Monsters of D&D: The Phoenix

In the genre of fiction, there are iconic creatures who are recognized time and time again: ferocious dragons, majestic unicorns, and the like are all represented in the 5e Monster Manual. However, one that is missing completely is a beast that is one of my favorites.

The Phoenix, a fiery avian who is widely known for it’s rebirthing from it’s own ashes, proves to be a challenging elemental force which strikes fear into the hearts of men and woman who witness it for themselves.

“Ancient legend paints a picture of a magical bird, radiant and shimmering, which lives for several hundred years before it dies by bursting into flames. It is then reborn from the ashes, to start a new, long life. So powerful is the symbolism that it is a motif and image that is still used commonly today in popular culture and folklore.”

–  Ancient Origins of the Magical Phoenix

Desert nomads have witnessed such a wondrous beast from afar, only to perish by fire if they dare to wander too close. The Phoenix, also called the Firebird and the Benu Bird by long-gone civilizations, is an elemental force whose plumage is among some of the rarest available. Wizards and magicians desire it’s feathers for potions, and blacksmiths know it is a requirement to create a magical ever-burning forge.

A Phoenix may not be as intelligent as a fully grown dragon, it is none the less dangerous. They are still smart enough to sense a threat to them, and will see to that threat is eliminated completely, their body the same texture and consistency of sand.


Phoenix – Large Elemental

AC: 16

Hp: 210

Speed 20 ft, fly 120 ft

  • Str: 14 (+3)
  • Dex: 22 (+6)
  • Con: 22 (+6)
  • Int: 15 (+3)
  • Wis: 15 (+3)
  • Cha: 12 (+2)


SavingThrows: Dex +11, Con +11

Skills: Insight +8, Perception +8, Intimidation +8

Damage Heal Factors: Fire (see Flame-Blooded)

Condition Immunities: Petrification, Paralyzed

Senses: darkvision 120 feet, passive Perception

Languages: Auran, Ignan , understands Common but does not speak it

CR 15



Heated Body: A creature who touches the Phoenix’ skin takes 2d6 damage.

Phoenix Regeneration: The Phoenix magically regains hit points by nesting in a great mass of flames. The bonfire must be a size Large or bigger (in this case, enough to completely submerge the Phoenix in fire). This also applies to lava as well. Burying itself in this manner restores 30 hit points, however it must move immediately afterwards upon doing this. The Phoenix may return to that location after its turn is over, not merely if it has move speed left.

Flame-Blooded: When the Phoenix takes damage from a flame-based attack, it heals that many hit points that it would have taken in damage. This applies to magical fire as well. Attacks deemed as “cold fire” do not apply to this.

Magic Weapons: The Phoenix’s weapons are considered magical for the sake of overcoming armor and spells.



Multi-Attack: The Phoenix can attack three times: one with its beak, one with its talons and one with it’s Burning Rain or Awe-Inspiring Beauty. If it has both Burning Rain and Awe-Inspiring Beauty used, it can choose to use either another Beak or Talon attack.

Beak: +11 to hit, reach 10 feet, one target. Hit: 210+5  piercing damage plus 2d6 fire damage (due to Heated Skin).

Talons: +11 to hit, reach 15 feet, one target. Hit:  2d8+6  piercing damage plus 2d6 fire damage (due to Heated Skin).

Burning Rain (recharge 5-6): The Phoenix soars up into the sky, and lets out a barrage of flaming feathers in a 60 foot cone which burst upon impact with the target. Targets must make a DC 18 Con save, or take 16d6 fire damage, or half as much on a successful save.

Targets must also make a DC 16 Dex saving throw, or the light of the fires will illuminate them. The Phoenix has advantage on all checks made against them.

Awe-Inspiring Beauty (recharge 5-6): In a dazzling display, the Phoenix lets out gouts of fire out to impress and potentially strike fear in onlookers. Observers who can see the Phoenix must make a DC 17  Wisdom saving throw or have disadvantage on Wisdom and Intelligence saving throws. The affected creature may make the save again when it takes damage.


Legendary Actions

The Phoenix can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The Phoenix regains spent legendary actions at the start of it’s turn.

Detect: The Phoenix makes a Wisdom (Perception) check.

Beak Attack (1 Legendary Action): The Phoenix can make a beak attack.

Pools of Hell (3 Legendary Actions): The Phoenix calls upon it’s innate magical nature, causing gouts of flame to erupt from underneath it’s foes. It can target up to 5 creatures as well as itself (only one of the flames can be to the Phoenix however). Targets must make a DC 18 Con saving throw or be engulfed by the magical flames, and take 4d6 fire damage. The Phoenix heals this much and does not need to make this saving throw.

In addition, these flames stay on the field. Beginning a turn in the flames causes that person to take 2d8 fire damage.

A Phoenix’ Lair

Dwelling in the most inhospitable locations on the Material Plane as well as that of the Elemental Plane of Fire, they are known far and wide for building their nests in sweltering locations. From deserts to even in the hearts of active volcanoes, the Phoenix never is seen with others of it’s kind save to mate and produce offspring.

The Phoenix builds a nest from aromatic cedar wood and peppers it with frankincense and night-blooming flowers: when the beast combusts from death, the scent can be smelt for miles upon end, carried on heated winds in the wake of it’s own funeral pyre.

A Phoenix encountered in it’s lair has a CR rating of 17.


Lair Actions

On initiative count 20 (loosing initiative ties), the Archfey can take a lair action to cause one of the following magical effects: the Archfey can’t use the same effect two rounds in a row.

  • The Phoenix an call up a great sandstorm which impedes movement and vision of all excluding itself and allies. Move speed is cut by half, targets have disadvantage on Wisdom (Perception) rolls, and also have disadvantage on Dexterity saving throws. The first time a Phoenix calls up a sandstorm, targets must make a DC Dexterity saving throw of 14 or take 4d4 damage from the course sand flying about.
  • A whirl of flame is conjured up, engulfing a target of the Phoenix’ choice. The target must make a Dexterity saving throw of 15 or cannot move until it’s next turn. Attacking while captured by the fire impedes disadvantage on rolls which require a d20 roll to hit the target.
  • The Phoenix can summon orbs of flame which locate the closest creatures to them, and fling themselves at that target. A target must make a DC Constitution saving throw or take 4d8 fire damage, or half on a successful saving throw. The motes the dissipate.


Life Death, then Life Again

A Phoenix has the ability to come back from the dead in due time, born from it’s own ashes of defeat. This though takes time, but when it does, the creature will re-emerge as a hatchling.

In the wake of the Phoenix’ demise, remnants of it’s former self may remain in the charred nest.

  • 1 through 30: nothing remains in the Phoenix’ nest.
  • 31-60: roll 1d6-1. This equates to how much phoenix ash is left in the nest.
  • 61-90: roll 1d6-2. This equates to how much phoenix ash is left in the nest. There is also 1d4-2 phoenix tail feathers left as well.
  • 91-99: roll 1d6-1. This equates to how many phoenix tail feathers are in the nest. In addition, there may be a minor magical trinket in the nest as well.
  • 100: a newborn Phoenix Hatchling emerges from the nest.



*Stats for a newly born Phoenix Hatchling will come soon*



Magical Origins: Faerie-Themed Backgrounds


Good mornings, viewers, and Happy Easter (if you celebrate the holiday)! Today’s post goes hand-in-hand with Doctor Necrotic’s post on faerie backgrounds for 5th Edition. I apologize for the delay in this post also, good friend, but real life gets hectic and more chaotic then summoning Tiamat.

Regardless of life circumstances, here’s some backgrounds themed after faerie and faerie tale characters to inspire your characters!





Through one way or another, you have become entangled with the world of the faerie courts, either Unseelie or Seelie: factions whom are at eternal conflict with the other. You are not a nobleman or women, yet you serve your court to the best of your abilities. Perhaps you were taken in by one of them, or earned service through the trust and good word of another higher then you in their ranks.

Skill Proficiencies: Persuasion, History

Tool Proficiencies: None

Languages: Sylvan

Additional Starting Gear:  An emblem showing allegiance to your court, a small ring with inscribed runes, a roll of parchment, an inkwell and quill pen and 15 gp

Court Role: In any society, each person plays a part. Choose from the given options below or roll a d8 to decide at random.

1) Chef

2) Entertainer

3) Gardener

4) Master of falcons

5) Maid/butler

6) Seamstress/tailor

7) Archivest/historian

8) Messenger

Background Feature: Both Sides of the Coin

Even though you are welcome by the noble or not-so-noble courts, you came from common stock with those not within their ranks and can walk between these worlds with ease. You do not invoke fear as many of the more well-known fae courtsman and ladies do, and some even come to you asking for information about either mortals or the magical beings of the Feywilds. What you do with the information that you know, however, is up to you.

Suggested Characteristics:

Personality Traits (d8)

1) The Courts’ fashion sense and mindsets can be rather eclectic. And I adapt that with pleasure and glee.

2) I am rather secretive about my role in the Courts to others who are not part of it.

3) Some think my blood is made up of primarily pilfered wine.

4) I aim to answer every question I am asked, even if I don’t know the answer.

5) There is something about playing with the occult that appeals to me. Tarot cards, runes, you name it.

6) Playing pranks on some of the higher ranking officials fills me with happiness.

7) No gossip is out of my reach. The juicier, the better!

8) Some call me a dragon in disguise, with how I seem to hoard everything.


Ideals (d6)

1) Through actions, I can teach the Courts to understand the common folk better. (Good)

2) I am the only one who I need to trust. Everyone else is deserving of my wrath or suspicion. (Evil)

3) Every rule has a place in life, and good reason to be enforced.  (Lawful)

4) Changing the minds of the most powerful is the first step in permanent change. (Neutral)

5) You can’t ever trust anyone, even if they say they’re your friend. (Chaotic)

6) Not all fae are cruel, and not every mortal is unwise. There is knowledge within all. (Any)


Bonds (d6)

1) My King/Queen is the most noble of beings! Long live their reign!

2) I find that knowing the kitchen staff can get you out of many situations, and gain an additional slice of pie.

3) Only one man/woman claims my heart, and I will do anything for them.

4) My fellow workers in my field are the folks who deserve my trust.

5) There is no one I trust more than myself.

6) The unseen forces of the world are by far the most trusting of things. Mortals cannot compare.


Flaws (d6)

1) Brothels and booze seem to be my “best friends”.

2) I may or may not be hatching a scheme against the very forces I work for. Who needs to know for sure?

3) People are quite boring, so adding a little something “special” to their food and drink makes things interesting.

4) The nobles have too much gold for their own good, so I aim to lighten their loads one by one.

5) I spend too much time interacting with mortals who some of the courts do not generally like.

6) My heart has fallen for a person who I can never be with, even though they admit their feelings for me as well.


Art-kerembeyit of DeviantArt

Faerie Hunter

A life riff with dangers of a magical kind, you have become adept and downright frightening in hunting the fae and other such creatures. While the prospect of hunting the fae does not sound dangerous, you know the ugly truth. They are tricky beings, and with exposure to them you have learned their ways and how to befuddle and track them down as well. They become your prey, and you are more than happy to give them chase.

Skill Proficiencies: Arcana, Survival

Tool Proficiencies: Poisoner’s Kit

Additional Starting Gear: A hunting dagger, a faerie trinket taken from captured or killed prey, a compass, a map of a familiar location and 5 gp.

Background Feature: Chaser of Prey

With being as talented at hunting faerie creatures as you are, you still require the tools in order to do so. You have an easier time getting such things from those who also have a need for them: searching these providers out, gaining new prey to seek (and possibly a nice penny in your pocket) as well as potential allies. You might be able to haggle a price down on a new set of swords, or even convince a mage of a cold iron enchantment. Talk to your DM about what your Background Trait entails.


Suggested Characteristics: 

Personality Traits (d8)

1) At times, I get too carried away with the hunting, and do not know when to give up on my quarry.

2) There is a serene calm of the uninhabited wilds that no mortal establishment can create. The woods is where I succeed.

3) People only slow me down, and so I am solitary. A ‘lone wolf’, if you will, even in civilization.

4) Yes, this is raw meat for dinner. You learn to survive off of what you can find: sometimes it’s not cooked.

5) No target is too large, so long as the payout matches such.

6) At moments, my quarries are sold upon the Black Market. I can’t reveal to you the vendors.

7) There are days that I wish I could just settle down and pursue a normal life and not have to worry for my life always.

8) I have started to hear my name whispered amongst the fae out of fear. Let them fear.


Ideals (d6)

1) For the safety of the people, I go about my job with some semblance of peace. (Good)

2) I relish the killing and taking-down of the enemy, filling me with glee. (Evil)

3) I hunt only what needs to be tracked down. An innocent sylvan life is blood not meant to be shed. (Lawful)

4) If others don’t care for this life I lead, that’s their problem. I am content with it.  (Neutral)

5) Everything has a right to live, but sometimes they need to be culled for survival sake. (Chaotic)

6)  If you give me a reason to listen to you, my ears will be open to your words. (Any)


Bonds (d6)

1) My whims come first before anyone else.

2) The wilds provide me all I need, and I provide what it needs in kind.

3) My “friends” are few and far between, but I will always watch over them.

4) I rely on a particular benefactor for the mainstay of my pay. He/she comes first and foremost.

5) Druids are my best allies, for they understand where my heart lies.

6)  Anyone with a reason against the fae are my kind of crowd.


Flaws (d6)

1) Insult my way of life and I will cut you down with your own knife.

2) I become flustered and tongue-tied at the first sign of kindness or flirtation.

3)  I often do not know when to stop talking, and many times this gets me in trouble.

4) Even if I do not have the money on me, I will always want to buy the most expensive gear.

5) Twenty gold that I can beat that ogre in a wrestling match. I make bets that I can’t always keep up to.

6) I constantly brag about what I call my greatest kill, much to the annoyance of all around me.




As a child, you thought that your upbringing was normal, until your eyes were opened to the world that it was anything but. You were raised amidst a hag coven, as one of their own. Perhaps you were stolen from a human family in order to play a trick on your blood relatives, or the leader of a coven wanted someone to pass their ways down through. Regardless, your life has been full of sorcery, hexes and charms amidst a circle that some would deem downright monstrous.

Skill Proficiencies: Arcana, Nature

Tool Proficiencies: Alchemist’s tools

Languages: Two of your choice

Equipment: A small ritual knife, a piece of bone jewelry, the symbol of your coven, and a pouch containing 5 gp


Coven Role:   In each coven, every person has a dictated role ranging from the mundane to the head of their arcane circle. Roll a d6 at random or choose from the table below

1) Head of the coven

2) Herbalist/ expert of plant life

3) Oracle to the gods/spirits

4) Animal handler

5) Blood-letter

6)  Keeper of lore


Feature: Circle Connections

Other hags or those in wicked covens and/or cults can pick up on your ties to their mysterious way of life, and you find it easy to converse with its members. A hag will treat you as a friend, or at least someone who can be trusted easier than others who do not understand coven-life, and will provide shelter and food of a reasonable accommodation that they can provide. Hags also find comfort in speaking to you, and are much more likely to reveal secrets and information to a fellow hag associate.

Suggested Characteristics


Personality Trait (d8)

1) The rules of the coven are absolute.

2) If anything is shiny or looks vaguely interesting, it belongs in my pocket.

3) Nothing comes between the success of my family.

4) I am the most beautiful creature in the land. If someone disagrees with this, I pity them.

5) The more wealthy you are, the less of a friend I see you as.

6) Sometimes I wish that some would see us beyond our skin appearances.

7) Wearing the guise of another fills me with glee.

8) Who can resist a little blood sacrifice?


Ideal (d6)

1)  If one is above you in the coven, then their word is law. No questions asked. (Lawful)

2) You are one of us. That is reason enough for me to trust you. (Good)

3) Vanity is like a virus that needs to be purged completely. (Chaotic)

4) Through any means necessary, I shall rule the coven and hag-kind possibly. (Chaotic)

5) You scratch my back, I’ll return the favor. (Neutral)

6) Whoever said I can’t raise hell clearly hasn’t seen my past times! (Evil)


 Bond (d6)

1) It is my obligation to see my fellow coven-members are safe.

2) My life is a mystery surrounded by enigmas. I must see that they are deciphered.

3) I once had a familiar who I treated like family. I wish I knew where he/she went.

4) My lover is a man who I can never be with, or else the child would be a monster.

5) Isolation brings me peace and insight.

6) My revenge for a person will be as fiery as an inferno.


Flaw (d6)

1) I will do just about anything for knowledge. Anything.

2) That which is more beautiful then me will feel my wrath in full.

3) I fear that I will never be a contributor to my coven, and will falter.

4) I hold a deep-seated hatred for another coven member. I feel they overshadow me.

5) The meager amount of money I have is spent on alcohol.

6) The potions I make I exchange for… other such goods on the black market.



Love is in the Air: Valentines Day in Your Game

Hello, fellow tabletop gamers!


School has been generally busy after it starting again after the long winter break and I haven’t put terribly much content out there. Hopefully, this post will fill that blank, dark void with the prospect of love in the air and Valentine’s Day!

For all of you DM’s out there, these can be some great plot hooks. Why is Cupid causing people to fall out of love out of nowhere? Is he plotting something when he makes two nobles from opposing houses develop feelings? How come there are hundreds of cherubs dying and falling from the sky? There’s a lot of possibilities!

Cherub- small Celestial

cherubsBlonde curly hair atop their heads, cherubs are the parrots of angels. Generally harmless, their gentle nature is off-setting to their larger and more powerful counterparts: the Solar, Planetar and Deva. With small fluffy white wings and pudgy bodies, they can be seen dancing amidst the low-hanging clouds and offering praise for struggling artisans. Oftentimes, they depict the forces which have blessed them.

AC: 13

HP: 50

Strength: -1  Dexterity:  +3    Constitution: –   Wisdom: +2    Intelligence: +2  Charisma: +3

Move speed: 10 feet, fly 30 feet

Languages: Common, Celestial

Skills Persuasion +4, Stealth +2, Arcana +3, Insight +3

Condition Immunities: Charmed, paralyzed, frightened

Multi-attack: The cherub may make two attacks: one with a short bow and another with Puppy Love OR two with a short bow.

Puppy Love: spell-like effect. Range 60 feet. The cherub targets a single target it can see and causes them to become temporarily infatuated by them. The target must make a DC 14 Wisdom saving throw or be charmed by the nearest person to them. They also move within 5  feet of that person, and move within that distance at the end of their turn if movement speed is left.

The person has disadvantage on melee attacks and spells that require an attack roll. They may make the saving throw again whenever they are attacked with advantage, and at the end of their turn with disadvantage.

Short Bow: Range 20 feet, +5 to hit. 1d6+3 piercing damage.


Cupid- medium Celestial


Alternatively known as Eros, Cupid is a god of love and passion. Never does he prefer to take the appearance of his cherubs, who serve him and spread his messages and heralds on the wing: he is very much a striking man, with none of the infant cuteness his attends seem to always have.

AC: 18

HP: 179

Move speed: 30 feet, fly 60 feet

Strength: +2  Dexterity: +3   Constitution: +2    Wisdom: +3   Intelligence: +2   Charisma: +4

Languages: Common, Celestial

Skills: Persuasion +6, Stealth  +5,   Arcana +5,  Insight +4

Condition Immunities: Charmed, paralyzed, frightened

Multi-Attack: Cupid can make two attacks: one Heart Seeker and one Bardic Bliss, two Heart Seekers, or one Heart Seeker and one spell.

Damage Resistances: Psychic, piercing, slashing, and bludgeoning from non-magical weapons

Bardic Bliss:  Range 60 feet cone. Spell-like affect. Time: 1 round of combat. Cupid sings an enrapturing song, charming and delighting those in the area when he wishes this. Targets must make a DC Wisdom saving throw 17 or be charmed for the duration of the effect.

In addition, while playing this song, he can choose up to two allies and give them a Bardic Inspiration die of a d6. He cannot do this upon himself.

Heart Seeker: Ranged attack, range 150 feet. +5 to hit. Cupid lets loose a single red-tipped arrow at a single target, poised and precise. If Cupid hits with a critical 20, they take an additional 2d6 psychic damage. This is not added to the normal damage of the critical 20. Damage: 3d6+3.

At Will: Magic Stone, Friends, Comprehend Languages

3/ Day: Bless, Comprehend Languages, Cordon of Arrows

1/Day: Moonbeam


Artifact: Red String of Fate


The Ties of Affection: some say this strand of fabric was made by a Bard, grieving for the loss of those he held closest. Bolstered by the magic of love and his strong emotions, the fabric became enchanted and led him to the one person he could spend the rest of his life with.

When you become attuned to this artifact, the fabric becomes either a ring, a choker or a bracelet of red woven fabric (your choosing). Only you see that, coming from it, is a faint red trail that leads into the distance: this shows you to someone who you are meant to be a kindred spirit with either friend-wise or romantically.

Others with a Red String of Fate can see the line cast off of you. You can do the same, and see the ties that people have severed willingly or forcefully.


Choose one from each table as listed.

Minor Beneficial Properties:

You have advantage on Charisma saving throws and gain proficiency in it as well.

You learn Celestial.

You learn the spell friends and can cast it at it’s lowest level once per day.

You gain proficiency with the Persuasion skill.

People find it easier to trust and confide in you. Your DM dictates how.


Minor Detrimental Properties:

When you fail a Wisdom saving throw, you take an additional 1d4 damage.

Food spoils around you when you touch it. Eating said food causes 1d4 damage but is regained upon a short or long rest.

You find yourself crying at random moments. Your DM rolls a d100 to see when you start crying: 50 and under you cry and over 51 you do not.

People have a harder time trusting you. DM determines how.


Major Beneficial Properties:

Once you become attuned to the artifact, you may choose one person in your party to give a twice-a-day Bardic Inspiration (d6). You regain this at the start of the next day.

You become immune to being charmed.

You have proficiency with two weapons or two skills.

You learn Cure Wounds as a spell that you can cast three times a day. You regain this trait at the start of the next day.

Those around you are calmed by your presence. You have advantage on Persuasion checks.


Major Detrimental Properties:

You gain a random enemy, someone who has feelings for a loved one and sees you as an enemy.  They actively try to end your life and cause you misery. The DM keeps this a secret.

Once you become attuned to this artifact, you take 3d10 psychic damage. You regain your hit points on a short or long rest.

You have disadvantage on all Charisma saving throws, as well as no proficiencies with Charisma based skills.

The god Cupid comes forth, challenging you to one-on-one combat in order to show that you are worthy of love from others. No one else can participate, however Cupid may summon up to d10+2 cherubs for the others to test their mettle against. You gain 2d10 temporary hit points and your Charisma goes up by 1, and your maximum Charisma score goes up by one to a maximum of 21.


Well, I hope that filled the darkness that is infrequent postings. If anyone has had a chance to play with these, please let me know. And as always, may you always roll 20!



The Water’s Safe, Right? Shark People for DnD 5e

So, one of my players, bless his soul, always manages to create some damned interesting character concepts. Goliath Rogue, Air Genasi Fighter-Bard, and now… well, a Street Shark.

Okay,so a Street Shark isn’t the race but it’s the basis of what I’m laying out on the table for you totally radical guys and gals out there. Hope you enjoy something a bit different from what I normally concoct!




“There’s no way that your commonplace water-dweller could put that much of a bite in a ship. Not big enough for a dragon turtle, nor with the suckers of a giant squid. But the rows of hundreds of chipped knife-like teeth pointed us in the direction of the thing that had been pestering all of our community. We found that his name was Equior and that he had a serious problem with teething. He paid us with enough gold pieces to make repairs, and we all found that he makes some very good cerviche in return. Got a couple of pictures of him, turns out he’s a pretty good kid…with lots of teeth.”

Terrors of the seas and coastal regions, many a sailor and his livelihood has been terrorized by these monstrous beings. A hybrid of shark and man, Charcardins are toothy creatures who are both quick to kill and are swift in their watery home.

Oftentimes, they are misunderstood as well. Dwellers along the ocean side paint them as blood thirsty things. In truth, quite like tieflings, they are misunderstood and have a vibrant and exotic culture that dwells beneath the waves. Making homes out of abandoned shipwrecks, inactive volcanoes and coral reefs, it is rare that they have an established settlement upon the land.

Charcardins, depending on their sub type, lean in favor of either life styles that look kindly upon feats of strength and those which require nimbleness. Living in a harsh environment has conditioned them to be self-reliant on their natural traits, to which they utilize in much of their waking lives.

  • Size: towering over most, you are still considered a Medium humanoid creature. Granted, you push the envelope for that.
  • Languages: You know Common and Aquan, the language of water elementals and those from the Elemental Plane of Water.
  • Stat Increase: Your Constitution goes up by two. Charcadins are hearty things that have survived the destruction of many an empire and species.
  • Aquatic: You can breathe underwater and out of water. However, dry arid environments will see slow gradual harm for you. For each three hours you go without water of some kind, you will take 1d6 damage. Most Charcardins find ways to utilize water-distributing apparatus to work around their natural dependency on water.
  • Dark Vision: You can see up to 60 feet in the dark in shades of grey, and normally in dim lighting.
  • Natural Weaponry: As a beast-like race, you have a natural bite attack. Your jaws do 1d6 piercing damage plus either your Strength or Dexterity modifier.
  • Trance: If you are knocked prone, you must make a DC saving throw Wisdom 13 at the start of your turn. If you do not make the save, you do nothing for this turn. However, it wears off during the next round of combat.


Deep-Dweller: The largest of the sub types, Deep-Dwellers swim in darker waters then
most and as such, do not see as many threats besides their own kind and greater predators such as giant squid and kraken. These are the ones that are expert pearl divers and oftentimes will go searching for sunken treasure: many adventurers employ them to dive for riches to return to them…for a price.

  • Stat Increase: Your Strength goes up by one.
  • Scary Faces: You have proficiency in the Intimidation skill.
  • Goliath-Like Strength: You are considered one size category larger when it comes to Grapple and Strength checks made against you.
  • Blood Frenzy: Deep Dwellers live in areas where food may be scarce, and are keenly attuned to the spilling of blood. When a creature within 20 feet of you reaches bloodied (or half of their hit points), roll a Wisdom saving throw of 15. If you make the save, nothing happens. If you roll underneath it, you instinctually run towards that target and any that may be in your way. Any person in your path must make a DC 13 Dexterity saving throw or take 2d6 piercing damage from your jaws gnashing at them. You regain this feature after a short or a long rest.


Tidesurfer: As the name shows, Tidesurfers reside in the shallows of reefs and shoreline shipwrecks. They are oftentimes more sociable then Deep-Dwellers, frequently coming into contact with sailors and fishermen. Their patterns on their skin are much more varied but also scarred and chewed up from being accidently snared in nets.

  • Stat Increase: Your Dexterity goes up by one.
  • Swift Swimmers: Raging waters do not impede your movements. If fast currents would otherwise halve your movement (either walking or swimming), this does occur for you.
  • Quickfin: You gain proficiency with the Stealth skill. Because of your slimmer size and smaller stature, you learned to use this to your advantage to evade predators in the wild.
  • Thrash: You violently whip up the terrain around you, flailing yourself about and looking to cause confusion rather then harm your enemy. When you have an enemy grappled or one is prone, the target must make a Wisdom saving throw 13 or be confused. If they make the saving throw, they take 2d4 slashing damage from the sharpness of your skin. You must let go of the target after the Thrash. You regain usage of this after a short or long rest.

Charcardin concept belongs to Faith D’Ambrosio, inspired by a Jonathan Cain

All art belongs to their respective owners in the order they appear: TheCGCyguy, Zedrin and Nakanoart (all of

Conjuring Power: A 5th Edition Summoner Class

And we are back, friends! After that rather depressive article I posted last time, it’s back to our usual bouts of oddness and assorted nerdery. And, as I promised to some friends, this is by far the largest undertaking I have done for tabletop gaming up to this day.

I like the idea of Summoners. Calling up other beings from your plane of existance and others to fight by your side and ruin enemies is such a nifty concept! But I don’t think that Pathfinder did the most decent version of it, quickly becoming over-powered and Conjure spells in DnD 5e are too few and far between that you probably won’t get a chance to use most of them.

There are too many words that are included in the class, so I’ll just upload the Word document (it says ‘new format’ because I formatted it to resemble the 5th Edition class pages, just to kill some time and make it look pretty).

If you want to play-test it, awesome! Make sure to give some feedback and credit where it is due! Again, this is my first attempt at an all-new class and I’m hoping I did a solid effort with it!

Summoner new format

*Critique up to this point that helped me build it up include advice from Doctor Necrotic and other more knowledgeable friends in my DnD group*

Atrial: A Playable Fey Race

I think you can all tell I love the fey. They’re just so very interesting and I wish we had an actual Faerie race (Pixies would be nice, by the way, Wizards!). That being said, I’m continuing the trend with the fey folk and made a playable race.

“You’d like to think that they’re all little people-like things that sip out of acorn cups and dance in the first beams of sunlight at day’s start. Do not ever think such a thought. They will hunt you down in the night and in dream-land for the fun of it, tease you with promises then destroy them in front of your eyes because you fail to see what they see. The Atrial are not to be tested. I know this, because I once fell madly in love for one. Your sister was spirited off into their realm for my mistakes….”

Mysterious figures that wander the farthest reaches of the realm; through brambles, thorns and watery riverways, the Atrial sneak and flit about bringing enchantment to these wild places. Magic courses through their entire being, which touches  the land that they cross. But should adventurers cross them, may doom befall them in their travels.

Languages: Common, Sylvan

Appearance: Oftentimes mistaken as common elves, the Atrial are essentially the original descendants of the elven race. However, unlike the mortal beings, their features can be derived from all mannerisms of places. An adventurer may find one with monarch butterfly wings and antennae while another may encounter an Atrial with stag horns and cloven hooves. The appearances are often due to their Sub-Race but it could be no more than a simple glamour.

– Stat Increase: +2 to Charisma.

– Age: The fey folk are long-lived, even more so then the elves whom mortal races sometimes get mistaken for the sylvan creatures. Exceeding 800 years, even a young fey is ancient. This complicates when they reach an adult age as they never quite lose their childish antics.

– Size: Despite how folklore depicts them, these creatures are often quite tall and willowy, growing between 6 to 7 feet tall. Their size commands attention in the room, if not for their other-worldly beauty. There are shorter beings too, however, and even taller ones still that are rare even amongst them.

– Speed: Your base walking speed is 30 feet.

– Darkvision: You have superior vision in dark or dim conditions, making it easier for you to evade potential threats in the world. You can see in dim light within 60 feet as if it were bright light, and darkness as if it were dim light. In darkness, you cannot make out colors: only tones of black and white.

– Fey Ancestry: You cannot be put to sleep through magical means and have advantage on saving throws on being charmed.

– Wyld Blood: As a Sylvan being, you have an innate spellcasting in you that relies on your Charisma stat. The cantrip you may cast as much as you would like. Once you reach level 3, you may cast the third level spell as a 2nd-level spell once per day. Once you reach level 5, you may cast this once per day.

Cantrip (at start): Dancing Lights

3rd Level:  Tasha’s Hideous Laughter

5th Level: Spike Growth

– Magic Resistance: The Atrial have advantage against spells.

Sub-Races: The Dawn and Dusk 

*Note: many traits of the Atrial, such as wings, may grant special conditions such as flight in your game. Work with your players on the finer aspects of these traits, as it is a case-by-case matter. * 

As a varied lot, the Atrial have two known sub-races but there may be more based on what world they exist in. Upon choosing to play an Atrial, you can choose to play either a Dawn or Dusk type, which represent two sides of their sylvan race. In some realms, they are known as the Seelie and Unseelie Courts, or may go by nothing at all. Standing side by side, though, reveals a world of differences between them.,

Dawn/Seelie: Dawn Atrial are generally more good natured, and have features based on insects: multifaceted
eyes, fabulous wings and even multiple arms (no more than six, however).  They are most active during the day, mostly the hours of sunrise, hence where they draw their names from.

Stat Increase: Dexterity increases by 1. The Dawn Atrial naturally are more nimble to evade predators and those who wish them harm.

At Home In the Wilds: You are proficient with the Nature skill.

Tree Stride: Once on their turn, a Dawn Atrial can use 10 feet of movement to step magically into one living tree and emerge from a second living tree within 60 feet of the first, appearing in an unoccupied space within 5 feet of the second. Both trees much be Large or bigger.

: Dusk Atrial could be seen as the parents of the drow; with a malicious streak of ill-hearted trickery that is often meant to harm and even kill people. The Dusk sub-race’s appearance is based heavily on woodland creatures: horns, large claws, shaggy fur and tails all fall under how they can appear. On occassion, they may have wings like that of a bat.

Stat Increase: Intelligence increases by 1. As beings who are more active during the evening and late hours of the day, they study the world around them and are always hungry for knowledge.

Sharp-Minded: You have proficiency in the Perception skill.

Mimicry: Dusk Atrial can mimic animal and humanoid sounds. A creature that hears the voices can tell they are imitations with a successful DC 13 Wisdom (Insight) check.

*The Atrial concept belong to me, Faith (Brynvalk). All art belongs to the original artists, all found on * 

Monsters of DnD: The Archfey

What severely disappointed me is how in the Warlock part of the Dungeons and Dragons 5e Players Handbook, we get these lovely chunks of information about the different kinds of Pacts: Great Old One, Fiend and Archfey. Yet, we do not have any stats on these powerful beings to see why we would not want to get our masters angry at our pathetic mortal selves.

I have solved the problem! At least for my personal favorite. With some time and effort as well as needed research into my guides for this edition, I present a stated-out Archfey enemy! For when you need  to tell your unruly Warlock servants who’s in charge.


“You dare set foot in my court, desecrating this place we Fair Folk find sacred no matter what walk of life we choose. You will wish that your toes had never stepped here in the first place.” – Archfey Nuada the Silver-Handed

It is known that the fey are strange, miraculous beings, but their power is dwarfed by that of the Archfey. In the eyes of sylvan beings, none compare in their mastery of the arcane and of trickery. They keep grudges for what seems like eternity, and will not let up on the chase for something even if it means watching from a distance their prey weaken and diminish. Always with a other-worldly grace to them, they look similar to elves but have wings that take the form of either ones belonging to insects like dragonflys or birds. Some even have wings resembling those of dragons and demons.

For all of their power, they seldom travel out of the world of Faerie, and due to this they enlist Warlocks to serve them in whatever way they wish. Some seek ever-growing knowledge while others wish to spread mischief and chaos wherever they go. They grant great power: power that makes  their servants fear if they should ever fail their patron or even dare to go against their will.

The Crow King

Armor Class: 18 (wears armor plus Dexterity)

Hit Points: 250

Speed: 35 on foot, 60 in flight

Strength: 14 (+2)

Dexterity:  18 (+4)

Constitution:  13 (+2)

Intelligence:  13 (+2)

Wisdom:  18 (+4)

Charisma:  20 (+5)

faerie_king_by_dizzylizzy101-d5tau6x Skills: Arcana +12, History +12, Perception +9,      Deception +15

Damage Resistances: Fire, Lightning

 Damage Immunities: Necrotic, piercing, bludgeoning    and slashing from non-magical weapons

Condition Immunities:  Charmed, frightened,        paralyzed, petrified

Senses: Truesight 120 feet, Passive Perception 19

Languages: Common, Sylvan, three others

 Legendary Resistance (3/ day): If the Archfey fails a saving throw, it can choose to succeed instead.

Magic Resistance: The Archfey has advantage on saving throws against spells and other magical effects.

Spellcasting: The Archfey is an 18th level spellcaster. Its spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). The Archfey has the following spells prepared, from the Sorcerer and Warlock spell lists.

Cantrip (at will): Eldritch Blast, Fire Bolt, True Strike

1st level (4 slots): False Life, Magic Missile, Hex, Chromatic Orb

2nd level (3 slots): Hold Person, Shatter, Blindness/Deafness, Mirror Image

3rd level (3 slots): Dispel Magic, Lightning Bolt, Vampiric Touch, Slow

4th level (3 slots): Greater Invisibility, Hallucinatory Terrain

5th level (3 slots): Cloudkill,  Dominate Person

6th level (1 slot): Chain Lightning, Eyebite

7th level (1 slot): Prismatic Spray, Finger of Death

8th level (1 slot): Power Word Stun, Earthquake

9th level (1 slot): Power Word Kill


  • Euphoria Breath: The Archfey breathes out a cloud of euphoria gas at one creature within 10 feet of it. The target must succeed on a DC Wisdom saving throw of 15, or for one minute the target cat take reactions and must roll a d6 at the start of each turn to determine its behavior for that turn.

1-4: The target takes no action or bonus action and uses all of its movement to move in a random direction.

5-6: The target doesn’t move, and the only thing it can do on its turn is make a DC saving throw of 15, ending the effect on itself on a success.


Legendary Actions

The Archfey can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The Archfey regains spent legendary actions at the start of its turn.

  • Cantrip: The Archfey casts a cantrip.
  • Conjure Fey (costs 2 Actions): As the Archfey, he can summon other Sylvan creatures to fight alongside him in combat or to aid in any myriad of tasks. The creatures he can summon include Blink Dogs, Satyrs, Green and Sea Hags, Faerie Dragons, Pixies, Sprites and Dryads. These summons have the same Charisma and Dexterity as the Archfey, while all other stats remain the same.
  • Reversal (costs 3 Actions): Until the Archfey’s next turn, all incoming attacks have the chance to backfire and cause damage to the person who initially attacked the Archfey. Roll a d100: anything below a 50 backfires upon the player and above 50 does not. The damage is at the full amount that it would be used at by the player character, and affects them no matter what spell or AC is at that time.

An Archfey’s Lair

forest fey

An Archfey often resides in a location of their choice, which is normally a place where the realms of mortal man and the fey overlap. These can be ruins, ancient castles or sacred groves of trees where no one sane dares to wander to. Guarded by all manner of sylvan creatures, they make sure to keep them in a state of eternal beauty and grandeur.

Its lair reflects the individual personality of the Archfey: while a benevolent and kind one may adorn it with everlasting trees and bird feathers, one with ill intention may cast shades of purples and greys over all that resides in its domain.

Due to their long-lived lifespans, many Archfey hoard some sort of valuable similar in the way dragons do in their lairs. It could be jewelry, magical artifacts or rare books. These beings are rare to give these up without a fight, but if granted something from their stock, consider it your luck kicking in.

An Archfey encountered inside of its lair has a challenge rating of 22 (41,000 XP).

Lair Actions

On initiative count 20 (loosing initiative ties), the Archfey can take a lair action to cause one of the following magical effects: the Archfey can’t use the same effect two rounds in a row.

  • The Archfey rolls a d8 and regains a spell slot of that level or lower. If it has no spell slots of that level or lower, nothing happens.
  • The flow of time is altered such that every creature in its lair must reroll Initiative. The Archfey can choose not to reroll.
  • Magical fog billows around one creature the Archfey can see within 120 feet of it. The creature must make a DC 15 Wisdom saving throw or be charmed by the Archfey until Initiative count 20 on the next round.

Vulpine Fury: A Playable Kitsune Race

Hey there, everybody!

You’ve seen the foxfolk race that me and my friend Doctor Necrotic have come up with, but I’d like to show off the kitsune race that I and my fellow DM created for our specific worlds. Once again, let me know on the page what you think of the race. If you’ve decided to play it, even better!

Sneaky as their ancestors in the wilds, kitsunes combine kitsune 1the grace of their vulpine heritage with the versatility of upright humanoid races. With a knack for trickery but bound by a tight-knit honor code, kitsunes have several traits which betray their true nature.

– Ability Score Increase: +2 Dex, +1 Charisma

– Size: Medium

– Speed: 30 ft

– Languages: Common, Sylvan

– Appearance: Kitsunes have one or two features that always set them apart from humans. This always includes slit-pupil eyes, which are commonly in a honey color or a golden brown. Upon creating a kitsune, however, you choose a feature that is always there in your disguised human form. These choices are fox ears, a tail or long black nails.

These creatures are proud of their lineage and are not afraid to show the world their unique features. There are times, though, where they will have the urge to conceal these to the best of the abilities. Ears may be stuffed under a hat or a bandana and nails may be bitten down.

kitsune 2– Fox Magic: As a kitsune, you have a well of innate magical energy stored inside of you due to your Sylvan bloodline. You have access to the following spells. Charisma is your spell casting stat.

  • Cantrip: Dancing Lights
  • 3rd: Grease
  • 5th: Blur

–  Skills: Perception, Deception

– Low Light Vision: 60 ft

– Shapechanger: You, as a kitsune, can shift between a hybrid, feral and human appearance. Its stats regardless of form are the same. It reverts to its true form if it dies. In combat, shifting is a standard action. Out of combat, it can be used as a quick action. In feral form, your base speed is 40 feet due to your small size: you also have advantage on Stealth check.s

  • Natural Attacks: In feral form, because you have no access to your chosen weapons, you have a natural bite and claw attack. These deal 1d4 plus your Dexterity modifier.
  • If in hybrid form and you are wielding a single weapon, you may make a single attack with said weapon and an additional claw or bite attack

That’s What I Call a Battering Ram: Playable Faun Race (5th ed.)

* EDIT* Wow! I’m amazed that you guys love the faun race so much! Me and my homebrew partner-in-crime are flattered at this! But please remember that Pitfalls and Pixies has a host of other intriguing races as well. Regardless, thanks for the positive feedback from you guys! : ) *


I love fauns: forest-dwelling fae creatures who can fight with the best of them while slinging spells. So, when I read over the Player’s Handbook and saw a lack of these beings (no one seems to have a faun race available, do they?), it was high time that, with the assistance of one of my friends, I begin work on crafting them.

And here’s the result!

“You go into them woods, boy, I can’t assure you’ll come out the same person you were. The song of the denizens who live there, they’ll try to charm you into joining them in their raucous dances and hedonistic rituals. Don’t follow them goat-men, or you can count your sanity gone.”

Fauns are humanoid creatures who share the characteristics of the average human but the lower portions of a goat or a 418px-Frontispiece_to_A_Book_of_Mythsdeer. Sly, wily and mischievous, these forest-dwellers are typically nomadic and take great enjoyment in innocent trickery. They delight in fine art as well, and are experts with weapons that some cultures may find primitive and simple.Sometimes, there is nothing as frightening as a wall of spears being thrown at the ignorant trespasser into faun territory.

–  Darkvision

–  Speed 30
–  Languages Sylvan and common

–  Ability Score Increase: +1 Dex. All of these goat-legged beings, regardless of their environment, are nimble things that use this to get out of painful situations fast.

–  Satyr Weapon Training: You are proficient with short swords, blowguns and spears.

–  Fae Legacy: As a Sylvan creature, the ancient ways of magic run through your veins. You gain access to the following spells at the correlating level. Charisma is your casting stat.

Cantrip: Druidcraft

Lvl 3- Moonbeam

Lvl 5- Daylight

02f3ef231c6a5d1012778553a5790a99Fae Ancestry: Due to your Sylvan blood, you have advantage on saving throws against being charmed by spells and/or spell-like effects and cannot be put to sleep through magical means.

–   Racial Sub Types: Not all fauns reside in the woods of the realm. You may choose between Mountain and Forest faun as your sub type.


–  Ability Score Increase: +2 Constitution.
–   Sure Footed: As a creature born into the harsh rocky terrain, you have no penalty on rough or difficult terrain.
–  Mountain Resilience: You have advantage on saving throws against poison and resistance on poison damage

Ability Score Increase: +2 Wisdom
Mask of the Wild: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist and other natural phenomena.
Forest Knowledge: Proficiency in Nature checks involving Herbalism or Tracking Animals

If you’ve played this race, please let me know what you all think! I’m always open to input!