D&D General [Let's Read] Playable Monster Sourcebooks

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Dragons and the Lux Aeterna Ritual is a purely flavor chapter, written from the in-character perspective of Kallizandrex, an aeternal green dragon scholar. This chapter discusses each of the 45 dragon families' views and approaches to the ritual, and in the case of Battlezoo's more original families provides some additional fluffy world-building. Beyond the aforementioned quicker path to power, traditionalist dragons often become aeternal because it is in line with their ethos or or helps enhance some aspect of their nature. For example,the isolationist nature Black Dragons and their desire to win at all costs makes them more likely than other chromatic dragons to go "all-in" with a risky magical ritual. This also has the effect of causing traditionalist Black Dragons to hate and fear their aeternal counterparts, viewing them as akin to rapidly-ticking time bombs that will eclipse them in power if they're not dealt with immediately.

While there are some interesting exceptions, for the most part this chapter is a bit repetitive, in that entries have recurring themes of draconic societies debating the merits of fast but risky power vs slow yet tried-and-true means, and aeternal dragons being more likely to interact with non-dragons and join adventuring groups. Each entry also discusses which character classes aeternal dragons of that family are likeliest to gravitate.

Some of the more interesting exceptions are worth calling out The first are Bliss Dragons, who have their own unique process of the Lux Aeterna, where they perform the ritual in order to save a mortal's life. Astral Dragons are among the least likely type to undergo the ritual, but those who do are strongly compelled by encountering visions or memories from mental echoes of long-dead dragons. Crypt Dragons patrol the planes in search of threats to the natural flow of souls, and being independent in this duty they typically undertake the Lux Aeterna in order to avert a great threat that needs relatively quick action. Lunar Dragons watch inhabitants of planets much like people in the real world might watch a reality show, as detached observers who often develop one-sided bonds of fondness for people they may never personally meet. Their society has a rule of non-interference, but Lunar Dragons who want to more directly intervene (usually due to forming an attachment for their favorite watched beings) are the likeliest to undertake the ritual. Finally, Void Dragons are cursed to eventually be consumed by alien entities representative of the cosmic forces of entropy, and the Lux Aeterna can not only reset the clock but let them control how much cosmic corruption they take via the selective attainment of powers specific to their kind. Thus, the Lux Aeterna is viewed by many Void Dragons as a means of potential salvation for their people.

Thoughts: I covered it before, but I did find this chapter repetitive in places and suffers a bit from word bloat. That being said, I'd prefer to have this chapter than not, as it can be a useful bite-sized look for players who need a quick rundown of their draconic PC's society and common reasons for adventuring.

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Hoards of Power is a new subsystem present in both the D&D and Pathfinder 2e systems of this book. It makes references to a crafting subsystem in the Battlezoo Bestiary books, which I don't own, so I can't give it as insightful a review as I can other parts of this book. The Pathfinder 2e version says that one can use the Automatic Bonus Progression optional rules, but that the monster parts subsystem is recommended.

In short, when an aeternal dragon PC gains treasure, they can choose to add it to their treasure hoard. Coins, art, gemstones, and the like add their full value, but magic items only add half their value. The dragon can then "spend" the value of their hoard to refine and imbue their natural weapons and scales, with the former being treated as handwraps and the latter being treated as bracers (but only when they're not wearing armor or using a shield). For Pathfinder groups using Automatic Bonus Progression, dragon PCs who upgrade their hoard to a certain amount worth of gold pieces gain the ABP benefits of that level, using item bonus instead of potency bonus. In the case of gaining defense potency their maximum Dexterity modifier to AC is capped at +5.

Thoughts: I cannot really grade this sub-system without buying another sourcebook, so others more familiar with the Battlezoo Bestiary series will need to fill me in if these rules sound good or not. I do like the idea of dragons effectively "buying" new powers by collecting treasure, as in a normal campaign hoarding wealth and not using it is actually suboptimal from a game design perspective. One oversight is that while it's not outright spelled out, the book doesn't say if items in the hoard can or cannot be used without "taking them out" of said hoard. While the implication is that the dragon PC will be storing them for safekeeping when not on adventures, it does raise the question of stuff like using a hoard's Lyre of Building during downtime for constructing a home base but not being taken on adventures.

Our book ends with an Appendix, which includes 11 alternatives* to the Lux Aeterna Ritual to explain varying concepts for dragon PCs in case the aforementioned ritual doesn't fit the DM or player's vision. The Dragon Index lists every dragon family in alphabetical order, detailing snippets of important game information such as their dragon family (chromatic, metallic, planar, etc), damage type, unique Gifts/feats, and the like.

*The book says 10, but they have 1 more.

Thoughts So Far: I don't have much to add for this section as a whole besides that I liked the Dragon Index most, as I can see it of most frequent use for the average player and DM needing a quick comparison or reference for building characters.

Final Thoughts: While making playable monsters in D&D and Pathfinder always required a delicate balancing act between authenticity and playability, dragons in particular are one of the most difficult for such a task. Battlezoo Ancestries: Dragons had a difficult road and high bar to clear, yet managed success where I've seen so many other designers fail. This is the best "playable dragon" sourcebook I've ever read, and would highly recommend it to gaming groups who want to emphasize the Dragon part of their Dungeons & Dragons (and Pathfinder) campaigns.

But this isn't the end of draconic goodness! Later this month, I have plans to review of Itza's Guide to Dragonbonding. For those fans of Eragon, Drakengard, and similar "dragon-rider" fantasy media, this 5e setting is heavily inspired by such titles and pits PCs in the saddle of true dragons as they battle world-ending threats!
 

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It's time to get old-school. Pixel and sprite art old-school! Goblinesque takes the classic dungeon-delving campaign and turns it on its head. In this B/X-era OSR adventure for 1st to 2nd level characters, the PCs are members of a tribe of goblins whose subterranean stronghold was raided by four heroes. One of the treasures the party stole, the Hand of P'tahr, is a powerful yet cursed magic item that will warp the surrounding reality and eventually destroy the world if it's not returned back to its rightful place. The entire adventure takes place in the heroes' manor, with the PCs initially being prisoners who need to escape captivity and retrieve the hand, plus performing any other mischief as time and circumstances permit.

But before we begin this adventure, we have expansive rules for generating and playing as goblin PCs. The book references existing Old-School Essentials sourcebooks for goblin information, although this adventure's rules are complete enough to be stand-alone. Race and class are separate, although the only classes permitted are the new goblin-only ones in this book. All goblins have infravision to 60 feet, -1 on attack rolls when exposed to sunlight, a 2 in 6 chance of detecting construction-related oddities such as secret doors, treat their Armor Class as 2 better when targeted by opponents larger than humans, and are fluent in their alignment language, Common, Goblin, and the language of wolves. Additionally, as most civilizations view goblins either as dangerous monsters or weak creatures to exploit, they have an alternate 2d6 reaction table which has mostly negative results, with 8 and higher being the only results that don't result in fight or flight.

To add more variety and flavor in character creation, each goblin PC rolls on 3 tables: Oddities, which determines strange physical features that are mostly background and have no explicit game mechanics; Pettiness, a negative or otherwise off-putting personality trait that can cause increased risk to themselves and the rest of the party; and Junk, a bonus piece of starting equipment that has very situational uses at best.

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There are 7 new Classes in this book, all of which are derived from classic D&D archetypes albeit reinterpreted through a goblin-focused lens. Each class has a maximum level of 8, the THACo/attack bonus progression is the same among them (19/+0 at 1st, 17/+2 at 4th, and 14/+5 at 7th). While the specific values differ, the classes' best saving throws are in Death/Poison and Wands, and their worst are in Breath Weapon and Spells, which means that Paralysis/Petrify is middle-of-the-road.
Instead of rolling for starting money, each goblin has Personal Effects dependent upon their Class. Of the classes, 4 have no minimum ability score requirements (Next Door, Scrollkeeper, Scoundrel, and Skullcracker), while 3 of them do (Alchemist, Wolf Rider, & Idolater). And of those latter, the minimum ability scores are 9 in value, with Intelligence for the Alchemist and Constitution and Wisdom for the Idolater. The Wolf Rider's the exception, requiring 13 Dexterity and 9 Constitution.

Goblin Next Door represents your typical goblin who doesn't have much in the way of unique capabilities. It is a non-magical jack-of-all-trades class, having a d6 hit die and proficiency in all weapons and armor that can fit their size. Their only notable feature of note is the ability to hide in shadows or behind cover when motionless with a 2 in 6 success rate. They don't start with any weapons or armor, but have various knick-knacks and 3 types of Junk rather than 1.

Goblin Alchemist represents those goblins who combine all manner of materials and compounds to produce potions, poisons, and explosions. They have a d4 hit die, are proficient with leather armor, ranged weapons, and one-handed melee weapons, but their primary class feature is the ability to create reagents via combining 2 or more fluids via a d6 per substance (or 2d6 for particularly rare and powerful ones). The results are quite random, ranging from the beneficial in creating specific alchemical items to the deleterious such as a ruined batch or the formula exploding in the goblin's hands as an AoE effect. The alchemist begins play with 1 red, blue, and purple vial, which are respectively an explosive AoE, an unstable healing concoction that either heals or deals damage depending on the result of an Intelligence check, and can bring small inanimate objects to temporary life. Said vials can also be made via the alchemical mixing class feature

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Goblin Wolf Rider represents hunters and cavalry warriors who have strong bonds with wolf companions. They have a d4 hit die, are proficient with leather armor, ranged weapons, and one-handed melee weapons. They also start play with a wolf as a free retainer who is paid in food, gain +1 on reaction rolls with wolves and attack rolls while mounted on a wolf, but in the latter case the wolf cannot make attacks while mounted. Among their starting gear is a bear trap that deals damage and traps a creature who fails a save vs paralysis.

Goblin Scrollkeeper represents goblins who delve into arcane magic, but due to a lack of spellbooks among their people they make do with self-taught trial and error and scrolls. They are predictably squishy, having a d4 hit die and are proficient only in daggers and staves. They begin play with two 1st-level scrolls and can cast spells from scrolls in a unique way: instead of expending the scroll's spell like normal, they make an INT check, and the total number of spells they can cast per day is still limited via the Vancian system.

A success lets the spell go off normally, but a failed check causes a Misreading from a d66 table, and there is a 2 in 6 chance of a scroll's spell being expended on a successful INT check. Finally, they can cast a spell they've seen cast by another within the last 24 hours once per day, but it only has a 2 in 6 chance of success, with failure causing a Misreading. While unable to create and use spellbooks of their own, Scrollkeepers can tear out pages to gain the spells as scrolls.

The Misreading table effects list no duration unless otherwise noted, so presumably the ones with unlisted values are either permanent or instantaneous. The effects vary wildly, from the harmless and situational such as being able to speak with weapons or covering the entire area in ice, to more random results such as teleporting the goblin to a random location or summoning a walrus. But some can effectively remove the character from play, such as turning the Scrollkeeper into a potted cactus or reverting them to a newborn, with others having long-term consequences such as swapping bodies with a random bystander or a curse which deals 1 hit point in damage every time the goblin speaks.

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Goblin Scoundrel is the iconic thief. They are more hardy than the B/X Thief with a d6 hit die, are proficient in leather armor and any size-appropriate weapons, and can backstab, move silently, and open locks like the thief class. However, the latter 2 abilities use a d6 for resolution instead of percentages (3 in 6 and 2 in 6 respectively), while moving silently is only useful underground.

Goblin Idolater is one who draws upon magic from the bones and organs of the fallen. They are closest to the Cleric in having a d6 hit die, are proficient in leather armor, shields, and any blunt weapons appropriate to size. Their major class feature lets them craft Idols from dead remains, which can be placed in a square. The Idolater is limited by the amount of Idols they can place per day equal to their level +1, and they can only have a certain amount active at the same time also based on their level (1 at 1st, 2 at 3rd, and 3 at 6th). They can create either an Idol of Lightning which generates a damaging AoE with a 30 foot radius but needs 1 round to charge, an Idol of Soothing which heals 1d4 hit points to all allies within 10 feet, or an Idol of Tentacles which automatically grab any creature that passes within 20 feet for 1 turn (10 minutes), holding them in place on a failed save vs spells.

Goblin Skullcracker is our Fighter equivalent, representing goblins who have enough courage to mix things up in straightforward physical combat. They have a d8 hit die, are proficient in all armor and weapons appropriate to their size, gain an extra attack in melee whenever they score a critical hit,* and if they have a free hand can use nearby corpses up to human size as improvised cover to treat their Armor Class as 1 better.

*Critical hits don't exist in Old-School Essentials or B/X D&D by default, so I presume that they mean a natural 20.

Thoughts So Far: I like the adventure's "reverse dungeon crawl" concept, where the PCs are playing surviving monsters retrieving the treasure that the adventurers stole from their dungeon. The use of sprite art helps the product visually stand out from other adventures while also evoking the feel of classic video game RPGs from the 1980s. I like the use of Oddities, Pettiness, and Junk to round out the roleplay potential of goblin characters while also giving the adventure a sillier feel.

As for the goblin classes, I do appreciate the technical separation of race and class given that demihuman/humanoid classes in OSE/Basic D&D can end up quite cookie-cutter. The Goblin Next Door and Skullcracker are my least favorite, with the former feeling rather "bleh" on account of not having anything that helps it stand out, and the latter in that it references a game mechanic that doesn't exist in the base rules. I do think the use of corpses as literal meat shields is cool conceptwise, but given that it requires a free hand it may become quickly forgotten once the PC gets access to a real shield.

The Wolf Rider is potentially the most powerful class for this adventure, as a wolf companion is quite powerful at low levels and effectively serves as a bonus party member. I was a bit surprised that the class had a meager d4 hit die, but given that they're expected to use ranged hit and run tactics this helps reinforce that playstyle. The Alchemist is another standout, given that the PCs will have lots of opportunities to gain fluids in general during this adventure and unlike spellcasters they aren't so limited by spells-per-day. That being said, some concoction table results, along with the Scrollkeeper's Misreadings, can up the mortality rate on the player side of things via dangerous results, and I can see the chances for a TPK increasing given how lethal low-level OSR sessions are by default.

The Idolater and Scoundrel are perhaps my favorite classes: the former for having a very novel mechanic where the placement of idols makes them feel like a tactician-minded cleric; while the latter's use of d6 over percentiles for Thief skills, plus the Hit Die boost, makes them perform slightly better than equivalent Thieves. That being said, Scoundrel skills don't increase with level, so they have a very low ceiling for longer-term campaigns.

Join us next time as we explore the heroes' manor and see if the goblins can save the world!
 
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Besides blank character sheets in the back, the remaining three-fourths of this book covers the adventure proper. The general idea is that a group of four adventurers known as the "heroes" completed a dungeon delve in a nearby underground cavern system filled with goblins. The PCs were among the dungeon's inhabitants, and are imprisoned in the lowest level without their equipment. The party knows that the Hand of P'tahr is somewhere in the manor, and must be retrieved before all hell breaks loose.

The Manor is separated into three floors: the dungeons, ground floor, and upper floor. For each in-game hour, there's a 1 in 6 chance that the Hand of P'tahr's curse activates, which causes the manor's rooms and inhabitants to change in disturbing ways. Murderous insanity, portraits of soldiers coming to life to attack passersby, and the sky outside being filled with red storm clouds are but a few such macabre effects. Even the PCs are affected, with a d12 table of Character Curses, such as their body becoming magnetic, or the PC growing spikes that deal damage to those who attack them in melee but render them unable to equip armor. Every in-game turn after the curse is activated provokes a 3d6 roll, and a result of three 6s causes the universe to end.

The manor doesn't have a random encounter table per se; instead it has two d12 tables for triggering random events for when the DM wants to make things interesting. The pre-curse results tend to be more low-key than blatantly reality-warping, such as a thousand phosphorescent cockroaches harmless swarming on the floor or a small group of guards getting high on herbs. The post-curse events are more explicitly supernatural, with disturbing eldritch themes such as a little girl dragging a severed tentacle while astride a wooden horse or a group of rats gathered around a pentagram drawn in blood. Otherwise, the manor has two general levels of "alertness" based on whether or not it's widely known that the PCs escaped captivity, which determines the likelihood of the party encountering a guard patrol. Certain rooms on the map are marked as "Goblin Respawn" areas representing hiding spots where other goblin prisoners escaped and is where a new PC can be brought in to replace dead party members. The module calls out unconventional means of travel, such as using the drains in the bathrooms to escape to the sewers or using the chimneys to travel between floors.

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The Dungeons is the lowest level, consisting of 13 rooms. The PCs begin play in an interrogation chamber in a suspended cage. An NPC goblin prisoner manacled to the wall suddenly breaks free, which causes the jailer to chase after him. The book offers a few suggestions for how the PCs can escape their cages: for example, fastening impromptu lockpicks out of the bones of deceased prisoners, or swinging their cage with enough force to cause it to come undone. The party's gear is conveniently located in a chest in the same room, minus weapons and armor which are located in the armory in a separate room that is home to two guards. This level is also home to cells containing other prisoners such as a depressed lizardfolk who gave up hope in escaping or a giant spider. Some of the more notable rooms include a lever-based puzzle in an alchemy lab with colors corresponding to a nearby mural, which can open a treasure chest at best or releases a dangerous monster known simply as the Beast at worst. The PCs can escape the manor via a secret passage to the sewer in the cellar, and some valuable treasure can be found in a hidden alcove in the pantry. The vault is guarded by a pair of halberd-wielding soldiers, and is only unlocked by a melody which can be found elsewhere in the dungeon as sheet music or a music box. The cursed alterations often create more monsters to fight or traps, such as a golem made of sausage meats animating in the pantry or all liquids in the cellar becoming poisonous.

The Ground Floor is the primary residential area for the manor's rank and file, and holds most of the important living spaces and amenities. The floor is dominated by a huge Entrance Hall which sees a lot of traffic but the columns can be used for basic cover. The frescoes can come to life post-curse as enemies, such as wild boars jumping out from a hunting scene. Other notable rooms and encounters includes the kitchen, whose "treasure" is randomly-determined food which can cause various minor buffs such as +1 on the next save vs spells; a forge whose dwarven blacksmith can repair most weapons and armor in exchange for gold, provided that her initial impression of the party isn't a hostile reaction roll; and a common room where servants play gambling games in their leisure time and an accompanying sidebar for a simple gambling minigame. Three out of the four heroes (minus the sorceress) could plausibly be encountered here by themselves, such as the fighter in the training gym or the cleric in the chapel.

The Upper Floor is the topmost level of the manor, which includes the private rooms for the four heroes and most of the level is dedicated towards leisurely activities. The Hand of P'tahr is located in the Trophy Hall alongside other unique items. This level can be the most potentially dangerous overall for PCs, as barring circumstances where individual members are otherwise occupied, it is possible to encounter the 4 heroes as a group here, either in their personal quarters or at the table in the great hall.

The more notable locations and encounters include a pair of gargoyles on the balcony who come to life post-curse and demand the PCs engage them in political debate; a greenhouse with various plants that can be harvested and eaten for various effects ranging from the beneficial to the harmful; a museum whose display cases are triggered with lethal gas traps, and post-curse a taxidermied tauric creature will come to life and attack anyone who attempts to loot the place; the sorceress' room holds a miniature planetarium which can open up a secret door if the celestial bodies are aligned to make a pseudo-eye; said secret room contains a strange pyramid-headed entity known simply as "I," who is harmless but can identify any artifact it sees; and the trophy hall, which is presided over by a pair of guards and an archivist who can summon illusory copies of himself to thwart attackers. There are six other artifacts besides the Hand of P'tahr, like a shield with a lion motif that has a 1 in 6 chance of reflecting oncoming damage back to the attacker, or an ivory jug that once per day can pour out whatever liquid the user is thinking about. As for the Hand of P'tahr, it is a mummified hand which can cause one of eight effects depending upon the positioning of its fingers. For example, the middle finger gesture causes a 3d6 lightning bolt attack to target whoever it's pointed at, while fingers crossed grant the wielder a +1 to any roll. The Hand's functions aren't known to the PCs by default, and the module suggests placing clues in various books and documents throughout the manor.

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The Heroes bear their own separate entry, with each of the four having their own full-page write-up. It goes over their personalities and backstories along with game stats, gear, and how they change post-curse. Each of them is the equivalent of 5th-level character in their respective class: Groen Sacredspire is a dwarven cleric who actually derives his spellcasting from a prayer book that is basically a spellbook; Ingmar Rodricson is a human fighter clad in full plate who wields an intelligent sword known as Pandemonium that has a chance of causing struck creatures to flee if it scores a critical hit;* Melania Jorg is a human thief who has silver arrows and smoke bombs, the latter of which's AoE she can fight within without penalty; and Selene Laedel, a haughty elven sorceress who has quite the number of potent spells such as Web and even Fireball.

*Yet again, a reference to a rule that doesn't exist in Old-School Essentials.

Thoughts So Far: This is a pretty neat dungeon crawl. There's a good deal of rooms in the manor, but they feel distinctive enough in content that there isn't much in the way of outright "empty space" for exploration. Most of the enemy monsters and NPCs are not too difficult for a low-level party to individually handle, but there's enough of them that the module encourages PCs taking the more discrete approach rather than breaking down the doors and fighting whoever they come across. There's a lot of unique treasures to be had which are entirely new to this book and thus help reward exploration and solving puzzles. For example, two of the more dangerous monsters (the tauric creature and the Beast) have body parts which, if harvested, can be used to brew specific alchemical items or a suit of armor. There are one or two encounters that are very lopsided in that the average party won't win them. The Beast in the dungeons is a demonic manticore that can attack 4 times with its natural weapons and has a petrifying gaze attack, while fighting the 4 "heroes" as a group is guaranteed to see at least 1 PC die and maybe even a TPK.

Final Thoughts: Goblinesque is a charming sourcebook with an interesting premise and an unconventional dungeon crawl where many things can go wrong. The Hand's curse places a ticking clock on exploration, encouraging the PCs to hurry, but the manor's security is such that the party cannot be thorough in exploring the entire dungeon without risking ever more potentially lethal encounters. The pixel art is a huge plus, as despite its simplicity the maps and portraits are clean and detailed enough that the reader knows what they're looking at on casual inspection.

I highly recommend this sourcebook to anybody looking for a more light-hearted campaign or one-shot with a good amount of replay value.
 

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This nifty little product for Old-School Essentials has quite the amount of content for its size: a whopping 18 classes packed into 44 pages! As its full name is "Fiendish Friends: Monster Go Adventuring Too," the idea is to present playable rules for some of the most common and iconic creatures in old-school D&D and fantasy gaming in general. That being said, this book is written with the perspective that the monsters within still adhere to their traditional alignments and nature, meaning that there are certain roleplaying restrictions for several. For example, ghouls will refuse to travel with Clerics and Paladins of Lawful alignment and cannot enter holy spaces, while gnolls' uncontrollable laughter and greedy nature can impose penalties on certain traditional Thief skills.

Additionally, in true old-school fashion, certain monster classes are more powerful than others, which is usually presented as having slower experience progression and/or the existence of ability score requirements. Of the monsters here, 9 are humanoid, 6 are undead, 2 are giants, and 1 is fey. And while many monsters here have supernatural powers or can replicate particular spells, only 2 get access to Vancian spell progression by default, Deep One and Satyr. Triton and Vampires can get equivalent spellcasting access, but are respectively based on certain choices for domain-level play and ability score requirements. Every class in this book only goes up to 8th level, but there's quite a few "domain-level play" capstones that kick in much earlier, with several as early as 4th level!

Dark Creeper is our first monster, being closest to the Thief in role. They have a more restricted weapon/armor list, being unable to use armor or shields and can fight only with daggers and slings. Combined with their d4 Hit Die, they should not be engaging in straight-up fights.

However, they are very good at being sneaky, with infravision to 90 feet, a 3 in 6 chance of ambushing enemies (5 in 6 in darkness), and upon death their body explodes in a bright light that destroys non-metal items on their body and blinds nearby creatures. The abilities they gain at higher levels center strongly around stealth and scouting, such as the pickpocket Thief skill, detecting nearby magic items and can eventually auto-identify them, magically extinguish all light sources in an AoE 3/day and cannot be relit for an hour, and conjure dark fog in which only their species can see in 2/day. Their capstone kicks in at 6th level where they transform into a dark stalker, growing in size and can spawn more dark creeper retainers from their bodies over time.

Thoughts: This class is a strong thematic fit for the supernatural skulker in shadows, to the point that it can easily be reflavored in representing similar creatures. In terms of role they are closest to thieves, even getting a few features to differentiate themselves such as infravision and magic item detection. That being said, there are some things a traditional Thief is still good at, such as opening locks, searching for traps, and of course the damage multiplier from Backstab, so I imagine that a party containing both classes aren't going to feel invalidated by the other.

A Deep One is an amphibious humanoid created by Lovecraftian deities who at low levels can pass for human. Their role is closest to the iconic demi-human fighter, where they have a d6 Hit Die, can use any weapons, and can only wear leather armor and shields. At 1st level they have infravision of 90 feet and suffer -1 to attacks while in daylight, but as they level up get progressively more of that "Innsmouth look" such as growing scales that increase their AC, double normal movement speed when swimming, and immunity to a variety of effects such as poisons and illusion and charm spells. By 5th-level they gain access to 1st level Cleric spells and 2nd level spells at 7th, although the gods they worship are Chaotic in alignment. At 6th-level they can no longer be mistaken for human and thus suffer social penalties against Lawful creatures,* and their 8th-level capstone allows them to gather other deep one retainers who can raid sea traffic and bring back loot.

*Social penalties in this book are typically -4 to Charisma checks.

Thoughts: This kind of class is best suited to campaigns primarily set near bodies of water, as being able to swim faster and breathe underwater are rather situational. They feel like a poor man's cleric, not being able to wear heavy armor and only having a fraction of their magical power. Immunity to poisons and various spell effects are perhaps the most useful abilities, kicking in around mid-level and allowing the class to overcome some relatively common (yet quite dangerous) effects. But again, this class feels more like you'd choose it for aesthetic appeal more than anything.

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The Ghost is an ethereal undead of a deceased mortal. They cannot interact with the physical world due to their nature, although they can possess another creature of equal or less Hit Die who fails a save vs spells. This possession lasts indefinitely until the body is slain, magically dispelled, or the Ghost leaves the body voluntarily. On top of their d8 Hit Die and excellent progression in all saving throws, they are immune to pretty much all conventional dangers. However, the book calls out that they can be harmed by (non-mind affecting) spells, magic weapons, and silver weapons which deal double damage to them even while possessing a body. Unlike other ethereal beings they are not invisible and cannot pass through solid stone, and their primary attack is a life-draining ability that deals Constitution damage where foes slain this way cannot be revived. At 6th level they are so frightful that those who first see them suffer a Morale check and age 10 years if they fail a save vs spells. Their 8th level capstone lets them become invisible as per the spell 2/day, can interact with mundane objects including equipping them, and can gain a haunted house as a stronghold and attract 1d6 other ghosts.

Thoughts: Even without the traditional ethereal and invisible nature, the ghost class is incredibly powerful. In games where magic is very rare, they are at no real danger from most enemies who don't have silver weapons, and their ethereal and undead nature makes them excellent scouts for environments and hazards that would be deadly to flesh-and-blood creatures. Their possession ability is very strong as well, although the ghost still uses its own Hit Points, mental ability scores, and Thac0. I would be hard-pressed to allow this class for most campaigns.

Ghoul is another undead class, and the first one with a minimum ability score requirement: 9 Constitution. They are quite predictably closest to the Fighter type, along with the Hit Die and weapon/armor proficiencies to boot (but cannot gain their equipment benefits when they frenzy at one-quarter hit points or lower). They are an extremely front-loaded class: on the restricted end of things, they suffer social penalties when interacting with Lawful creatures and find holy/lawful divine casters and places anathema. On the positive side, they have the typical undead immunities,* have claws and teeth that deal 1d4 damage (can attack twice per round when frenzying), can spend 10 minutes eating a corpse to heal 1d6 hit points, and can gain Magic-User spells from such cannibalism until the next long rest** if they have at least 10 Intelligence and eat a Magic-User's corpse. Additionally, most other undead won't attack the ghoul unless provoked.

At 3rd level they can paralyze creatures with their claws for 2d4 turns unless they're elves or larger than ogres, and their capstone kicks in extra-early at 4th level. However, their "capstone" is rather weak, where they become a servant of a Cleric or Magic-User necromancer who is one level higher than the ghoul. In spite of their power, they view the ghoul as an expendable minion, as they "will function like a particularly stubborn and demanding retainer" and the ghoul "must simper and grovel for any help."

*In OSE this includes stuff that affects living creatures, plus mind-affecting spells such as Detect Thoughts and Hold Person/Monster.

**A 5e-exclusive term that doesn't exist in OSE.

Thoughts: A very strong class, the ghoul can easily heal their wounds as long as they have a fresh supply of corpses. Their social penalties are a bit situational, as the whole "cannot adventure with Lawful divine casters and paladins" isn't going to come up in play in most campaigns given that a party containing both types of characters would be very mismatched in theme by default. Their paralyzing claws are the most powerful feature, as they auto-apply with no save, and it can apply to a decent chunk of the default bestiary in Old-School Essentials. The capstone feels a bit weird to me: while the retainer is much stronger than most of their kind and effectively functions as a 2nd PC for the player, the mandating of poor treatment is the kind of thing that feels much more of a setback than a conventional benefit, unlike the other capstones.

The Gnoll hearkens back to the very old days, when they were gnome-troll hybrids who somehow came out looking like humanoid hyenas. Otherwise this book's treatment of the species is pretty much the same as they are in conventional D&D. They're yet another "fighting man demihuman" in terms of role, although they have a d6 Hit Die which makes them closer to Elves than Dwarves in durability. Their initial features include gaining +1 to hit with crossbows at close range and can reload and fire them in a single action, can Climb Sheer Surfaces as a Thief at their normal movement but with 60% success, have 4 in 6 or 5 in 6 chance of ambushing foes if they have time to prepare and whether or not they have higher ground advantage, and have a 2 in 6 chance of pickpocketing but a 5 or 6 roll causes them to laugh loudly and reveal what they're doing.

Their higher level features include having the benefits of the Haste spell when chasing fleeing foes, a 3 in 6 chance of sneaking past enemies, and a permanent +2 to their Dexterity score. Their capstone kicks in at 4th level where they become an Alpha Gnoll of a pack of 2d6 gnolls who don't have to check for Morale when performing a dangerous action provided that they see the Alpha do it first. In terms of roleplay restrictions, gnolls attack fey and gnomes on sight due to being twisted mockeries of the fey, and are so easily distracted by treasure that they never succeed at detecting traps.

Thoughts: The gnoll feels like a Fighter-Thief hybrid in that they gain several features devoted to stealth and ambushes along with fast climbing. The ability to reload and fire a crossbow in the same round makes them great ranged fighters, while the situational pseudo-Haste is pretty neat and is one I can see triggering rather often for DMs who use the Morale rules. The auto-fail at detecting traps feels like it was put in to prevent the class from stepping on the Thief's toes too much.

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The Goblin is pretty much every 1st-level party's rite of passage, and thus needs no introduction. While they can equip any armor or weapon that fits them, they have a meager d4 Hit Die and their saving throws are poor across the board. Their height is their Constitution divided by 3, meaning that those under 4 feet (12 CON) tall cannot wield two-handed weapons. They also cannot use magical equipment, which makes them break out in painful rashes, and will refuse to cooperate with dwarves under any circumstances. The class' initial features include infravision of 90 feet, -1 to hit in daylight, and can ambush foes with a 3 in 6 chance provided they do so when approaching in darkness. Their higher level features center around being a "master of minions," including a wolf that can be used as a mount which becomes a Dire Wolf and Winter Wolf at higher levels, can auto-sacrifice a goblin retainer to avoid a single damaging source, and a Thoul bodyguard who can be replaced in 1d6 months if slain. Their domain-level play features at 4th level and lets them establish their own warren of goblins which attracts one goblin retainer per week, up to their class level.

Thoughts: Besides the 3 in 6 ambush chance, the Goblin has no real Thief-like abilities by default, and their Hit Die makes them poor warriors. This class takes a rather novel approach in being a pseudo-warlord whose best features come from centering around their use of retainers, two of which are unique monsters. The class has a bit of a rough beginning, but can look fun to use for a player who relies heavily on minions.

The Gullygug is our copyright-friendly bullywug, humanoids who worship wicked frog deities who they sacrifice humans to in exchange for supernatural powers and insight. While they have a d6 Hit Die and can use shields and any weapons, they are quite fragile in being unable to equip any sort of armor. Their initial features include being able to hold their breath for one hour (they are not truly amphibious), can swim at their normal movement rate, can harvest a slain goblin's pineal gland and smoke it to restore 1d6 hit points and gain +4 Charisma for an hour, can jump up to 30 feet, and gain various buffs when making an attack after jumping this way such as double damage with impaling weapons. Their higher-level features include the chance of finding magic scrolls when cutting open frogs and toads, their skin can produce psychedelics which can coat weapons 2/day, and can naturally heal damage much faster over time and regrow lost limbs with rest. Their 7th-level domain play feature lets them send themselves and the rest of the party on a psychedelic vision quest, where the player and DM swap places to run the dream as a game session. The party keeps experience points and treasure accrued, provided it makes sense "within the bounds of psychedelic reason."

Thoughts: This class feels like it requires more DM Fiat than others. The psychedelic poison has no game mechanics for the effects itself, only for how long it can last and that it requires a save vs poison to resist. Similarly speaking, the ability to cut open frogs and toads is quite exploitable during periods of downtime, as the gullygug PC can declare that their PC goes out hunting for frogs or decides to raise their own "frog farm" for such purposes. The scrolls obtained this way can only be cast by Gullygugs, so it's not the kind of thing that can really beef up an Elf or Magic-User in the party.* The vision quest sounds quite cool, but as it is treated as its own separate game session, there needs to be an increased degree of cooperation and planning between the player and DM for who will run for the next session. Otherwise, the gullygug feels a lot like a glass cannon: they have the opportunity to deal lots of damage with a jumping attack, but their inability to equip armor means that they can find themselves in a hairy situation if they end up in the middle of a group of enemies.

*Unless you do the alternate race separate from class rules at the end of this book, at which point a Gullygug Magic-User is very powerful.

The Kobold is our other 1st-level adventurer fodder class, and the book really plays into their weak nature. For one, their ability score requirement mandates that they have a maximum Strength of 8, and while they can equip any size-appropriate weapon and armor up to chainmail, they are so weak that their carrying capacity is halved and they fail at even conventional feats of exertion, such as lifting the lids of large chests or even opening jars unaided. Furthermore, if they're ever fighting alone, they gain an uncontrollable urge to flee combat. Suffice to say, their Hit Die is a d4 and their saves are poor across the board.

So, what good things do kobolds get? Well, infravision to 90 feet, treat their AC as 2 better against enemies larger than humans, gain the benefits of Haste when running away at 2nd level, at 3rd level they have a 5 in 6 chance of setting up a successful trap that deals their level times 1d4 damage or other effects depending on DM discretion (failure causes the trap to affect the kobold), and at 5th level they can mimic the call of any monster which can be used to attract a specific monster within earshot or auto-trigger a wandering monster roll on a failed 3 in 6 roll. Their domain play capstone kicks in at 6th level, where they gain ownership of a dungeon populated by kobold retainers and 1 random 4 HD monster, and once per week the loot of slain adventurers is given to the PC in the form of a treasure table result.

Thoughts: This class is very close to the Goblin in being a squishy small humanoid who should be nowhere near the front lines. Unlike the Goblin, who at least can count on help from retainers, the kobold gets no such aid until 6th level, and otherwise their only other major class feature of note is their trap-making ability. While this last feature can be quite potent in the hands of a creative player, as traps take 1d4 turns to set up it's entirely possible that their project might be interrupted by a wandering monster roll. This class is a hard sell for most players save for those who want the novelty of playing a very weak yet crafty monster.

The Lizard Man is perhaps the best-known low-level humanoid foe who isn't evil/chaotic by default. They occupy the "demihuman fighter" role quite well, having a d8 Hit Die, can equip any weapon or armor, and are a pretty front-loaded class. Their initial features include a slow metabolism which lets them only need to eat and drink 1/month and makes insta-death poisons take 1d4 turns to take effect, can swim at their normal movement rate, +1 AC when not wearing plate armor, have teeth and claw attacks that deal 1d6 damage with +1 to hit, and are immune to fear "and other similar psychological effects."

Their higher-level features include 5 in 6 chance of ambush when striking from water and dense foliage, increased bonuses to hit with spears and clubs, and can let out a roar which immediately provokes Morale checks from foes who hear it. Their 7th level capstone turns them into a Lizard Wizard with their own temple, where in addition to lizardmen retainers gain a giant flame lizard mount. Lizard Wizards can memorize a single 1st to 3rd level spell from any class' spell list, which can be cast once before needing to memorize another one which requires returning to the temple.

Thoughts: This class is pretty much a straight up martial one, where unlike the Deep One they have a decent amount of abilities that are doable in adventures not in traditionally watery environments. The immunity to fear and delaying instadeath poisons are pretty powerful defenses, too, and the AC bonus and natural weapons make them decent warriors even should they not start out with much gold. The capstone feels a bit off-beat and kind of jokey given the rhyming title, but the "memorize one spell" can make for a nice ace up their sleeve.

The Orc is another 1st-level adventurer fodder, and similar to the Kobold its requirement is a maximum Intelligence of 9. The flavor text in the sourcebook is quite different from the D&D/OSE variety, where they are actually artificial creations of forgotten gods and their bodies are conglomerates of metal and meat. Predictably they are straightforward fighters, with d8 Hit Die, can equip any weapons or armor, infravision of 90 feet, and -1 to hit in daylight. Their nerve endings weren't put together properly at the time of their creation, imposing a -2 penalty on ranged attacks, and are easily frightened by larger foes which force them to flee combat if they fail a Wisdom check when fighting such a creature. Their size is uniformly 5 feet, but at 4th level onwards they grow 6 inches to a maximum of 7 and a half feet tall. Their higher-level features include a "blood rage" at 2nd level which grants increased damage and bonus attacks by shedding blood and killing foes in combat, can drink grog once per encounter to heal 1d6 hit points, and can equip a two-handed weapon in each hand at 7 feet tall and gain bonuses to hit with them. They also ignore the Wisdom test if their weapon is larger than the enemy they're fighting.* Their domain play feature kicks in at 6th level, where they can gain control of an orc tribe by challenging its leader to single combat, where the tribe members and possessions of the loser are bequeathed to the winner.

*unlikely, given that anything larger than a 7+ foot tall orc is most certainly larger than a greatsword.

Thoughts: Unpredictably, the Orc is built first and foremost as a melee warrior, and unlike the Goblin and Kobold classes they have decent saves. They still have a cowardly nature due to the forced Wisdom check when fighting larger foes, but otherwise they are decent frontliners for a party. I do like the call to Lord of the Rings where orcs have a special grog that increases their healing rate. That's not a feature you see in most non-Tolkien versions of orcs in fantasy.

The Ogre is one of the two giant-kin classes in this book, and has the strictest ability-based prerequisites in requiring a minimum Strength of 15. They also have a stellar d10 Hit Die and can equip any armor or shields but can only use large weapons, so you know that they're meant to be a hulking brawler type. They are a front-loaded class, where they can wield a two-handed weapon in one hand and use ballistae and cannons as two-handed weapons. They auto-succeed when opening stuck doors and ordinary strength checks, ignore sources of damage that deal 1 hit points' worth, and can pick up and throw boulders as d10 ranged weapons with -1 to hit and whose range is 10 to 30 feet. They are ravenous and require ten times the amount of food and rations to eat per day, and suffer -2 on saves against mental effects.

At 5th level they add +2 to their Strength and can choose from one of three domain-play abilities: attract 1d6 ogre retainers, 1d6 1st-level adventurer retainers of various classes, or 3d6 orc retainers. At 6th level they automatically attract 1d6 goblin retainers, and the Ogre can eat one of them to counter the negative effects of a Morale test, as the goblins become more afraid of disobeying the Ogre than the original threat.

Thoughts: Ogres in D&D traditionally have a difficult time being different from Orcs and other strong, dumb humanoids in terms of mechanics and role. But this sourcebook manages to overcome this hurdle in that they can be quite decent ranged attackers with boulders and certain siege weapons, along with a surprisingly versatile domain-play ability where they can recruit different types of minions. Their need to eat ten times as much can either be a crippling penalty or a minor nuisance depending on the environment the PCs are in. Given that even low-level OSR adventures can get a lot of gold while adventuring, keeping the ogre fed on rations really only adds up over the course of a longer campaign, where money is tight (50 gp per week), or they cannot reliably forage for meals.

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The Revenant are literal self-made undead, defying true death through sheer will in order to perform a task they desperately wanted to accomplish in life. They have a minimum 14 Wisdom in order to play, and while they have a d6 Hit Die they can make for decent warriors in being able to equip all weapons and armor, very good saves across the board, and the traditional undead immunities plus ignoring all sources of damages that aren't silver, magical, acidic, or fire. Like ghouls, other undead won't attack them unless provoked, and they are obviously walking corpses which impose social penalties when interacting with Lawful creatures unless pains are taken to conceal their undead nature. If a Revenant would ever ordinarily "die," they can return to life in 1d20 turns if they succeed on a Wisdom check, provided their remains aren't burned/dissolved/etc. Their higher-level features include regenerating 1d3 hit points per turn and the ability to reattach severed limbs, can "throttle" a humanoid foe via an unarmed attack that deals 2d8 damage and holds them in place, and their 6th level capstone lets them declare an oath of vengeance against one or more specific creatures where they gain +2 on rolls spent in pursuit of this, but they die and move on to the afterlife upon achieving this goal.

Thoughts: The Revenant class is up there with the Ghost and Troll in being a monster who can shrug off most conventional assaults and/or has a reliable means of surviving otherwise-deadly threats. But unlike those classes, the Revenant doesn't have much in the way of attack-based or active features, where pretty much all of their capabilities are defensive in nature. That being said, they are perhaps a more "relatable" kind of undead than the others in this book, as despite the social penalties with Lawful creatures they don't have extreme mandates like "cannot enter holy places or work with paladins," and unlike ghouls and vampires they don't need to sustain themselves in socially taboo ways.

The Satyr is the only fey creature in this book, and unlike the other classes is a primary caster and highly sociable in nature. It requires a minimum Charisma of 12 to play, has a d4 Hit Die, is proficient in no armor or weapons save bows and a 2d4 attack with their horns, has great saves across the board, and from 1st-level onwards gains access to Vancian magic in the form of Druid and Illusionist spells. They require a musical instrument in order to cast spells, and the maximum spell level they can cast are 4th-level spells. Their other initial features include a 5 in 6 chance of foreseeing an enemy ambush, can effortlessly move through mundane forest overgrowth and never get lost in such terrain, and can drink six times as much alcohol as normal before getting drunk. At 5th level they can cast two spells in the same turn* by taking 2d6 damage, effectively gains at-will Charm Monster at 6th level provided they word their charms via song, and their 7th level capstone adds +4 to all reaction rolls as monsters no longer perceive the Satyr as an enemy upon first impression. Their domain play ability kicks in at 4th level where they can hold a festival once per full moon. The festival's conclusion results in a 1d6 table of random consequences, such as 1d6 elf/gnome retainers who warmed up to the Satyr during the party, or the Satyr treating their AC as 4 better for the rest of the month as the moon blesses them.

*presume they meant round instead, as a turn is 10 minutes in OSE.

Thoughts: Given how common it is for monsters in both RPGs and folklore to have magical abilities or otherwise supernatural origins, it is a bit surprising that only one monster in this book is a "pure mage." They are closest to the Bard in being a socially-oriented spellcaster, and besides their horn attack are much more utility in nature than straightforward offense. Being able to draw spells from 2 different classes makes them very open-ended in the kinds of magic that they can use, and their ability to foresee ambushes roughly 84% of the time and finding their way around forests are extremely useful in most campaigns. While the latter is a bit situational, a huge amount of old-school adventures and settings (both official TSR and third-party) have forests as regions to explore, making this a very common terrain type. The at-will charm is potentially the most abusable feature, even if it does require a save.

The Skeleton is the most common type of undead save for zombies, and due to their obvious deceased nature they can only have a maximum Charisma of 12. Like some other undead in this book they cannot enter holy places, travel with Lawful Clerics and Paladins, and other undead won't attack them first, but the clacking of their bones makes it impossible for them to be stealthy save when motionless. They have a d6 Hit Die, are proficient in all weapons and armor, have the typical undead immunities, and take half damage from slashing attacks (round up) and are immune to arrows and impaling attacks. Their social penalties are even more extreme, suffering a whopping -8 penalty, and most people will scream and run upon seeing them. The only abilities they get beyond 1st level include being able to separate bones and body parts to act and perceive independently at 4th level, and their domain play kicks in at 6th level where they gain either a nightmare or 6 Hit Die necrophidius mount, and can cast Animate Dead 2/day but only to create skeletons.

Thoughts: The skeleton feels rather lacking in truly unique features in comparison to the other undead classes. Suffering less damage vs slashing/impaling attacks doesn't have the sheer impact of immortality and immunity to mundane effects that the Ghost and Revenant have, and their ability to detach body parts is a bit more situational than the Ghost's ability to scout ethereally. Their Charisma penalty, combined with their maximum Charisma score, is even more deleterious than the other undead in this book. That being said, I imagine that it's easier to conceal their nature than the others, what with full-body clothes and armor or their lack of rotting flesh causing a stink. Their domain play feature can potentially grant them a veritable skeleton army over time, provided they have access to enough corpses, but otherwise that won't kick in until more than halfway through their level progression.

The Troll is our other giantkin class in this book, and it also has a d10 Hit Die. They are much more endurance-focused than the Ogre, requiring a minimum Constitution of 12, which also makes it easier to qualify for in terms of dice probability than the Ogre's Strength 15. Trolls can use any armor or weapons, even smaller ones, and their Armor Class is 4 better vs slashing weapons, but due to their odd proportions all such equipment must be specially made. Their initial features include dealing 1d6 damage with unarmed attacks. Trolls automatically heal 1d4 hit points per turn and regrow lost limbs, and will automatically revive 1d4 days after death if killed by anything besides fire and acid (which deals double damage to them and suffer -1 on saving throws vs such sources). Their higher-level features include vomiting alkaline bile that deals 1d4 damage upon contact and 1d4 damage each round it's not washed off, enemies suffer -1 to Morale checks when they can see the Troll, and they can mold their body to disguise themselves as a non-specific tall, ugly human. Their domain play feature is at 4th level, where they can set up a Trollbooth on a bridge that collects 1d6 times 100 gold in tribute per week, as well as attracting 1d4 troll retainers to man the Trollbooth. Trolls also gain the ability to veto any new retainers from joining the party.

The book notes that while trolls are extremely resilient, this is partially made up for by the fact that their weakness to acid and fire is common knowledge, so enemies who are aware of a party with a Troll will usually deploy torches and other flammable sources if possible.

Thoughts: Fiendish Friends isn't the first sourcebook that tried its hand at playable trolls, and they're one of the tricker monsters in D&D and inspired systems for this. Chiefly due to the fact that the monster's rapid regeneration is incredibly hard to emulate without trivializing the resource management aspect of hit points. This book has the best such take on trolls that I've seen so far: first off, it reduces the regeneration to 1d4 hit points per turn, which isn't fast enough to matter in actual combat but in terms of dungeon exploration and natural healing (1d3 hit points for each full day of complete rest by default) is still significant enough to still feel good without being overpowered. The "per turn" mandate lines up nicely with light sources and wandering monsters, and interestingly this class doesn't have Infravision, so the Troll can't afford to just wait around to go back to full hit points in the dungeon. Additionally, they are actually less resilient than the Ghost and Revenant on account that their weakness is commonly known and conventional sources of harm can still deal damage to them and knock them out. I am not fond of the "can veto retainers from joining the party" part of their domain play feature, as it feels like it will lead to arguments and resentment among players.

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The Triton is our final aquatic class in this book, and is the most tied to oceanic adventures due to their class feature. They have a d6 Hit Die, can only wear leather armor and shields, and can only use tridents (1d6 damage), crossbows, and daggers. However, tritons have access to special versions of the latter two, of crossbows that function underwater and coral daggers that can harm creatures only vulnerable to magical attacks. Tritons can breathe underwater and swim twice their movement, but only move half their normal speed on land and take 1d6 damage for every 10 minutes they spend out of water without specially-enchanted "reverse diving gear." They can communicate with all sea creatures, and the Triton can command creatures with equal or less Hit Dice than their level as well as being able to summon a hippocampus or giant seahorse as a mount. Their higher-level abilities include a +4 bonus on saves vs magic, and 1/day can double the depth of a body of water up to 10,000 square feet for 10 turns. Their domain play feature is at 8th level, where they choose one of three options: the first is to Become Human, replacing all their levels and features with another class, but they can still speak with and command sea creatures; become a King/Queen, grow a coral castle and gain a magic conch which 1/day can summon hippocampi and giant seahorses or cause hostile marine animals to flee; or become a Priest, gaining access to spells as per an 8th-level cleric.

Thoughts: Even more so than the other aquatic classes in this book, the Triton is practically screaming "don't play this if the campaign is too far away from the ocean." But for the appropriate campaigns, their ability to speak with and command sea creatures can be very useful. Their 8th level capstone feels a bit weird to me. I feel that becoming a human non-Triton class is the kind of thing that would only work for particular character arcs, as I imagine that most players would pick the Triton because they're cool and attractive aquatic demihumans/humanoids in the first place. The magic conch doesn't feel as useful as gaining Cleric spells, making the Triton Priest option the best-looking one.

The Vampire class is a broad class, acknowledging that the many folkloric interpretations cover a lot of ground, so there are many different bloodlines even within the same setting. They have a d8 Hit Die and can equip any weapons or armor, have undead immunities, and only take damage from magic weapons, spells, and their Varied Vulnerabilities. For this last part, vampires can be killed by a stake to the heart, and suffer 2d6 damage per day they cannot return to and rest in their coffin. They choose two other weaknesses from a list of 4, which beyond just being damaging sources include other penalties such as being unable to cross running water in most circumstances, being blinded in sunlight, and the like. They have no domain play features, but instead at 3rd level can turn into a giant bat at will and gain bonus supernatural powers if they have at least 16 in one or more particular ability scores: Charisma lets them cast Charm Person at will, Intelligence 16 lets them cast spells as a Magic-User of their level + 3, and 16 Constitution lets them heal 1 hit point for every point of damage they inflict.

Oddly, I spotted an error in their level progression table. At 1st level their saving throw values are 8/9/10/10/12 for the typical death/wands/paralysis/breath weapon/spells, but at 2nd level they shoot up to 12/13/14/15/16. I presume that all the table results from 2nd to 6th are meant to be 1 lower, with the 1st level feature being for 6th level. The values for 7th level are 8/9/10/10/11, and thus only the spells category is 1 value higher (or worse) than the 1st level lineup.

Thoughts: The vampire is a pretty potent class in being immune to most sources of damage, but is even more restricted than the Ghost and Revenant in that three of the four selectable weaknesses impose significant travel restrictions. They also need to lug around a coffin wherever they go in order to avoid taking damage (2d6 damage for every day they don't rest for at least 6 hours in a coffin). For the 3rd-level features, being able to turn into a giant bat at will gives them a potent means of continual flight, and each of the 16+ ability score requirements are pretty powerful features. The regenerating hit points via damage is pretty exploitable to the Bag of Rats trick, which combined with their immunity to most forms of damage may make the Vampire a tad too powerful to allow for most campaigns. I do wish that the vampire got a domain play feature, as characters like Dracula, Strahd, and World of Darkness coteries feel so iconic that not having them feels like a letdown.

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The Wight is our final class in this book, representing a variety of supernatural creatures who possess corpses. They are more evil than other kinds of undead as they sustain themselves via the suffering of others. They are sturdy like other undead in this book, having a d8 Hit Die, can equip any weapons and armor, have the typical undead immunities along with being immune to damage not originating from silver and magic weapons, fire, and spells. They can pass for living humans only if their Charisma is 15 or greater. Their higher level features include an energy drain unarmed strike attack that inflicts a permanent loss of 1 Hit Die/level per strike, can cause creatures slain via this attack to turn into wight retainers, and their domain level play lets them open a portal to hell in a graveyard and summon 1d6 wight retainers per week from it. They also halve the cost of construction projects in their domain of influence due to the efficiency of undead labor.

Thoughts: At first glance, the Wight's ability to level drain creatures and turn them into retainers looks very abusable. But as a PC can only have a maximum number of retainers dependent on their Charisma score, a character with this class cannot so easily make an army of loyal undead minions by hunting small animals and defenseless peasants. But with that being said, the permanent Hit Die/level loss feels too strong for a PC to have, as it effectively deals damage on top of being an overall debuff when it comes to other abilities dependent on it such as Thac0/saving throws/spell progression. I do like the domain play in emulating the feel of a typical evil overlord, which I can see being carried over to replace the domain features of Cleric and Magic-User for more villainous campaigns.

Advanced Rules for Race/Class is an alternate ruleset for those gaming tables that separate race and class. The class-free versions of monstrous races in this book have most of their iconic abilities, but do away with the class-specific stuff like Hit Die and domain level play features. In this variant rule, they all have ability score minimums (or maximums for the Kobold, Orc, and Skeleton), even if they didn't have them before, along with modifications to ability scores such as the Lizard Man gaining +1 Strength and Dexterity but -2 to Charisma.

The book notes that this isn't recommended, as the monsters here have quite a number of potent abilities which can end up with PCs who are too powerful when combined with standard classes. To partially rectify this, the book imposes XP Penalties for monsters in this book, ranging from 0% for ones in line with basic options, to -15% for the more powerful ones such as Ogres and Wights. The Vampire has a whopping -50%, however, with no other coming close. Some entries are surprisingly lower than I thought that they would be, such as the Ghost having -10% which is the same as a Dark Creeper, or the Ghoul having a -5% in spite of their very powerful paralyzing claw attack.

Overall Thoughts: Fiendish Friends is a very imaginative book, and the author managed to retain many iconic monstrous features while coming up with new ones that still feel thematically appropriate. I was pleasantly surprised by the large amount of undead options, which can make for interesting characters in campaigns that lean into dark fantasy and horror themes. Quite a bit of domain level play options come in very early, which I take is meant to make up for their low capstone at 8th level. But in a mixed party this may feel a bit "early" in comparison to classes that typically get such features at 8th or 9th level.

While the author acknowledges that the classes aren't intended to be balanced against each other, there are still some options that I'd be reluctant to allow for most campaigns. Even if they have some common weaknesses, certain monsters' outright immunity to most conventional sources of harm feels too strong and exploitable, and besides the troll and fire it may feel too artificial and disbelief-breaking if the DM starts making enemies with attacks tailored to their weakness in most sessions.

Between the amount of content you get and its low price, I definitely recommend Fiendish Friends for groups interested in playable monsters for OSR campaigns!
 

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Edition Note: This product was written for the 2024 version of Dungeons & Dragons 5th Edition.

Dungeons & Dragons' status as the most well-known tabletop RPG makes it so that other systems and settings try and dip their toes into this ruleset of dungeon-crawling action. From conventional fantasy worlds such as Lord of the Rings and World of Warcraft, to even stranger things such as Rick and Morty and Call of Cthulhu, it isn't entirely unexpected that we'd see a World of Darkness conversion.

Back during the days of 3rd Edition, Monte Cook's World of Darkness was an alternate take on this urban fantasy/horror setting under the D20 System. Vampire the Masquerade: Bound by Blood isn't so complete, nor does it diverge from its own base setting, as this product primarily covers rules for playing as Kindred (the more formal term vampires use to refer to themselves) using the 5th Edition rules. It is set during the Dark Ages which is much like our own historical Earth albeit one where monsters, magic, and other supernatural things are all too real. While such a setting presumes that all Kindred are (originally) human and that all PCs would be of the Kindred class, the mechanics are written so that playing as an elf Kindred won't throw things out of whack, and there are rules for multiclassing into Kindred from another class.

The book's introduction talks about the differences between the Storyteller system and Dungeons & Dragons, and what using the latter can provide for Vampire the Masquerade games that its parent system cannot: primarily, detailed rules for tactical combat and exploration of hostile dungeons and terrain.

The Kindred is a new 20 level class, with six subclasses that represent a Clan to which the vampire PC belongs. It has a d10 Hit Die, is proficient in Constitution and Charisma saving throws, chooses two skills from a list of eight options primarily tied around social and sneaky stuff (plus History, naturally). They are automatically proficient in simple weapons, light armor, martial weapons with the Light property, and breastplates, but no other medium armor nor shields.

Right off the bat, the Kindred gains quite the number of weighty abilities. They have 60 feet of Darkvision, are of the Undead type with the Kindred subtype, don't have to eat or drink nor do they age, are vulnerable to fire and radiant damage and take 5 of the latter if they start their turn in sunlight, automatically succeed on death saving throws unless slain by fire/radiant damage or is beheaded, can get paralyzed by a critical hit or killing blow by a wooden piercing weapon, and fall into a comatose-like state known as Torpor if their Exhaustion Level reaches 6. This last part often happens if a Kindred ends up starving from lack of blood on which to feed.

In terms of role and capabilities the Kindred is very open-ended, where its subclass and Kindred Feats can push them further into particular builds. While there are a few abilities (mostly for the Nosferatu clan) which refresh based on Short or Long Rests, the Kindred's primary resource to be tracked is known as Blood Points, of which they can have a maximum of 1 + half their class level. More, if they take Vitae Concentration feat, which in addition to granting +1 Constitution increases the maximum Blood Points by their Constitution modifier. In addition to their use as fuel for supernatural powers, Blood Points are a Kindred's primary means of sustenance, which is gained by feeding on other creatures' blood. A Kindred needs to consume a number of Blood Points per day equal to the amount of pounds a creature of their size would normally need to consume in order to avoid suffering Exhaustion Levels from starvation, and they need at least 1 Blood Point in their system in order to benefit from a Long Rest.

If a creature's blood is taken violently, it must be done against a creature with an appropriate condition such as Grappled or Stunned, and they roll their Feed Dice* plus Constitution modifier which deals Necrotic damage to the victim and also reduces their hit point maximum. If the target is willing, they take no damage but must expend one of their Hit Point Dice results** per Blood Point unless they have none to spare, in which case they take the Feed Dice damage. We get a rundown of how many Blood Points a creature provides based on its size and what creature types can be reliably fed upon for Blood Points, so that even a 20th level Human Fighter can only give a maximum of 1 Blood Point for a Kindred to feed on per Long Rest. Kindred use Charisma for determining their saving throw DC, and when using Blood Points to cast spells they often have the option of casting higher level versions of said spells by expending a greater number of Blood Points. We even get rules for Blood Bonds, where if someone drinks the blood of a particular Kindred 3 times (one drink per Long Rest maximum), they effectively become Charmed in regards to the Kindred and have advantage on saves to avoid being Charmed or Frightened by other creatures. A Blood Bond is very hard to break: DC 25 Charisma save to suppress for 1 minute, permanent if the Kindred dies or the drinker abstains from drinking the Kindred's blood for a year.

*Starts at 2d6 and increases with level, to a maximum of 6d6

**This is what 5.5 Edition calls Hit Dice used to heal during Short Rests.

A Level 1 Kindred can spend 1 Blood Point to regain hit points equal to 1d10 + class level, and they can also call upon an inner predator known as the Beast a number of times equal to their Proficiency Bonus/Short or Long Rest as a bonus action. The Beast grants advantage on D20 rolls until the start of the Kindred's next turn, but if they fail such a check they suffer from Hunger for 1 minute (or can end immediately by spending a Blood Point) which takes over their body as they move to the closest possible creature to violently feed upon it. The core class' higher level abilities include gaining unique Kindred Feats at 2nd, 7th, 10th, 13th, and 17th levels, can call upon the Beast to effectively gain Extra Attack as well as increased damage on melee attacks, can Feed as a bonus action and better ability to grapple targets, increased resistances vs Charming and Turn Undead effects, and their 20th level capstone puts the Kindred on par with an Antediluvian,* which increases 4 ability scores of their choice by 2 points each as well as increasing the maximum of said ability scores to at least 25.

*Undead progenitors who are the literal and spiritual parents of the major vampire clans.

In Vampire the Masquerade, a Kindred's Clan represents a grouping of vampires who share similar powers inherited by an Antediluvian predecessor. Through much of VtM's publishing history there were 13 major clans, although particular supplements and lorebooks introduced lesser-known ones such as the Ravnos and Salubri, while Caitiffs and Thin-bloods are respectively those without a discernible clan or so far removed from their Antediluvian progenitors that their sanguine powers are weakened. Bound by Blood only covers six Clans: the Brujah, Gangrel, Lasombra, Nosferatu, Toreador, and Ventrue. The clans' benefits kick in at 3rd level and grant new abilities every 3 levels thereafter, with the exception being gaining a subclass feature at 11th instead of 12th level. Each one also grants a Bane which reflects some intrinsic weakness. As for why Kindred don't have a Clan at 1st level, this level of experience represents vampires who are still coming into their powers and true nature.

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Brujah is a clan of warriors who pride themselves on fighting against tyranny, and are the primary martial subclass. They gain proficiency with all martial weapons and can use the Mastery properties of two weapons of their choice, and can spend 1 Blood Point to gain until the next minute advantage on the first melee attack roll they make each round and can Dash or Dodge as a bonus action. Their higher level features include advantage on Intimidation checks, casting Haste and various enchantment spells such as Charm Person and Fear, deal increased damage with melee weapons and unarmed strikes, and their level 18 capstone increases their Strength by 4 to a maximum of 30. Their Bane makes it harder to resist the Beast, where they must spend Proficiency Bonus in Blood Points to avoid Hunger rather than 1.

Gangrel is a clan of vampires who embrace their wild side, using the power of the blood to manifest various animalistic features. They permanently increase their darkvision to 120 feet and can spend 1 Blood Point to grow claws for 1 minute that let their unarmed strikes deal 2d6 damage plus their Strength or Dexterity modifier. Their higher level features include being able to telepathically speak with creatures of the Beast Type and cast thematic spells such as Animal Friendship and Dominate Beast, can reduce damage from non-fire/radiant sources by their Proficiency Bonus, deal more unarmed damage and grapple larger creatures when affected by Hunger, shapeshifting into thematic animals such as bats, ravens, and wolves and giant/dire versions via more Blood Points, or use Meld Into Stone but with increased duration and a wider variety of earthy materials than just stone. Their 18th level feature lets them double their damage reduction feature for 1 minute or cast a Concentration-free version of Gaseous Form. Their Bane imposes disadvantage on Deception and Persuasion checks until the next Long Rest whenever they succumb to Hunger.

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Lasombra is a clan that embodies the vampire as a creature of darkness, calling upon shadows to harm their foes and slip away unseen. They gain 120 feet of darkvision and can see in magical darkness as well, have advantage on Stealth checks and can Hide as a Bonus Action. Their higher-level features include casting spells such as a less powerful version of Black Tentacles that also deals cold damage, Suggestion, and Darkness, can put a target into a magical slumber for 10 minutes or until forced awake by another person or from damage, can increase their Strength score by their Proficiency Bonus for 1 minute, or spend a Reaction to deal damage to a creature that failed an attack/check/save. Their 18th level feature lets them take on a form of pure shadow for 1 minute, granting them various boons such as umbral limbs that function as unarmed strikes that can damage targets from farther away and grapple larger creatures, cast Misty Step but only to move between patches of darkness and dim light, and +4 Armor Class along with temporary hit points. Their Bane makes them perfectionists, where if they roll a 1 on a d20 roll they have disadvantage on the next d20 roll made within 1 minute.

Nosferatu are the most overtly monstrous clan, where their physical features warp into the stuff of nightmares. Their initial powers include being able to cast Disguise Self at will and Invisibility a number of times equal to Proficiency Bonus/Short or Long Rest. At 6th level they choose from 2 out of 6 options representing significant physical changes, such as bat ears that grant blindsight out to 60 feet, leathery skin that reduces non-fire/radiant damage by their Constitution modifier, or a short-range multitarget attack that imposes the Frightened condition as they show the targets their true monstrous nature. 9th level revolves around physical might, gaining a permanent +2 to Strength and can spend Blood Points to deal 1d10 bonus force damage with melee attacks, while 11th level lets them spend more Blood Points to make their Invisibility feature multitarget, and can also touch an object to make it "vanish" from other creatures' sight and memories which require either magical spells or a Study action to realize that something is there. 15th level lets them choose from a list of more significant monstrous features, such as growing gargoyle wings that allow them to fly or distending jaws that deal increased Feed and unarmed strike damage. Their 18th level feature lets them cast Greater Invisibility Proficiency Bonus/Short or Long Rest, and can summon multiple swarms of bats, insects, or rats that obey the nosferatu. Their Bane imposes a constant disadvantage on Charisma checks vs non-Undead beings that can see their true face.

Toreador is a clan of aesthetics, who strive to use their advanced senses and immortality to pursue grand projects of artistry and unique experiences. They are the skill monkeys of Kindred Clans, initially starting out with darkvision up to 120 feet, persistent advantage on Investigation and Perception checks, and gain proficiency in two skills (Expertise if already proficient) and one tool of their choice. Their higher level features include being able to cast various enchantment and divination spells such as Calm Emotions, Clairvoyance, and Mass Suggestion,* can perceive a creature or object's aura to ask the DM questions about it, increased agility that takes the form of permanent +2 to Dexterity and can spend Blood Points gain a Haste-like additional action on their turn for Proficiency Bonus in rounds, gain proficiency/expertise in 3 more skills of their choice, and a self-cast Sanctuary spell that is flavored as the vampire being so marvelous that others are reluctant to harm them and doesn't end if the Kindred takes hostile actions. Their 18th level feature lets them choose two features from a list of 4, such as being able to enter a short-term state of superspeed with various buffs such as double movement and immunity to Opportunity Attacks, or being able to cast the more powerful aforementioned spells. Their Bane imposes the Restrained condition when they roll a 9 or lower on Investigation or Perception check, as they become morose "in the absence of beauty." They can break free of this condition via a Wisdom save.

*A few of which have additional benefits such as their divination sensor being immune to being perceived by others.

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Ventrue is a clan of self-made rulers who imagine themselves as the greatest of the Kindred. Whereas the other Clans have a few social-based features and spells, this one is the primary Face subclass. Their initial features grant a persistent advantage on Wisdom saves and can cast Command and Suggestion a total number of times equal to Proficiency Bonus/Short or Long Rest. Their higher level features include some defensive/endurance stuff, such as 1 bonus hit point per level or granting temporary hit points to those who feed on the Ventrue's blood, but the bulk of their abilities center around social and enchantment effects such as imposing the Stunned condition with a Persuasion check that is flavored as a "grand entrance," can reroll a failed save vs the Charm/Frightened/Stunned condition but must use the new result, and casting spells such as Hypnotic Pattern and Charm Monster. Their 18th-level feature grants them 3 abilities reflecting the sheer supernatural social magnitude they exude, such as close-range targets needing to make a Wisdom save to choose the Ventrue as the target for a hostile effect, creatures suffer disadvantage on saves to avoid/end the Charmed condition, and can instill a long-range powerful urge in a creature they touched and on the same plane of existence to heed the Ventrue's call to summons and perform a task for them upon arrival. Oddly enough, the save DC for one of their 18th-level features uses Strength instead of Charisma, which is most certainly an oversight.

Rounding out the class are new Kindred Feats, of which there are 19. As some list prerequisites for levels not part of the standard Kindred progression, I presume that they can also be taken via the normal Ability Score Improvement options. You must be of the Kindred class in order to qualify for them, and some feats that grant particular powerful features have higher level requirements. While several outright emulate the features of certain subclasses, none of these feats are clan-restricted, which allows you to further diversify your vampire. For example, a Ventrue can Touch of Darkness which grants some of the Lasombra's stealth-based abilities, or a Toreador can take Feral Whispers which grants them a supernatural bond with various animals.

Some of the more interesting feats include Alacrity (persistent +10 feet to all speed types, advantage on Initiative rolls, can spend 1 Blood Point as a Bonus Action to make one attack or Disengage), Cloak of Shadows (can gain advantage on next Stealth check as a bonus action, can also become invisible until end of your next turn Proficiency Bonus/Long Rest), Feral Whispers (cast Speak with Animals as a ritual, and can summon a number of Charmed Large or smaller Beasts equal to CHA modifier with individual Challenge Ratings of your Proficiency Bonus or less), Hardened Skin (+1 Constitution, gain permanent resistance to either Bludgeoning or Slashing damage), Heightened Senses (advantage in Insight and Perception checks, gain Blindsight 30 feet, can cast See Invisibility Proficiency Bonus/Long Rest), and Loyal Servant (a Beast or Humanoid of Challenge Rating equal to half your Proficiency Bonus is blood bound to you,* and has one Kindred feat of your choice and can spend Hit Point Dice in place of Blood Points).

*Doesn't specify if it's rounded up or down.

There is a feat tree known as Discipline Acquisition, representing a Kindred refining the powers of a clan or bloodline, even one to which their clan doesn't traditionally have. Beyond the default one that requires you to be at least 4th level, there is Greater (8th), Superior (12th), and Supreme (16th) versions. Each feat lets you choose from 1 of 10 options, representing the 10 default Disciplines from Vampire the Masquerade. Most of the regular 4th level options grant proficiency/expertise in two skills related to the Discipline, save for the more physical ones like Celerity which grants you 1 extra Reaction or Protean that deals a bonus 1d6 slashing damage for your unarmed strikes. The higher-level feats grant you more overtly supernatural stuff, many of which require Blood Points to use. For example, Greater's Oblivion lets you cast a Concentration-free Darkness spell, while Superior's Auspex lets you cast Detect Magic as a ritual and Clairvoyance and Telepathy 1/Long Rest each. Some options even replicate the subclass features of certain clans, like Supreme Protean granting you the ability to polymorph into animal forms that the Gangrel gets, or Greater Potence granting the Nosferatu's bonus force damage for melee attacks. Specific Discipline Acquisition feats can be taken multiple times, but you must take a different discipline each time. And you must have the prior Discipline Acquisition choices before you can take the higher-level versions.

Thoughts So Far: The Kindred class is very broad in capabilities, and the authors do a relatively good job of capturing the feel of the original vampiric powers and Disciplines. The class by default is quite focused in close combat, and there's quite a bit of clan features and feats that enhance their melee capabilities and unarmed strikes. Additionally, there's quite a bit of social powers, too. Besides the Toreador and Ventrue, even the less subtle Brujah gets some enchantment spells at higher levels, while the Gangrel and Nosferatu get powers and spells that can fasten bonds with animals and scare the living daylights out of others. Non-Brujah vampires can't wear heavy armor or use shields without feats or multiclassing, so they are a bit easier to hit. I imagine that their d10 Hit Die and ability to use Blood Points to heal can potentially outweigh that.

I do feel that the amount of damage from sunlight could afford to be clearer: Vulnerability to a damage type means that it's doubled, and as damage by sunlight is 5 radiant damage, I presume that value isn't doubled by default as fractional hit points aren't a thing in 5e. So does it deal 5 damage, or 10 with the Vulnerability in play? Additionally, the Kindred's inability to gain Extra Attack except when calling upon the Beast limits its capabilities for martial builds, which combined with the lack of shields and heavy armor plus non-light martial weapons greatly encourages most fighty Kindred to go for Dexterity and unarmed builds or play as a Bruja. The 20th level capstone feels underwhelming. While ability score increases are useful, it feels boring yet practical in comparison to the other class capstones such as a Cleric's Divine Intervention or a Paladin's super-form. And when you read about what the Antediluvians can do in the original RPG, I was kind of expecting some really grandiose stuff.

There's a huge amount of features that enhance unarmed strikes and grappling, the former of which is a bit unexpected. However, in 2024 D&D the "resistance/immunity to nonmagical weapons" no longer exists, so class features that would ordinarily let you bypass these defenses let you autoconvert bludgeoning/piercing/slashing damage to Force damage. Only the Nosferatu gets Force damage, and it's a bonus rather than a wholesale conversion, so this is another oversight in design.

When it comes to subclasses/clans, I understand that going for the full 13 would be too much, to say nothing of the intentionally weaker Caitiff and Thin-bloods who are playable in the Storyteller system but are considered a mechanical Flaw. I was a bit surprised to see Lasombra included, as they are traditionally aligned with the Sabbat and thus not associated with the default Camarilla faction. I imagine that the Tremere would be too difficult to import given the scope of their Thaumaturgy, and letting them outright use Vancian spells would be too powerful when combined with Blood Points. The Malkavian's exclusion doesn't surprise me, as that clan has a rather controversial history of attracting antisocial gamers.

Otherwise, I felt that most clans had a good number of powers that helped reinforce their particular roles and themes, with the exception of the Nosferatu. That one gaining Disguise Self at will is at complete odds with the clan and its curse, as the Bane can be negated by having the Nosferatu take on a non-monstrous illusory disguise. Additionally, having so many of its powers be rest-based for refresh rather than Blood Points also sticks out, making me wonder if it was artifacts of a prior draft. Its 18th level capstone is also weak, as animal swarms just aren't that impressive when you're fighting cosmic threats, archmages, and the like.

As for the Kindred feats, they cover a good deal of ground, and most feel useful for at least one popular build or clan concept. My favorite are the Discipline Acquisition feat trees. However, some make me raise an eyebrow in the balance department: I will talk more below about Feral Whispers' animal summoning leading to an exploitable Bag of Rats trick, but there's also Superior Discipline Acquisition's Presence which lets one cast Suggestion at will, while Heightened Senses' Blindsight is an extremely useful ability at the level it can be gained (2nd). The only feat that struck me as outright weak is Daywalker, where you reduce damage from sunlight by 2, can spend 1 Blood Point to not be Vulnerable to radiant damage for 1 minute, and can count as having at least 1 Blood Point for a Long Rest by succeeding on a Constitution save. As a vampire is as good as dead when exposed to sunlight unless they can get to shadowy cover within seconds, this feat's benefits are too minor to matter for most campaigns.

But my most major concern regarding a D&D-ified Kindred is the conversion of Blood Points, as it is the primary resource for this class' capabilities. There are some Short/Long Rest refresh based powers, but they are easily outnumbered by the Blood Point powers. While the management of Blood Points made both thematic and mechanical sense in the original Storyteller system, in Dungeons & Dragons they can make the Kindred very powerful. Particularly in combat-heavy campaigns that feature a lot of flesh-and-blood foes and those of Large and bigger sizes. The inability to Feed off of corpses is alleviated by having party members declare their melee attacks to knock out instead of kill, while Feral Whispers can end up with a Bag of Rats trick where the Kindred feeds on the Charmed creatures to offset the Blood Point cost to summon them. The fact that this feat can be gained at 2nd level sticks out all the more when you realize that the only other abilities that let you summon creatures are the Nosferatu and Ventrue's 18th level features. At that tier of play, the party Wizard knows Wish and the Paladin can deal triple-digit damage with Extra Attack Hasted/Polearm Mastery Smites, so a Kindred with an effectively infinite blood pool doesn't feel that out of whack. If anything, the Nosferatu capstone's ability to summon animal swarms is honestly too weak of a feature at a tier where the Wizard has Wish and the Paladin is doing triple-digit damage with polearm smites.

Even outside of that potentially abusable loop, a Kindred's class-based resource and general usability is thus more subject to DM Fiat and the terrain in which the adventure/campaign is set. The other classes are on the same page when it comes to stuff like Rests, spell slots, and the like. For example, an adventure in an undead necropolis is going to see a more restrained Kindred, who likely will get their Blood Points from their fellow willing party members. The constant damage from sunlight means that non-Kindred PCs will either need to adventure only at night or be down a party member for roughly half the day.

For these reasons, it feels best to have all-Kindred parties for a 5e campaign. And even then, the Blood Points means that adventures will have to be rebalanced and viewed through an alternate lens with this in mind.

Join us next time as we cover new backgrounds, equipment, and Origin Feats plus the adventure One Last Goodbye!
 
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Note: I forgot to mention 1 new Epic Boon for Kindred: Boon of Generations, which grants +1 to an ability score of choice, can reroll a 1 on a Feed Die, and gains +5 to their maximum Blood Points

The remaining mechanical options relate to Kindred, but one doesn't have to be a creature of the night in order to take advantage of them. We get 5 new Backgrounds, with all but one drawing upon the new origin feats: Ghoul (Kindred servant who partook of undead blood), Ritualist (member of a magical society that is aware of some of the supernatural secrets of the World of Darkness), Scholar of the Hunt (one who learned at the hands of monster hunters), Thrall (served as a food source for one or more Kindred), and Touchstone (particular Kindred took an interest in your mortal life and guided you).

There are also 5 Origin Feats, and all but one can be taken by Kindred and non-Kindred alike. Healthy grants proficiency in one additional saving throw of your choice and can retain the first Hit Point Die spent during a Short or Long Rest. Nocturnal grants Darkvision 60 feet, or +30 feet to it if already possessed, and treats Stealth checks made in dim light and darkness as being a minimum of 10 on the die roll. Protected is basically the Lucky feat from 2014 D&D, but you have a number of points equal to Proficiency Bonus that can only be spent for 2 activities: can reroll a 9 or lower on a D20 Test, or drop to 1 Hit Point instead of 0 if not killed outright. Thin-Blooded can only be taken by non-Kindred, granting a few of their core abilities such as 2d6 Feed Die, Blood Points equal to Proficiency bonus, and can take Kindred Feats, but also is Vulnerable to Fire and Radiant damage and wooden piercing weapons that impale their hearts. Finally, Well-Read lets the character choose one creature within 30 feet when initiative is rolled, learning their choice of one Immunity, Resistance, Vulnerability, or Trait possessed by the creature. Well-Read can also reroll a natural 1 on Arcana and History checks, and learns additional pieces of information when succeeding on such checks.

New Equipment is extremely brief. We get rules for a Wooden Stake as a new weapon, which can be used on an adjacent Restrained or Unconscious Kindred to paralyze them on a DC 15 Medicine check by driving it through their heart. Silver weapons get nerfed, where they take a cumulative -1 penalty on attack rolls per use, breaking on -5, unless they're repaired with Mending or during a Short or Long Rest via Smith's Tools check. Vampires aren't weak to silver by default; instead such weapons are used for fighting Lupines and other monsters. Wooden piercing weapons can be used to stake Kindred hearts, but melee weapons are fragile to the point that they are destroyed on a natural 1 on an attack roll. Rounding out the equipment, we have a new gear package known as a Hunter's Kit that includes things such as holy symbols, mirrors, and the like; a Leather Undervest which can be worn under armor and reduces piercing damage by 2 and imposes disadvantage on heart-staking attempts; and finally an Uncommon potion known as Kindred Vitae that grants temporary hit points, +5 foot speed for 1 week, and ignores a years' worth of aging, but the drinker suffers disadvantage vs the Charmed and Frightened condition from undead in general (not just Kindred) for 1 year.

Thoughts: The backgrounds are interesting and rather thematic, although the Ritualist feels more appropriate for a World of Darkness setting than a traditional D&D one. Ghoul's interesting in that it has 1 dose of Kindred Vitae among its starting equipment, something none of the other backgrounds get in equivalence in regards to starting play with an outright magic item. Curiously, Scholar of the Hunt doesn't have a Hunter's Kit option for starting gear, especially given that it is exactly 50 gold pieces. Regarding the Origin Feats, they are all quite strong. I imagine Healthy will be a clear favorite for its bonus saving throw, and while Protected isn't as strong as the original Lucky, it is still very good. Thin-Blooded may be useful for certain builds, but I imagine that most players interested in playing a Kindred would instead opt for the full package. Nocturnal I can see being popular for human PCs and those without darkvision, as well as for stealth builds, but given that the Kindred class grants darkvision by default and the 2nd level spell of the same name lasts for 8 hours, it may not be as popular as the others. Well-Read's ability to automatically learn a creature's particular mechanics is really good, as it's basically one automatic successful use of the Study action.

I'm more mum on the new equipment: the stacking attack roll penalties for silver weapons is quite punishing, and given there's no such penalty for ranged weapon ammunition besides more expensive ammo, it really just hurts melee characters. I do find it amusing that one of the more neglected skills (Medicine) became much more useful when fighting Kindred, so ironically I can see wooden weapons being more popular than silver ones in a WoD-style 5e game.

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One Last Goodbye is a one-shot adventure built for a party of 4 4th level Kindred. It is a murder mystery set during autumn 700 AD in the village of Knock Glad, a remote settlement in northern Irish Britannia. A beloved local known as Aislynn Fearghus was violently murdered by what locals believe was either a vicious animal or something more monstrous. She is also the last living relative of one of the characters, and the community is holding a multi-day period of mourning for her. People from nearby settlements are visiting, given she traveled around and had a positive reputation. Aislynn was murdered by a lupine, aka a werewolf, as she stumbled upon him attacking a herd of sheep for sustenance. The lupine would ordinarily plan to leave, but sensing the arrival of the PCs it decided to stay in order to kill them given that vampires and werewolves are mortal foes.

The adventure provides two new subsystems which can be used outside of this adventure: the Masquerade Level represents the general awareness people in the area have of Kindred and related supernatural phenomena. It represents how spooked the community is, how aware they are of particular Kindred and related creatures, and how much they alter their daily lives in response. For instance, a Masquerade Level of 1 (the lowest) represents Superstition, where most people don't believe in monstrous creatures and dismiss such stories and is the level most adventures begin,* Level 3 is Skepticism where people are aware of strange things but there's a veneer of plausible deniability, while Level 6 is Alarm where the community has verifiable proof that there are monsters around and there's a strong urge to end the problem for good. Certain acts and outcomes in the sample adventure could raise the Masquerade Level, in most cases by 1 but some by as much as 2.

*I find this hard to believe for the Early Medieval period. It even contradicts earlier text mentioning that in the Dark Ages, saying that virtually everyone believes in demons.

The other subsystem is Narrated Feeding, where instead of acting out every attempt at feeding, it amounts to a paraphrased skill check whose DC is based on how populated the area is where the Kindred is hunting. Different skill checks represent different means of hunting, while the DC is generally higher for more rural areas, save for Animal Handling for feeding on wildlife and livestock, which is easier in terms of DC. A successful feeding grants at least 1 Blood Point based on the Feed Dice roll, while a failed attempt results in no Blood Points gained and possibly an Exhaustion level or an increased Masquerade Level based on circumstance. As a Vampire's maximum Blood Point value remains in the single digit range unless they take the Vitae Concentration feat or the Boon of Generations, a single Narrated Feeding check should be enough to fully sustain a Kindred unless they get really unlucky with the Feed Dice result.

As for the adventure proper, it takes place across four nights. The first night is primarily social, where the PCs interact with locals to learn about Aislynn's death and the community at large, along with finding a suitable haven to sleep during the day. The local trapper's lodge rents out rooms to travelers, but the trapper was chased away by a pack of wolves under the lupine's influence. The PCs can track down the trapper and wolves and potentially rescue him, although if the trapper sees them engaging in undeniably vampiric/supernatural activity, he will tell others and possibly raise the Masquerade Level unless the PCs talk him out of it or otherwise Charm/influence him. Night Two involves a potential encounter with monster hunters at the local chapel, who wrongly believe (and convince some other villagers present) that Aislynn was turned into a vampire by her killer and thus beheaded her corpse with a silver blade. The third night involves public celebrations and mourning, resulting in a more active nightlife, with the main hook being the PCs overhearing right before dawn that there lights on at a formerly-abandoned farm and that it's inhabited by at least one outsider. The fourth night is the combat encounter, where the PCs go to said farm where they encounter the lupine. If the Masquerade Level ever reached 6, then there's a second lupine who arrived as a reinforcement.

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The product's sole Appendix is the Bestiary, providing 6 stat blocks for the characters in this adventure. With the exception of the lupine, they are all mundane humans and Highland Wolves in the case of animals. The latter beasts are stronger than regular wolves and weaker than dire wolves, but otherwise share the same behavior and abilities. The humans include Monster Hunters (lightly-armored melee combatants who can grant advantage to attack rolls as a bonus action and automatically bring an ally out of a grapple as a reaction), Trappers (battlefield controller who can shove as a bonus action trigger restraining traps on creatures with a Passive Perception of 12 or lower), Villagers (like Commoners but more physically hardy and armed with torches, pitchforks, and daggers), and Villager Militias (like Villagers but much tougher at DC 1 and can Multiattack). The Lupine is our sole supernatural monster here, being hulking CR 5 melee brutes who are resistant to all forms of physical damage (even from silver weapons), and regenerate 10 hit points per turn unless targeted with fire or silver weapons. They have a Barbarian-style Rage, can multiattack 2-3 times depending on whether or not they use manufactured or natural weapons, can shapeshift into a human, wolf, or hybrid form, and can unleash a howl that is an AoE effect that inflicts the Frightened condition on a failed Wisdom save.

Thoughts: This adventure is rather quick and simplistic, feeling a lot like a "tutorial level" for Dark Ages Vampire. Having it be set in a rural village rather than an urban center is quite different from conventional Vampire games, but it does manage to capture some important aspects like keeping one's nature hidden from humanity and the danger of werewolves. It isn't very open-ended, as the encounter with the murderer occurs only on the final night. Given that their location is pretty much handed out to the PCs by the third night, this feels rather unsatisfying for an investigation-based adventure.

I'm also rather let down by the Bestiary. A good Vampire the Masquerade book should have stats for Kindred NPCs, at the very least. Where are my Ventrue manipulators, my Tzimisce fleshcrafters, or my Ghoul servants?

Final Thoughts: Vampire the Masquerade: Bound by Blood is a startlingly incomplete sourcebook, which is all the more inexcusable given its asking price of thirty dollars. We really only have details for making Kindred PCs, but little if any supporting framework for a Dungeon Master who wants to run VtM-style games in the 5e system. The bulk of the work went into the character class, and even then its balance is questionable for the reasons I outlined in the previous post.

But perhaps the greatest sin of Cainite proportions is that this book offers no advice on rebalancing encounters around the gain and loss of Blood Points. The Short/Long Rest system of 5e is much less important for the Kindred class, only governing a few abilities. It's inevitable that a Dungeon Master will incorporate a lot of existing D&D modules and monsters/NPCs, so there's no discussion on things like how Kindred parties are meant to do well against creatures that can circumvent their iconic traits.

For these reasons, I cannot recommend this product.
 

So I was thinking of reviewing another playable monster sourcebook for D&D and D&D-alikes. It's Dragonflight, and while it's player-centric it includes various other content such as draconic NPCs and general roleplay advice.

However, portions of the book make frequent reference to another 3rd party sourcebook by the same publisher. Epic Legacy Hero's Handbook, which is basically the Epic Level Handbook but for 5th Edition. While do think that Dragonflight is interesting, I am concerned that I won't be able to cover the aforementioned epic level rules for Dragonflight in-depth. That being said, the majority of Dragonflight is stand-alone, so I can still cover most of the book even if I don't exactly know what the Epic level stuff is talking about or referencing.

What are people's thoughts?
 

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