] [TR] [td width="25.0000%"]CHA[/td][td width="25.0000%"]17[/td][td width="25.0000%"]+3[/td][td width="25.0000%"]+6[/td] [/TR] [/TABLE] [B]Skills[/B] Arcana +4, Intimidation +6, Perception +5 [B]Gear[/B] Arcane Focus, Spell Component Pouch [B]Resistances[/B] choose one from acid, cold, fire, or lightning [B]Senses[/B] Passive Perception 15 [B]Languages[/B] Common plus one other language [B]CR[/B] 6 (XP 2,300; PB +3) [B]Actions Spellcasting.[/B] The primal sorcerer casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell attack modifier +6, spell save DC 14): [B]At Will:[/B] Elementalism, Mage Armor (included in AC), Prestidigitation [B]3/Day Each:[/B] Scorching Ray, Thunderwave (level 2 version) [B]2/Day Each:[/B] Haste [B]1/Day Each:[/B] Telekinesis [B]Bonus Actions Dragon's Breath (1/Day).[/B] The primal sorcerer casts Dragon's Breath (level 3 version), using the same spellcasting ability as Spellcasting. [B]Reactions Counterspell (1/Day).[/B] The primal sorcerer casts Counterspell, using the same spellcasting ability as Spellcasting. [IMG width="328px"]https://i.imgur.com/WeYtrMd.jpeg[/IMG] [URL='https://scryfall.com/search?q=type%3APlaneswalker+type%3ARal+zarek&unique=cards&as=grid&order=name']Ral Zarek from Magic: the Gathering[/URL] A [B]Skyshaper[/B] is one who mastered the potent arcane power of manipulating the weather. The Storm Lords are the most well-known, but other archmages are capable of ascending to such lofty heights. [B]Skyshaper[/B] [I]Medium or Small Humanoid (Wizard), usually neutral on the moral axis[/I] [B]AC[/B] 17 (mage armor) [B]Initiative[/B] +4 (14) [B]HP[/B] 154 (22d8+44) [B]Speed[/B] 30 ft., fly 60 ft. [TABLE width="100%"] [TR] [td width="25.0000%"]Ability[/td][td width="25.0000%"]Score[/td][td width="25.0000%"]Modifier[/td][td width="25.0000%"]Save[/td] [/TR] [TR] [td width="25.0000%"]STR[/td][td width="25.0000%"]12[/td][td width="25.0000%"]+1[/td][td width="25.0000%"]+1[/td] [/TR] [TR] [td width="25.0000%"]DEX[/td][td width="25.0000%"]18[/td][td width="25.0000%"]+4[/td][td width="25.0000%"]+8[/td] [/TR] [TR] [td width="25.0000%"]CON[/td][td width="25.0000%"]15[/td][td width="25.0000%"]+2[/td][td width="25.0000%"]+6[/td] [/TR] [TR] [td width="25.0000%"]INT[/td][td width="25.0000%"]20[/td][td width="25.0000%"]+5[/td][td width="25.0000%"]+9[/td] [/TR] [TR] [td width="25.0000%"]WIS[/td][td width="25.0000%"]16[/td][td width="25.0000%"]+3[/td][td width="25.0000%"]+7[/td] [/TR] [TR] [td width="25.0000%"]CHA[/td][td width="25.0000%"]18[/td][td width="25.0000%"]+4[/td][td width="25.0000%"]+4[/td] [/TR] [/TABLE] [B]Skills[/B] Acrobatics +8, Arcana +8, Nature +8, Perception +7 [B]Gear[/B] Arcane Focus, Spell Component Pouch [B]Immunities[/B] Lightning, Thunder [B]Senses[/B] Nature's Guidance, Passive Perception 17 [B]Languages[/B] Common plus three others [B]CR[/B] 10 (XP 5,900; PB +4) [B]Traits Nature's Guidance.[/B] The skyshaper's vision is unimpeded by nonmagical darkness, natural weather, and smoke. [B]Actions Wrath of the Storm.[/B] Melee or Ranged Attack Roll: +9, reach 5 ft. or range 150 ft. Hit: 25 (4d8+5) lightning or thunder damage. [B]Spellcasting.[/B] The skyshaper casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell attack modifier +9, spell save DC 17): [B]At Will:[/B] Elementalism, Light, Mage Armor (included in AC) [B]3/Day Each:[/B] Ice Storm, Wind Wall [B]2/Day Each:[/B] Lightning Bolt (level 5 version), Storm Sphere (level 5 version) [B]1/Day Each:[/B] Call Lightning (level 7 version), Control Weather, Plant Growth [B]Bonus Actions Thunder Step (2/Day).[/B] The skyshaper casts Thunder Step (level 5 version), using the same spellcasting ability as Spellcasting. [B]Reactions Feather Fall (at will).[/B] The skyshaper casts Feather Fall, using the same spellcasting ability as Spellcasting. [IMG]https://i.imgur.com/FYGh4Uj.png[/IMG] [URL='https://eventyrgames.store/products/bundle-wanderers-guide-to-merchants-magic']From the Wanderer's Guide to Merchants & Magic[/URL] The [B]Spellbroker[/B] is a common sight in the Magocracy's bustling marketplaces. Their vendors supply ordinary folk and adventurers alike with useful potions, scrolls, magical devices, and perhaps a pet or two of unusual biology. Most are well-trained in self-defense, knowing that their wares make them a target for the greedy. [B]Spellbroker[/B] [I]Medium or Small Humanoid (Artificer), any alignment[/I] [B]AC[/B] 14 (mage armor) [B]Initiative[/B] +1 (11) [B]HP[/B] 70 (10d8+20) [B]Speed[/B] 30 ft. [TABLE width="100%"] [TR] [td width="25.0000%"]Ability[/td][td width="25.0000%"]Score[/td][td width="25.0000%"]Modifier[/td][td width="25.0000%"]Save[/td] [/TR] [TR] [td width="25.0000%"]STR[/td][td width="25.0000%"]11[/td][td width="25.0000%"]+0[/td][td width="25.0000%"]+0[/td] [/TR] [TR] [td width="25.0000%"]DEX[/td][td width="25.0000%"]12[/td][td width="25.0000%"]+1[/td][td width="25.0000%"]+1[/td] [/TR] [TR] [td width="25.0000%"]CON[/td][td width="25.0000%"]14[/td][td width="25.0000%"]+2[/td][td width="25.0000%"]+2[/td] [/TR] [TR] [td width="25.0000%"]INT[/td][td width="25.0000%"]17[/td][td width="25.0000%"]+3[/td][td width="25.0000%"]+5[/td] [/TR] [TR] [td width="25.0000%"]WIS[/td][td width="25.0000%"]16[/td][td width="25.0000%"]+3[/td][td width="25.0000%"]+5[/td] [/TR] [TR] [td width="25.0000%"]CHA[/td][td width="25.0000%"]15[/td][td width="25.0000%"]+2[/td][td width="25.0000%"]+4[/td] [/TR] [/TABLE] [B]Skills[/B] Arcana +5, Insight +5, Perception +5, Persuasion +4 [B]Gear[/B] one set of artisan's tools, spell component pouch, pearl worth 100 gp [B]Senses[/B] Passive Perception 15 [B]Languages[/B] Common plus two others [B]CR[/B] 3 (XP 700; PB +2) [B]Traits Mind Over Muscle.[/B] The spellbroker uses their Intelligence in place of their Strength or Dexterity for weapon attack and damage rolls. [B]Actions Light Hammer.[/B] Melee or Ranged Attack Roll: +5, reach 5 ft. or range 20 ft. Hit 8 (1d8+3) bludgeoning damage. [B]Spellcasting.[/B] The spellbroker casts one of the following spells, using Intelligence as the spellcasting ability (spell attack modifier +5, spell save DC 13): [B]At Will:[/B] Booming Blade (Tasha's), Mending, Mage Armor [B]3/Day Each:[/B] Catapult, Detect Magic, Identify [B]1/Day Each:[/B] Cloud of Daggers, Instant Repairs, Magic Weapon [B]Bonus Actions Overclock.[/B] The spellbroker touches the weapon of an adjacent target. The weapon's next attack will be a critical hit, but it will then be reduced to 0 hit points and destroyed. [B]Reactions Parry.[/B] [I]Trigger:[/I] The spellbroker is hit by a melee attack roll while holding a weapon. [I]Response:[/I] The spellbroker adds 2 to their AC against that attack, possibly causing it to miss. [IMG width="289px"]https://i.imgur.com/L8tPI0b.jpeg[/IMG] [URL='https://www.deviantart.com/rooster82/art/Comm-Glith-440434136']Comm Glith by rooster82[/URL] There are few spellcasters more vilified than [B]Warlocks[/B] in the Magocracy of Ansalon. Believed to consort with the Forgotten Gods and dangerous monsters, they are viewed as power-hungry and malevolent in equal measure. [B]Warlock, Sylvan[/B] [I]Medium or Small Humanoid (Warlock), any alignment[/I] [B]AC[/B] 16 (mage armor) [B]Initiative[/B] +3 (13) [B]HP[/B] 84 (12d8+24) [B]Speed[/B] 30 ft. [TABLE width="100%"] [TR] [td width="24.9786%"]Ability[/td][td width="24.9786%"]Score[/td][td width="24.9786%"]Modifier[/td][td width="25.0000%"]Save[/td] [/TR] [TR] [td width="24.9786%"]STR[/td][td width="24.9786%"]8[/td][td width="24.9786%"]-1[/td][td width="25.0000%"]-1[/td] [/TR] [TR] [td width="24.9786%"]DEX[/td][td width="24.9786%"]16[/td][td width="24.9786%"]+3[/td][td width="25.0000%"]+3[/td] [/TR] [TR] [td width="24.9786%"]CON[/td][td width="24.9786%"]14[/td][td width="24.9786%"]+2[/td][td width="25.0000%"]+2[/td] [/TR] [TR] [td width="24.9786%"]INT[/td][td width="24.9786%"]13[/td][td width="24.9786%"]+1[/td][td width="25.0000%"]+1[/td] [/TR] [TR] [td width="24.9786%"]WIS[/td][td width="24.9786%"]14[/td][td width="24.9786%"]+2[/td][td width="25.0000%"]+2[/td] [/TR] [TR] [td width="24.9786%"]CHA[/td][td width="24.9786%"]17[/td][td width="24.9786%"]+3[/td][td width="25.0000%"]+6[/td] [/TR] [/TABLE] [B]Skills[/B] Arcana +4, Deception +6, Nature +4, Survival +5 [B]Gear[/B] Arcane Focus, Spell Component Pouch [B]Senses[/B] Passive Perception 12 [B]Languages[/B] Common plus two other languages [B]CR[/B] 6 (XP 2,300; PB +3) [B]Traits Archfey's Favor.[/B] The warlock has Advantage on checks to Influence creatures of the Beast and Fey types. [B]Actions Multiattack.[/B] The warlock makes three Eldritch Blast attacks. [B]Eldritch Blast.[/B] Melee or Ranged Attack Roll: +6, reach 10 ft. or range 120 ft. Hit 15 (2d10+3) force damage. [B]Spellcasting.[/B] The warlock casts one of the following spells, using Charisma as the spellcasting ability (spell attack modifier +6, spell save DC 14): [B]At Will:[/B] Disguise Self, Mage Armor (included in AC), Silent Image [B]2/Day Each:[/B] Faerie Fire, Suggestion [B]1/Day Each:[/B] Fly, Plant Growth [B]Bonus Actions Hex (1/Day).[/B] The warlock casts Hex (level 3 version), using the same spellcasting ability as Spellcasting. [B]Reactions Protective Magic (3/Day).[/B] The warlock casts Counterspell or Shield in response to the spell's trigger, using the same spellcasting ability as Spellcasting. [B]Variants Warlock, Fiend Patron[/B] trades out Faerie Fire and Plant Growth for Command (level 3 version) and Fireball. They are proficient in Religion instead of Nature. They cannot cast Silent Image at will, but can see normally in dim light and darkness (magical and nonmagical) up to 120 feet. Archfey's Favor becomes Fiend's Favor, trading out the default Advantage on Influence checks for Fiends and Undead. [B]Warlock Great Wyrm Patron[/B] trades out Faerie Fire and Plant Growth for Dragon's Breath (level 3 version) and Arcane Eye. They trade Silent Image for Jump, which they can cast at will. Archfey's Favor becomes Dragon's Favor and the Advantage on Influence checks applies to Dragons and Giants. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
[Dragonlance Homebrew] Alternate Timeline: Magocracy of Ansalon
Top