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Knights of The Roundtable

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100% found this document useful (4 votes)
4K views79 pages

Knights of The Roundtable

Uploaded by

Saber Alter
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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1

Table of Content
Page Content

3 Races

10 Subclasses

28 Spells

39 Feats

41 Items

52 Monsters

Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License
version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters,
deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously
been designated as Open Game Content or are in the public domain are not included in this declaration.)

Open Content: Except for material designated as Product Identity (see above), the game mechanics of this MonkeyDM
game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of
this work other than the material designated as Open Game Content may be reproduced in any form without written
permission.

Knights of the Roundtable is published by MonkeyDM under the Open Game License version 1.0a. Copyright 2022
MonkeyDM. All Rights Reserved

2
Races

3
Avalonian Hero
All humans are born as mere mortals, yet a few •Languages. You know Common and one language
chosen ones have legendary fates spelled out for of your choice.
them from the moment of their conception. These are •Lead the Charge. You heed the call of battle. You
known as Avalonian Heroes. Although they look like get a 1d6 bonus to your initiative rolls.
ordinary folks, they are far from it. The gods and the •Size. Your size is Medium.
lands have chosen them as heroes of fate, a fate that •Speed. You have a walking speed of 30 feet.
can elevate them to the status of legend, or crush •Subraces. Heroes are born with certain destinies,
them under its weight. which heavily influence their abilities. They can be
either Ardent, Saintly, or Untamed.

Features
Ardent Traits
•Ability Score Increase. Your Strength and
Charisma scores increase by 1. Ardent Heroes make for powerful knights and
•Age. Heroes live about the same amount normal mighty kings. They charge into battle without fear
humans do, but reach maturity much faster, around and can withstand great pain without ever giving up.
the age of 14. •Ability Score Increase. Your Strength score
•Alignment. Heroes have an innate sense for justice increases by 2.
and kindness; many of them are lawful or good, and •Ardent Will. When you would gain the frightened
most often both. or charmed condition, you can use your reaction
•Bound by Fate. Whenever you roll a 1 on a d20, the steady your heart and face your fate, immediately
threads that weave your fate are distorted and the ending the condition. Once you've used this feature,
maleficent forces grab this opportunity to break your you can't do so again until you finish a long rest.
will. You have disadvantage on the next attack roll, •Relentless Endurance. When you are reduced to 0
ability check or saving throw you make. hit points but not killed outright, you can drop to 1
•Chosen One. You gain proficiency in the hit point instead. You can't use this feature again
Persuasion skill. until you finish a long rest.

Art by Grandfailure

4
Saintly Traits
Saintly Heroes have been blessed by the gods with
incredible luck and magical knowledge. They turn
into saints, martyrs and other holy figures.
•Ability Score Increase. Your Wisdom score
increases by 2.
•Divine Will. You know the guidance cantrip.
Starting at 3rd level, you can cast the sanctuary spell
with this trait. Starting at 5th level, you can also cast
the augury spell with this trait, without requiring a
material component. Once you cast sanctuary or
augury with this trait, you can't cast that spell with it
again until you finish a long rest. You can also cast
either of those spells using any spell slots you have of
the appropriate level. Wisdom or Charisma is your
spellcasting ability for these spells when you cast
them with this trait (choose when you select this
race).
•Heavenly heritage. You can speak, read and
understand Celestial, but cannot write it.

Untamed Traits
Untamed Heroes are bound to become one with
nature. Their skills and hard work are unmatched,
though they may not always fit the standards society
has for them.
•Ability Score Increase. Your Dexterity score
increases by 2.
•Fleetfoot. You ignore nonmagical difficult terrain
and cannot get lost except by magical means.
•Wild Soul. You gain proficiency in the Survival skill
and a climbing speed equal to your walking speed.
.

5
Trollblood
Heavy-Handed. You can use your large hands to
Trolls and ogres are often seen as the enemies of
make unarmed strikes. When you hit with them, the
mankind, especially in fairytales, folklore and other
strike deals 1d8 + your Strength modifier
myths, be they of Arthurian or Celtic origin. This is a
bludgeoning damage.
stereotype, however, as many trolls are peaceful
giants. They only hide in swamps and under bridges
Languages. You know Common and Giant.
because of fear they will be struck down by the
ignorant. But not all people are ignorant. Some see
Powerful Build. You count as one size larger when
past the unappealing physique and focus on the
determining your carrying capacity and the weight
large heart. When a human and a troll love each
you can push, drag, or lift.
other, come the Trollblood - green-skinned, long-
armed creatures that their human parents often shun.
Size. You weigh around 300 pounds and stand at
around 7 feet tall. Your size is Medium.
Trollblood Features Speed. You have a walking speed of 30 feet.

Ability Score Increase. Your Constitution score Troll Regeneration. As an action on your turn or at
increases by 2. the start of your turn when you are at 0 hit points, if
you did not take fire or acid damage since the end of
Age. Trollbloods live as long as full-blooded trolls, your last turn, you may regain hit points equal to
growing larger and more distorted with age, like twice your proficiency bonus. Once you use this trait,
knotting trees. They reach maturity by the age of 5 you can't use it again until you finish a long rest.
and can live up to 800 years.
Subraces. Trollbloods are heavily influenced by their
Alignment. Due to them being shunned, most environments. They can be either Bridge Trollblood,
trollbloods are neutral and chaotic. Forest Trollblood, or Swamp Trollblood.

Darkvision. You can see in dim light within 60 feet of


you as if it were bright light and in darkness as if it
were dim light. You discern colors in that darkness
only as shades of gray.

6
Bridge Trollblood Traits generally brave souls, but most importantly they are
layered, like onions.

Bridge Trollbloods have grown up on the edge of Ability Score Increase. Your Strength score increases
society, stalking from below the bridges, then by 1.
assaulting and eating those who trespass.
Bayou Body. You have a swimming speed equal to
Ability Score Increase. Your Dexterity score your walking speed.
increases by 1.
Hold Breath. You can hold your breath for up to 15
Beneath the Bridges. You gain proficiency in the minutes at a time.
Stealth skill.
Roar. Your loud roar can convince people to get out
Devour. When a creature of size Medium or smaller of your swamp. As an action, you roar within a 15-
dies within 10 feet of you, you may expend your foot cone. All creatures within the cone must make a
reaction to devour it. If you do, you regain hit points Strength saving throw (DC = 8 + your Constitution
equal to three times its CR. You can use this ability a modifier + your proficiency bonus). On a failure, they
number of times equal to your proficiency bonus and take 2d8 thunder damage, are pushed 10 feet away
regain and can’t do so again until you complete a and are knocked prone. On a success, they take half
long rest. damage and are not moved or knocked prone. Once
you use this trait, you can't use it again until you
finish a long rest.
Forest Trollblood Traits
Forest Trollblood have accepted their lives as
outsiders and retreated into the woods, where
they've grown wise and learned how to find peace.

Ability Score Increase. Your Wisdom score increases


by 1.

Inner Peace. You have advantage on saving throws


you make to avoid or end the charmed and
frightened conditions on yourself.

Forest Dweller. You gain proficiency in the Survival


or Nature skill.

Woodland Friend. You learn the druidcraft cantrip,


and can speak to and understand plants and
woodland creatures.

Swamp Trollblood Traits


Swamp Trollblood are often the most hated, but the
most valiant of the trolls, despite their awful smell.
They take baths in mud, befriend donkeys and are

7
Spriggan Traits
•Ability Score Increase. Your Strength score
increases by 2.

• Age. Spriggan's bodies look aged from the


moment they are born, yet they live up to 1000
years, reaching maturity around 100 years old.

• Alignment. Malicious by nature and


perpetually angry, spriggans are usually evil.

• Giant Heritage. You count as two sizes larger


when determining your carrying capacity and
the weight you can push, drag, or lift.

• Growth Spurt (Optional Trait, at the GM’s


Discretion). As a bonus action, you can unleash
your giant blood. You gain temporary hit points
equal to your level and your size becomes large
for the next minute. You also gain an additional
benefit based on your subrace. Once you've
used this trait, you can't do this again until
you've finished a long rest.

• Languages. You know Common and Giant.

• Size. You weigh around 100 pounds and


stand at around 3 feet tall. Your size is Small.

• Speed. You have a walking speed of 25 feet.


Your speed is not reduced by wearing heavy
armor.

• Subraces. Spriggans are all angry, but the nature in


which they behave due to that anger is different. You
can be a Everwant Spriggan, a Deepdweller Spriggan
Spriggan or a Ragefilled Spriggan.

• Superior Darkivison. You can see in dim light


within 60 feet of you as if it were bright light and in
When someone mentions giants, people assume that darkness as if it were dim light. You discern colors in
the size comes alongside the name. It does not, and that darkness only as shades of gray.
spriggans are concrete proof of that. These miniature
sprites are descendants of the giants, but due to the • Unpleasant Disposition. You have
curse of Morgan Le Fay, they are stuck within small disadvantage on Charisma (Persuasion) checks and
bodies, their proper size only showing when they advantage on Charisma (Intimidation) checks.
become fueled by grand emotions. Over time, history
has forgotten why Morgan cursed them, but their
rage has endured, not just at the witch but at the
entire world. It is this rage that has helped them GM Note: The Growth Spurt Trait is very
maintain their strength throughout the ages. strong. It pushes this race from good, to above
the power curve. I would recommend using it
carefully. It is there to give a more unique
aspect to the race, and is mostly intended for
tables who enjoy running more difficult games.

Art by Alena

8
Everwant Traits Ragefilled Traits
Everwant Spriggans have learned that people derive Ragefilled spriggans never left their anger behind.
their happiness from objects, so it's become their goal They continue to destroy everything around them,
to steal as much as possible. se�ing fire to buildings, fighting travelers and being
overall insufferable.
● Ability Score Increase. Your Dexterity score
increases by 1. ● Ability Score Increase. Your Constitution score
increases by 1.
● Change Shape. You learn the disguise self spell
and can cast it once at its lowest level. You must finish ● Angry Grasp. You can use weapons with the
a short or long rest to cast it again with this trait. heavy property as if your size were Medium.
Constitution is your spellcasting ability for the spell.
● Feisty. You have advantage on opportunity
● Runaway. Whenever you use your Growth a�acks.
Spurt trait, your movement speed is doubled for the
duration. ● Seed of Rage. When you use your Growth Spurt
trait, you may choose either bludgeoning, piercing or
● Thieves' Hands. You gain proficiency in the slashing damage. For the duration, you have
Sleight of Hand skill and learn the mage hand spell. resistance to nonmagical damage of the chosen type.

Deepdweller Traits
After noticing the true extent of your hatred, you've
retreated to ruins and mines, where you harness
your anger through study, songs and art, away from
humanity.

● Ability Score Increase. Your Charisma score


increases by 1.

● Enlightening Song. When you use your Growth


Spurt trait, you let out a song that shows your inner
anger. All creatures within 30 feet of you when you
transform must make a Wisdom saving throw (DC =
8 + your Charisma modifier + your proficiency
bonus) or become frightened of you for 1 minute.
They can repeat the saving throw at the end of their
turns, ending the effect on a success.

● Knowledge of Song and Stone. You gain


proficiency in the Performance skill and in mason's
tools.

● Ruin Delver. You have a climbing speed equal


to your walking speed. In addition, you have
advantage on checks to identify the origin of caves
and ruins, as well as checks to navigate them.

9
Subclasses

10
Barbarian:
Path of the Griefstricken
Everyone has their own way of coping with the pain.
For some, the anguish they feel after losing a loved
one pushes them to become their best selves. The
barbarians that take up the Path of the Griefstricken
deal with their pain by subjecting themselves to even
more torture, both physical and emotional. The worst
thing that could happen to them has already
happened, so why should they ever fear more of it?

Survivor’s Guilt
Though you live, your heart has long stopped
beating. At 3rd level, pain only heightens your power.
While raging, if you take bludgeoning, piercing,
psychic or slashing damage, your next weapon attack
deals an additional 1d4 damage of the weapon’s Art by Warmtail
type. This bonus can stack up to four times.
Sight of Sorrow
When you reach the 10th level, the additional
damage increases to 2d4. When you reach the 14th All the pain you’ve enduring has made you an expert
level, it increases to 3d4. at reading emotions At 10th level, you gain
proficiency in the Wisdom (Insight) skill if you are
Tortured Mind not proficient already. Your proficiency bonus is
doubled for any ability check you make that uses
Wisdom (Insight).
Your mental state is fragile and broken due to the
trauma you have endured. Also at 3rd level, whenever
In addition, you can empart your will on those
you take psychic damage while you are raging, you
around you. You learn the charm person spell and
may use you reaction to channel the torment and
may cast it without requiring a spell slot or
empower your rage. If you do, on your next turn, if
components by sharing your emotions. Strength is
you make an attack with advantage you can reroll
your spellcasting ability for the spell when you cast it
one of the dice and choose the highest roll of the
with this trait.
three.
You can cast the spell a number of times equal to
Once you use this feature a number of times equal
your Strength modifier, and regain the ability to do
to your Strength modifier, you can't use it again until
so when you finish a long rest.
you finish a short or long rest.

Avenger’s Anguish Visions of Loss


You can’t bear to see the loss of those you love,
At 14th level, your control over your grief is such that
sending you into a frenzy whenever they fall. At 6th
you can force it upon others. As part of entering a
level, whenever an allied creature you can see drops
rage, you can choose a creature within 60 feet of you.
to 0 hit points, if you are raging, you can choose to
You stare deep into its soul, forcing it to make a
enter a state of heightened awareness (no action
Charisma saving throw (DC = 8 + your Strength
required). Until the end of your next turn, your
Modifier + your Proficiency bonus). On a failure, you
movement speed is doubled and cannot be reduced,
sear its soul and it becomes connected to you for the
and you are immune to the charmed, frightened,
duration of your rage.
grappled, prone, restrained and stunned conditions.
If you were under the effect of any of these
While connected in this way, whenever you resist
conditions, the condition instantly ends.
damage, the creature takes psychic damage equal to
the damage you took.
Once you use this feature, you can't use it again
until you finish a long rest.
11
12
Barbarian: Path of Roots and Branches
the Green Man When you reach the 6th level, your body has become
one with the corrupted nature, filled with spikes and
branches. The first time you are brought below half of
your maximum hit points, and the first time you are
Legend says that the touch of Morgan Le Fay can turn brought to 0 hit points, spikes emerge from you in a
any regular man into a deformed forest troll whose 30-foot radius. The area becomes difficult terrain for
body grows fungi-like bulges and whose skin turns the duration for all creatures but yourself and any
green like the grass. These malformed individuals are number of creatures you choose. When a creature
known as the green men. Some of them consider their moves into or within the area, you can cause it to take
new condition a blessing, and others find it to be a 1d4 piercing damage for every 5 feet it travels.
curse, but most of them become lawless barbarians.
As Morgan's magic grows stronger, they begin losing
grip over their sanity and become more and more
fierce, while their body turns them into part of the
Cycle of Rebirth
wilds. At the end of their lives, they return to the At the 10th level, you've learned to harness the wild's
forest, where they disintegrate into a pile of leaves control over you. Though it may slowly turn you into
and dirt, feeding the cycle of life and death. a plant, you can use it to also restore life, not just
destroy it. You learn the plant growth, revivify and
speak with plants spells. You may cast them once each
Restorative Anatomy without requiring spell slots. When cast in this way,
you must expend 30 hit points to cast the spell.
Starting at 3rd level, your body becomes corrupted
by a magical symbiote, turning your skin green and After using this feature, you can't regain hit points
enhancing your restoration. from your Restorative Anatomy feature for the next
minute.
As a bonus action, if you've taken damage since the
end of your last turn, you regain hit points equal to
half your Constitution modifier (minimum of 1) +
your proficiency bonus. You can't gain more hit
Soul of the Forest
points than the damage you've taken since the end of Starting at 14th level, you can channel all the energy
your last turn when using this feature. of the curse into your body, so that it no longer
resembles that of a humanoid whatsoever. When
You can use this feature a number of times equal to entering your rage, you may choose to enter a
your Constitution modifier (a minimum of once). You transformation, which lasts until the end of your rage.
regain all expended uses when you finish a long rest. Vines sprout from your mouth, your hair turns to
leaves and your arms grow long. While transformed
in this way, you gain the following benefits:
Bulbous Brute
• The range of your Bark Fists increases to 30
Also at 3rd level, your body contorts and becomes feet and any successful a�ack with them also
bulbous. You gain the following features: grapples the target.

• Tree-kno�ed Skin. If a creature you can see • Your Tree-kno�ed Skin does not require a reaction.
within 10 feet of you hits you with an a�ack roll, you
can use your reaction to make a grapple a�ack • Your Restorative Anatomy restores double the
against it by causing your skin to turn into tree knots hit points rolled and can any amount, regardless of
around it. the damage taken.

• Barked Fists. Your fists turn into calloused Once you've used this feature, you can't do so again
hammers. They become a magical natural weapon, until you finish a long rest.
which deals 1d8 bludgeoning damage. They count as
a simple melee weapon for you, and you add your
Strength modifier to the a�ack and damage rolls
when you a�ack with it, as normal. In addition, any
creature damaged by the fists has its movement
speed reduced by 10 feet.

13
Cleric:
Loyalty Domain
Within Arthurian myth, few traits are as heralded as
loyalty. When Morgan's charms weaken ordinary men,
and Mordred's work sows discord, those who can find
devotion within their hearts are the ones who shall receive
God's blessing. As such, clerics of the Loyalty Domain
strive to ensure that the good do not lose faith and remain
bonded forever.

Domain Spells
You gain domain spells at the cleric levels listed in
the Loyalty Domain Spells table. See the Divine
Domain class feature for how domain spells work.

Loyalty Domain Spells

1st level bless, heroism

3rd level aid, zone of truth


mass healing word,
5th level
spirit guardians
freedom of movement,
7th level
resilient sphere
greater restoration,
9th level
mass cure wounds

Bonus Proficiency Art by Warmtail

When you choose this domain at 1st level, you gain


Channel Divinity:
proficiency with heavy armor and shields.
Stand United
In The Fray Starting at 2nd level, you can use your Channel
Divinity to bring people together in times of need.
Also starting at 1st level, your mind has become your
As an action, you can choose a number of creatures
sanctuary, helping you stave off any doubts and
equal to your Wisdom modifier (minimum of 1)
helping steady yourself and close to you. Whenever
within 60 feet. Each creature gains temporary hit
you cast a spell of 1st level or higher with a range of
points equal to your Wisdom modifier + your
touch, you gain a bonus to your AC equal to half
Proficiency bonus, and can use its reaction to move up
your Wisdom modifier rounded up (minimum of 1)
to its full movement without triggering attacks of
until the start of your next turn.
opportunity. When moving this way, it must end its
movement closer to you than when it started moving.
In addition, you have advantage on saving throws
against the charmed and frightened conditions.

14
Never Waver
Beginning at 6th level, your loyalty is inspiring to
those around you, aiding them in pushing forth, no
matter how hard the battle is. If a creature within 5
feet of you is brought to 0 hit points, you can expend
your reaction to grant them healing equal to 1d6 +
your Wisdom modifier. The healing increases to 2d6
when you reach the 14th level.

You can use this feature a number of times equal


to your Wisdom modifier (a minimum of once). You
regain all expended uses when you finish a long rest.

Potent Spellcasting
At 8th level, you gain the ability to infuse your
weapon strikes with divine energy. Once on each of
your turns when you hit a creature with a weapon
attack, you can cause the attack to deal an extra 1d8
radiant damage to the target. When you reach 14th
level, the extra damage increases to 2d8.

We Are One
Starting at 17th level, the loyalty of you and those
around you runs deeper than blood, thus turning
you all into one through an ancient ritual. At the end
of a long rest, you may choose a number of creatures
equal to your Wisdom modifier (minimum of 1).

All creatures now share a collective pool of hit points


equal to their maximum hit points combined. This
pool functions as their hit points would normally,
meaning they do not lose consciousness unless the
pool reaches 0 hit points. They must all make
concentration checks when they take damage
Whenever an ability or effect would heal or damage
multiple creatures that share the same hit point pool,
the healing or damage is added separately for each
creature that is affected by it.

Once you've used this ability, you can't use it


again for 10 days.

15
Druid:
Circle of the Loch
Nothing frightens the people of Camelot more than the
lochs. Mordred's raids may harm them, and Morgan Le
Fay may drive them insane, but the lochs are a threat
beyond comprehension. There are beings beneath it all that
one cannot fully comprehend. The Loch Ness Monster and
its ilk, shrouded in fog and mystery, will forever haunt the
people because they will never be fully understood.

The Loch's Druids are here to keep this fear alive, but they
would not consider themselves evil. Rather, they maintain
the equilibrium. If children did not fear the loch, they
would drown in it. Adults' fishing would never end if they
did not fear what lies beneath. Harmony is achieved in this
manner, albeit by force.

Loch's Mists
Starting at 2nd level, you can summon up the mists
above the loch, tapping into people's fear of the
unseen. As a bonus action, you can expend one use
of your Wild Shape, and instead of transforming, you
summon the Loch's Mists within a 15-foot radius
sphere centered on you. The mist moves with you,
remaining centered on you and making its area
heavily obscured. You and each creature within 5 feet
of you see normally within the mist. This mist lasts
for 10 minutes, spreads around corners, and cannot
be dispersed unless you choose to end this effect (no Return Below
action required). At 10th level, you can emerge from hiding to defend
those around you. While you have your Loch's Mists
In addition, whenever you damage a creature outside summoned, whenever an ally within 90 feet of you
the mists, it must succeed on a Wisdom saving throw takes damage, you can use your reaction to drag
against your spell save DC or become frightened for them within the Mists, reducing the damage by 1d8 +
1 minute. It can repeat the saving throw at the end of your Wisdom modifier and bringing them within 5
each its turns, ending the effect on a success. On a feet of you.
successful save a creature is immune to this effect for
24 hours.
Soul of the Loch
From the Depths By the 14th level, you've learned to become one with
the loch's fog. When you summon Loch's Mists, you
Also at 2nd level, you gain a swimming speed equal may turn into a swirl of mist yourself as part of the
to your movement speed and can breathe same bonus action. While in this form, you have a
underwater, as you learn to navigate the lochs flying speed of 40, can enter and occupy the space of
without issue. other creatures, and can pass through small holes,
narrow openings, and even mere cracks.
Additionally, you have advantage on Strength and
Shroud of the Shore Dexterity saving throws.
By the 6th level, you've learned to use the mists to
travel to previously inaccessible locations. You and a While in this form, you can't talk, manipulate objects,
number of creatures equal to your Wisdom modifier or cast spells with verbal components. On
(minimum of 1) within the Loch's Mists have their subsequent turns, you can switch in and out of this
movement speed increased by 10 feet and can walk form as an action.
on liquid surfaces as if they were solid ground.
16
Fighter: The Squire When you gain this feature, you must choose one
creature you are familiar with, pledging your life to
them. You can only change this vow if your previous
master perishes dies. While you are within 60 feet of
Behind every legendary warrior is a loyal and your liege, you gain the following benefits:
unwavering squire. Unsung heroes of fabled tales,
they patch armor, lift spirits and do everything they Emboldened Spirit. You may add a 1d4 bonus to
possibly can to help their liege survive - and win - your weapon damage rolls and to all ability checks in
their battles. Although history is not kind to their which you are proficient. This dice increases to a d6
plight, they are as crucial as the knights and kings at 10th level and to a d8 at 18th level.
they have served.
Joined Life. When your liege is targeted with an
attack, but before the attack hits or misses, you may
Armor Caretaker use your reaction to move up to half your speed
towards the creature. If you finish this movement
with 5 feet of your liege, you may become the target
Starting at 3rd level, You gain proficiency with of the attack instead of it.
smith's tools. If you are already proficient with them,
you gain proficiency with one set of artisan's tools of Watchful Disposition. You cannot be surprised
your choice. Your proficiency bonus is doubled for and have advantage on all Wisdom (Perception)
any ability check you make that uses smith's tools. checks to locate hidden creatures.

In addition, you may aid creatures in donning their


armor. While you aid a creature in this way, the time Experienced Sidekick
to don an armor is reduced in half. If you help a
creature don their armor in this way, you may give
the armor a +1 bonus to AC until the next dawn. The At 7th level, you have spent enough time with the
bonus increases when you reach certain levels in this blades of knights to have mastered your craft. At the
class, increasing to +2 at 13th and +3 at 18th level. end of a long rest, you may choose a single melee
weapon, magical or non-magical. The weapon gains
Once you use this feature, you can't use it again until a +1 bonus to all attack and damage rolls. This benefit
you finish a long rest. lasts until the end of your next long rest. The bonus
increases when you reach certain levels in this class,
increasing to +2 at 10th and +3 at 18th level.
Retainer’s Vow Once you use this feature, you can't use it again until
you finish a long rest.

Also at 3rd level, You swear your life to your


liege and promise to stand Bolster
by their side,
always.
At 10th level your vow bolsters your resilience -
if enemies want to get to your liege, they’ll
have to go through your first. Your
Emboldened Spirit ability now also
applies to all Strength, Dexterity and
Consitution saving throws you make.

Reciprocity
At 15th level, your fervent
ardor leaves all in awe, even
lifting the spirits of those you
serve. Your liege also gain
the benefits of your
Emboldened Spirit and
Watchful Disposition
abilities while within 60
feet of you.

17
Art by Warmtail

Paladin: Oath of
Insurrection
Oath Spells
Blessed by the hand of Mordred, the Black Knight,
himself, the paladins that take the Oath of
Insurrection are Camelot's greatest enemies. Through Starting at 3rd level, you gain oath spells at the
their dark magics and vile tenets, they become dark paladin levels listed in the Oath of Insurrection Spells
mirrors to the Knights of the Round Table - whenever table. See the Sacred Oath class feature for how oath
they forge new bonds, cracks form with the arrival of spells work.
these paladins. Whether it be through combat or
scheming in the court, they are harbingers of doom.
There are no lofty ideals nor bonds of kinship, only Oath of Insurrection Spells
power rules - might makes right.
3rd level bane, disguise self
hold person,
Tenets of Insurrection 5th level
ray of enfeeblement
bestow curse,
9th level
Remove the Chosen. Holy leaders are weaklings meld into stone
unfit to rule the land. You must remove them, assert phantasmal killer,
13th level
secret chest
your power and conquer all. contagion,
17th level
dominate person
Segregate and Isolate. Those who depend on their
community are a plague. You have to keep them
separate so that they learn to live alone.

Forsake Tradition. Familial bonds and traditions are


shackles that old society together. Take advantage of
those who respect them to bring about their
downfall.
18
Channel Divinity Kingslayer
When you take this oath at 3rd level, you gain the You've trained your entire life to topple kingdoms,
following two Channel Divinity options. See the and now you have the strength to do so. At level 20
Sacred Oath class feature for how Channel Divinity you can channel all your powers, becoming your
works. final form. Using your action, you undergo a
transformation. For 1 hour, you gain the following
Cause Division. You can use your Channel benefits:
Divinity to plant paranoia amongst creatures. As an
action, you force each creature of your choice that •You have advantage on all attacks against creatures
you can see within 30 feet of you to make a Wisdom with a higher armor class than you.
saving throw. On a failed save, a creature becomes
frightened of its allies and must spend its movement •You have unlimited uses of your Bane of
next turn moving as far as possible from them. It Togetherness feature.
cannot willingly move closer to them for 1 minute. A
creature under this effect can repeat this saving •Creatures with maximum hit points lower than
throw at the end of each of its turns, ending the effect your maximum hit points cannot target you with
on itself on a success. attacks or abilities.

Sudden Betrayal. You can use your Channel •Whenever a creature within your Aura of Sabotage
Divinity to turn friend into foe. When a creature becomes the target of a spell or ability from outside
within 5 feet of you misses you with an attack, you the aura, you learn the spell or ability's effects. You
can use your Channel Divinity as a reaction to divert may use your reaction to become the new target
the attack. The creature must make a Wisdom saving instead.
throw. On a failure, the creature must repeat the
attack against a creature of your choice within range.

Aura of Sabotage
At 7th level, your presence erases rational thought
from the mind of most, after all anyone could be a
traitor, a follower of Mordred. The aura extends 10
feet from you in every direction, but not through
total cover.

While within the aura, creatures cannot regain hit


points or target their allies with spells or abilities
unless you choose to let them (no action required).

At 18th level, the range of this aura increases to 30


feet.

Bane of Togetherness
At 15th level, whenever you damage a creature with
a melee attack, you can choose to have to make a
vicious hit and cause the attack to sneak onto a
second target within 5 feet. You must roll separately
to hit this second creature. If successful, the attack
deals damage equal to your Charisma modifier +
your paladin level.

You can use this feature a number of times equal to


your Charisma modifier (a minimum of once). You
regain all expended uses when you finish a long rest.

19
Ranger: Relic Expert Curator
Keeper Conclave Starting at 3rd level, you've developed an eye for
ancient relics and vast knowledge of antiquity. You
gain proficiency in the History skill. If you are already
The lands of Camelot are ripe with treasure. Those trained proficient in it, you gain proficiency in one of the
enough to see it can spot it immediately, whether it be the following skills of your choice: Arcana or Religion.
plethora of mystical swords or tomes with stories that
come to life. The Relic Keeper Conclave is in charge of Your proficiency bonus is doubled for any ability
caring for these relics. Sometimes, caring for them means check you make that uses History. You receive this
hiding them as best as possible, while other times, it means benefit regardless of the skill proficiency you gain
finding them and using them for good. from this feature.

Relic Keeper Spells


Heirloom Trove
Starting at 3rd level, you learn an additional spell Also at 3rd level, you're capable of harnessing more
when you reach certain levels in this class, as shown power from the magic you carry. Whenever you hit a
in the Relic Keeper Spells table. The spell counts as a creature with a weapon attack, you can add
ranger spell for you, but it doesn't count against the additional damage of the weapon’s type, based on
number of ranger spells you know. the number of different magical items you have in
your possession. You deal an extra 1d4 for one item,
3rd level identify 1d6 for three items, 1d8 for five items, 1d10 for eight
items, and 1d12 for 10 items. You can deal this extra
5th level arcane lock damage only once per turn.
9th level remove curse
Additionally, you can attune and remove
13th level secret chest attunement from your magical items as an action.
17th level legend lore

Art by Grandfailure

GM NOTE: Duplicate Items do not count twice


for your Heirloom Trove trait. For example beads
of force count as a single item, even if you are
holding multiple beads.

20
Curio Collector
Starting at 7th level, you can sense the location of
magical items around you, regardless of how well-
hidden they are. You know the exact location of all
magical items within a 30-foot radius centered on you.

In addition, as a bonus action, you can make a


number of magical object equal to your Wisdom
modifier (minimum of 1) within this radius shed
bright light in a 10-foot radius for 1 minute. While
glowing in this way, the objects cannot be teleported
or be invisible, and attacks against a creature holding
such an object are made at advantage.

Once you've used this bonus action, you can't do


so again until you finish a long rest.

Heirloom Master
By the 11th level, you've mastered the power of your
magical items. You can now attune and end
attunement from your magical items as a bonus
action and can apply the extra damage from your
Heirloom Trove up to twice per turn on your turn.

In addition, you can't be disarmed of magical


items, and they can only be taken or stolen from you
if you are conscious.

Keeper's Denial
At the 15th level, you've learned how to pinpoint a
magical item's properties and disable it, giving you
just enough time to contain it. Whenever you make a
successful weapon attack, you can choose to cast
dispel magic as part of that attack. The spell is cast at
its lowest level, but does not require a spell slot nor
components. If the spell is successful against an item,
and you have a free hand, the item is teleported to it.

You can use this feature a number of times equal


to your Wisdom modifier (a minimum of once). You
regain all expended uses when you finish a long rest.

21
Rogue - Woodland When you reach certain levels in this class, the size of
your Whimsy dice increases: at 5th level (d6), 11th

Prankster level (d8), and 17th level (d10). The pranks below use
your Whimsy dice.

• Changeling. As an action, you may roll any


What fools these mortals be! But you are no mere number of Whimsy dice and add up the results, then
mortal. You are a woodland prankster, a rogue that choose a number of creatures equal to the total. All
has stepped into the enchanted wilds of Camelot and willing creatures chosen can transform into a horse,
returned to society with powers borrowed from the goat, cat, dog, or rat as per the polymorph spell. This
faerie courts that rule said wilds. Now, filled to the transformation lasts up to 1 minute.
brim with a want for mischief, your main goal is to
sow discord, stir temptation and be a nuisance to all • To Sleep, Perchance to Dream. As a bonus
wrongdoers - and perhaps even some people who action, you may roll any number of Whimsy dice and
just annoy you. add up the results, infusing your weapon with fey
magic. Your next successful weapon a�ack deals
extra damage equal to the number rolled. If a
Spiteful Prankster creature is below half of its maximum hit points after
this damage, it must make a Constitution saving
Starting at 3rd level, the whimsical magic of the throw (DC = 8 + your Proficiency bonus + your
woodlands flows within you. This is represented by Charisma modifier). On a failure, it falls unconscious
your Whimsy Dice, which are d4s. You have a until the end of its next turn, it takes damage, or
number of these dice equal to your proficiency someone uses an action to shake or slap the it awake.
bonus, and they fuel various magical pranks you can Undead and creatures immune to being charmed
perform. aren't affected by this feature.

Your pranks expend Whimsy dice they use, as


specificed in their descriptions, and you can't use a
prank if it requires you to use a die when all your
dice are expended. You regain all your Whimsy dice
when you finish a long rest.

22
• The More, the Merrier. As an action, you may
roll any number of Whimsy dice and add up the Goodfellow
results. You create a number of illusory copies of Starting at 13th level, the Woodland grants you a gift
yourself equal to the total. Each copy appears in an to enhance your pranks. You gain a flying speed
unoccupied space that you can see within 30 feet of equal to your walking speed. You can't use this flying
you. As a bonus action on your turn, you can move speed if you're wearing medium or heavy armor.
each copy up to 30 feet to a space you can see, but it
must remain within 120 feet of you. They look In addition, while you have at least one illusionary
identical to you, echo your voice and take the same copy within 30 feet of you, you may use your bonus
actions you do and, if you a�ack a creature which action to switch places with any of your copies. After
does not know which one is the real you, you get the using this feature, creatures which have discerned the
benefits of your Sneak A�ack. To tell which one is the real you no longer know which one is the real you.
real you, a creature must spend its action to make a
Intelligence (Investigation) check (DC = 8 + your You can use this feature a number of times equal to
Proficiency bonus + your Charisma modifier). On a your Charisma modifier (a minimum of once). You
success, it discerns the real you and cannot be tricked regain all expended uses when you finish a long rest.
by the clones until you use your action to summon
new ones.
Bewitching Mirth
Cover The Tracks When you reach the 17th level, you've learned how
to corrupt the will of a creature, turning it into a
Also at 3rd level, you learn the pass without trace servant of merriment same as you are. You learn the
spell. You may cast this spell without requiring a dominate monster spell, but can only cast it on
spell slot. Once you've used this feature, you can't do unconscious creatures. When casting the spell in this
so again until you finish a short or long rest. way, you may expend any number of Whimsy dice
and add up the results. If the total number rolled is
higher than the creature's CR, it automatically fails
Foolish Trade the saving throw to resist the spell. On a failure, the
At 9th level, you've unlocked a special bit of faerie creature awakens and its head turns into that of a
magic, allowing you to turn vicious weapons and donkey, in addition to the effects of the spell.
strong armors into worthless tools. You gain access to
the following prank: Once you've used this feature, you can't do so again
until you finish a long rest.
• Deglamer. As an action, you may roll any
number of Whimsy dice and add up the result.
Choose an object within 30 feet of you. If the object is
being worn or carried, the creature can make a
Charisma saving throw (DC = 8 + your Proficiency
bonus + your Charisma modifier) to resist the effect.
On a failure, or if the object is not worn or carried, it
turns into a vegetable and drops to the ground for a
number of turns equal to the number rolled on your
Whimsy dice. While in this form, it cannot be
damaged or destroyed, although it looks like a
normal vegetable. If a creature is carrying the
vegetable at the end of their turn, it can repeat the
saving throw, ending the effect on a success.

23
Warlock: Lady of Additionally, you can attune to one additional magic
item, if this item possesses a Curse, you can ignore it.

of the lake
Expanded Spell List
Throughout Arthurian legend, few entities help knights as The Lady of the Lake lets you choose from an
much as the Lady of the Lake. Whether it be as Lancelot's expanded list of spells when you learn a warlock
guardian, Merlin's lover, or the one to carry a wounded spell. The following spells are added to the warlock
Arthur to battle, the Lady of the Lake is a creature of pure spell list for you.
empathy. She was the keeper of Excalibur, the creator of
powerful enchantments, and one of the most trustworthy
1st level cure wounds, faerie fire
allies to Camelot. As such, warlocks blessed by the Lady of
the Lake fight in the front lines, diverting magics and branding smite,
2nd level
protecting their allies. lesser restoration
beacon of hope,
3rd level
protection from energy
Enchanter of the Depths 4th level
death ward,
staggering smite
antilife shell,
5th level
banishing smite
As a first sign of good will, the Lady of the Lake
passes on to you her knowledge and mastery with
magical items. At 1st level, you gain proficiency in
shields and martial weapons, and learn the identify
spell. For you, its casting time is an action, and you
may cast it without requiring a spell slot.

Art by Дмитрий

24
You can use this feature a number of times equal to
Aspects of the Loch your Charisma modifier (a minimum of once). You
regain all expended uses when you finish a long rest.
Also at 1st level, the presence of the Lady always
watches over you, turning you into a bastion of
defense. As a bonus action, you can channel the
Aspects of the Loch, granting you the following Bane of Togetherness
benefits for the next 10 minutes:
Starting at 10th level, the enchantments the Lady has
• Armor of the Loch. You gain a bonus to your placed onto your relics grow stronger. Once per round,
Armor Class equal to your Charisma modifier if you you can use your Blessed Relic without using a
are not wearing medium or heavy armor. reaction, although you still expend one use of it.

• Bulwark of the Loch. When you damage a In addition, while in your Aspect of the Loch, you gain
creature with a melee weapon, its movement speed is the following benefits:
reduced by 10 feet and it has disadvantage on all
attacks on creatures other than you until the start of • Cape of the Loch. As a bonus action, you can
your next turn. teleport up to 15 feet in any direction.
• Crown of the Loch. At the start of your turn, if • Greaves of the Loch. Your movement speed
you are standing within 10 feet of a hostile creature of cannot be lowered and you ignore both nonmagical and
CR ½ or higher, you gain temporary hit points equal magical difficult terrain.
to your Charisma modifier + half your Warlock level.

You can use this ability a number of times equal to


your proficiency bonus, and you regain all expended
Relicmaster
uses when you finish a long rest.
At 14th level, your mastery over the Lady's enchanted
items is now unmatched. You can choose a second Pact
Boon. You also gain that Pact Boon's Blessed Relic
Blessed Relic ability.

At 6th level, as your legend grows and stories of you


spread, the Lady blesses another item it has given
you. You gain one of the following features, based on
your Pact Boon:

• Pact of the Blade. You've become experienced


with your blade, using it to both attack and keep you
safe. When you are hit with an attack, you may use
your reaction to deflect the hit. You gain a bonus to
your AC equal to your Charisma modifier until the
start of your next turn.

• Pact of the Chain. The bond between you and


your companion has grown, allowing you to aid each
other in battle. If you are forced to make a saving
throw and your companion isn't, you may use your
reaction to gain advantage on that saving throw.

• Pact of the Tome. Your tome becomes filled


with words that can mend flesh and mind. When you
or a creature within 10 feet of you falls to 0 hit points,
you may use your reaction to make them regain hit
points equal to your Charisma modifier.

25
Art by Kalleeck
Wizard:
Eye of Merlin You can use this ability a number of times equal to
your Intelligence modifier (minimum of 1) before
you must complete a long rest.
Trained in magic and espionage, the Eyes of Merlin are
Camelot's first line of defense, even though few know of
their existence. They are the first to act in matters of great
danger and report directly to the Grand Wizard, using both
Inquisitive Magecraft
divination and instinct to ensure the safety of the land.
At 6th level, a creature's failure to resist your abilities
tells you something about it. Whenever you
Prevention successfully hit a creature with a spell attack or a
creature fails a saving throw against one of your
spells, you can choose to learn one of the following
When you join this school at the 2nd level, you learn
characteristics about it:
that the way to end problems is to prevent them from
ever happening. When initiative is rolled, you know
• Any ability score
the exact roll of every creature you can see. In
• One proficiency (if any)
addition, you can reroll your initiative, choosing
• Its highest spell level (if any)
either of the two results.
• A spell it can cast (if any)

You can use this ability a number of times equal to


Warn the Kingdom your Intelligence modifier (minimum of 1) and
regain all uses after completing a short or long rest.

Also at 2nd level, you've become an adept protector


of those in danger, warning against threats you've
already identified. As a bonus action, you can grant a
creature advantage on saving throws against spells
and abilities of any creature that you've damaged or
that has damaged you since the end of your last turn.
This benefit lasts until the start of your next turn.
26
Codebreaker
Also at the 6th level, you've gained an insight into
secret codes, being able to decipher phrases, not just
people. You learn Thieves Cant and three other
languages of your choice, and you have advantage
on checks to break codes and solve riddles.

Waiting Game
Starting at 10th level, you've learned to bide your
time and counteract what is laid out in front of you.
If you hold your action to cast a spell, you can choose
up to three spells to hold. Once the held action is
triggered, you can choose which of the three spells
you cast and at which level. You must declare which
spells and at what level you are holding them.

If you don't release any of the spells with your


reaction before the start of your next turn, the lowest
level spell slot you are readying is lost. If one of the
held spells is a cantrip, no spell slot is conusmed.

In addition, you gain a +2 to your AC and


Intelligence, Charisma, and Wisdom saving throws
while holding an action.

Exact Action
At the 14th level, you know the exact moment to
strike. After rolling initiative, you may exchange
initiative rolls between you and any other willing
creature. If the exchange puts you lower in initiative
order, your movement speed is doubled during the
first round of combat.

27
Spells

28
Crown Spells King's Contempt
1st-level conjuration (cleric, paladin, wizard)
NOTE - Crown of Camelot:
Casting Time: 1 action
The Crown of Camelot is a new mechanic Range: 90 feet (10-foot square)
introduced with this compendium. A famous card Components: S, M (a crown worth at least 20 gold)
game’s monarch mechanic served as the inspiration Duration: Concentration, up to 1 minute
for it.
When you cast this spell, if there isn't a Crown of
Camelot in the encounter, summon it. You gain
Crown of Camelot possession of the Crown of Camelot.
A crown of light floats 2 inches above your head,
Your ruling power allows you to summon spectral
shining bright light in a 5-foot radius centenred on
chains in a 10-foot square within range. All creatures
you and dim light for another 5 feet. At the start of
within the area must make a Strength saving throw
your turn, if you are in possession of the crown, you
or be restrained by the chains. A creature restrained
ignore resistance to one damage type of your choice
by the chains can use its action to make a Strength
until the end of your next turn and gain 1d8
check against your spell save DC. On a success, it
temporary hit points, which last until the start of
frees itself.
your next turn.
For the duration of the spell, if you are in possession
If you damage a creature in possession of the crown
of the crown, Strength checks to break out of the
or if an effect from an item or spell tells you, you gain
chains automatically fail.
possession of the crown.
There can never be more than one crown in the
At higher levels: When you cast this spell using a
encounter.
spell slot of 2nd level or higher, the area increases by
10 feet for each spell level above the 1st.

Embercrown
2nd-level evocation (cleric, paladin, sorcerer, wizard)

Casting Time: 1 action


Range: Self (15-foot sphere)
Components: S, M (a crown worth at least 20 gold)
Duration: Concentration, up to 1 minute

When you cast this spell, if there isn't a Crown of


Camelot in the encounter, summon it. You gain
possession of the Crown of Camelot.

You tap into fiery powers and explode with


monarchic force. All creatures within a 15-foot sphere
around you must make a Dexterity saving throw. On
a failed save, they take 3d6 fire damage. On a
success, they take half damage.

For the duration of the spell, if you are in possession


of the crown, whenever an attack misses you, the
attacker takes 1d6 fire damage.

At higher levels. When you cast this spell using a


spell slot of 3rd level or higher, the initial damage
increases by 1d6 for each slot level above 2nd.

Art by Warmtail

29
Usurper's Will
5th-level enchantment (paladin, sorcerer, warlock,
wizard)

Casting Time: 1 bonus action


Range: Touch
Components: S, M (a golden knife stained with the
blood of a deceased king)
Duration: Concentration, up to 1 minute

When you cast this spell, if there isn't a Crown of


Camelot in the encounter, summon it. Choose a
creature within 60 feet to gain possession of the
Crown of Camelot.

A creature of your choice becomes enveloped by the


will for a crown they can never have. Choose a
creature within range that does not have the crown.
They must make a Charisma saving throw (they can
choose to fail). For the duration of the spell, they gain
the following effects:

•They cannot gain possession of the crown.


•They have disadvantage on attacks against
creatures other than the creature who has the crown.
•They have resistance to damage dealt by the
creature who has the crown.
•Any damage they deal to the creature who has the
crown is doubled.

Crown of Thorns
9th-level enchantment (cleric, warlock)

Casting Time: 1 action


Range: 60 feet
Components: S, M (a crown of thorns blessed by an
angel, demon or devil, which the spell consumes)
Duration: Until dispelled

With immense holy or unholy power, you curse a


creature to wear a crown of thorns that will bring
endless harm upon them. Choose a creature within
range who has possession of the Crown of Camelot.
It must make a Charisma saving throw. On a success,
they take 8d10 necrotic damage. On a failure, the
crown adorns their head, cursing them until they die
or until the spell is dispelled.

While cursed in this way, cannot lose possession of


the crown, have vulnerability to all damage, have
disadvantage on all Strength and Constitution saving
throws, cannot commune with any deities or fiends.
When they drop to 0 hit points, they die and cannot
be resurrected by any means short of a wish spell.

30
Spells You cover a weapon with golden flakes,
emboldening its wielder to be on guard. For the next
minute, when the weapon's wielder is targeted by a
1st Level melee attack, they can use their reaction to add +3 to
their AC until the start of their next turn.

Forgiveness At higher levels: When you cast this spell using a


spell slot of 3rd level or higher, you can target one
1st-level evocation (bard, cleric, paladin)
additional weapon for each slot level above the 2nd.
Casting Time: 1 action
Range: 30 feet
Components: V, S
Faerie's Blessing
Duration: Instantaneous 2nd-level enchantment (bard, druid, ranger)

You touch a troubled creature’s soul and grant it Casting Time: 1 bonus action
forgiveness for its crimes. If the creature is charmed or Range: Touch
frightened, it can use its reaction to repeat the saving Components: S, M (any melee weapon, faerie dust
throw with advantage for the effect, ending it on a worth 20 gold)
success. If it succeeds, it gains 1d6 temporary hit points. Duration: Concentration, up to 1 minute

At higher levels: When you cast this spell using a You touch a weapon with faerie dust, giving it a
spell slot of 2nd level or higher, you can target one burst of anima to carry it into the air. For the next
additional creature for each slot level above the 1st. minute, the weapon's reach becomes 60 feet, but it
remains a melee weapon. When a creature attacks
with it, the weapon flies forward towards the target
2nd Level to make the attack, then returns to its wielder.

Cautionary Tale At higher levels: When you cast this spell using a
spell slot of 3rd level or higher, you can target one
2nd-level enchantment (bard, cleric, paladin) additional weapon for each slot level above the 2nd.

Casting Time: 1 action


Range: 30 feet Fleetfoot Blessing
Components: S, M (a book of tales)
2nd-level enchantment (bard, sorcerer, warlock,
Duration: 1 Minute
wizard)
You mention a tale of great danger, warning those
Casting Time: 1 bonus action
around you to be wary of what might come. Choose
Range: Touch
a number of creatures up to your Spellcasting
Components: S, M (any melee weapon, an enchanted
Modifier (minimum of 1). For the next minute, they
rabbit's foot worth 30 gold)
have advantage on initiative rolls and Wisdom
Duration: Concentration, up to 1 minute
(Perception) checks.
You touch a weapon and imbue it with quickness
At Higher Levels. When you cast this spell using a
and unmatched nimbleness. For the next minute, if a
spell slot of 3rd level or higher, you can target one
creature has dealt damage with the weapon since the
additional creature for each slot level above 2nd.
start of its turn, it can use the dash or disengage
actions as a bonus action.
Duelist's Blessing
2nd-level enchantment (bard, cleric, paladin)

Casting Time: 1 bonus action


Range: Touch
Components: S, M (any melee weapon, golden flakes
worth 20 gold)
Duration: Concentration, up to 1 minute

31
Le Fay’s Broken Bond saving throw. On a failure, it follows your
commands for the duration of the spell or until it is
2nd-level enchantment (bard, sorcerer, warlock, wizard) a�acked by one of your allies. It does not follow
commands that are obviously harmful to it, such as
Casting Time: 1 Action se�ing itself on fire or hi�ing itself, but does fight for
Range: 120 feet Components: V, S, you. If you issue no commands, the creature only
Duration: Concentration, up 1 minute defends itself against hostile creatures. Once given an
order, the creature continues to follow it until its task
You distort the memories of one creature you can see is complete.
and force it to make an Intelligence saving throw. A
creature automatically succeeds if it is immune to At Higher Levels. When you cast this spell using a
being frightened. On a failed save, you may choose spell slot of 4th level or higher, the initial hit points
one ally the creature can see. That ally turns from increase by 1d10 for each spell level above the 3rd.
friend to hated foe. Each time the target takes
damage, it can repeat the saving throw, ending the
effect on itself on a success.
Mark of Leadership
On each of its turns, the affected creature must use its 3rd-level enchantment (cleric, paladin)
action to target the foe with an a�ack, spell, or
harmful ability. If the foe provokes an opportunity Casting Time: 1 bonus action
a�ack from the affected creature, the creature must Range: 60 feet
make that a�ack if it is able to. Components: V, S
Duration: Concentration, up to 1 minute
3rd Level You embolden a creature with the mark of
leadership, a flowing red cap appearing on their
Le Fay's Undead Mastery back. Choose a creature within range. It must make a
Charisma saving throw (which it can choose to fail).
3rd-level necromancy (sorcerer, warlock, wizard) On a failure, the creature is marked. While marked,
the creature is immune to the charmed, frightened
Casting Time: 1 action Range: 60 feet and grappled conditions, shines bright light in a 20-
Components: V, S, M (a skull with a ruby eye worth foot radius, and dim light for another 20 feet.
at least 30 gold) Creatures that see the target may spend 5 feet of
Duration: 1 Minute movement to move 10 feet in a direct line toward the
marked creature.
You empower the dead around you, emboldening
them and leading them on. Up to six creatures you
choose within range regain gain 3d10 temporary hit
points and become empowered. While empowered
in this way, their a�ack deal an additional 1d10
psychic damage, they become immune to being
turned and have advantage on all saving throws
against spells and other magical effects.

If you choose an undead creature you do not


currently have control over and its CR is equal to or
smaller than your total levels, it must make Wisdom

32
Poison the Cup 4th Level
3rd-level evocation (bard, cleric, warlock)
Aura of Kinship
Casting Time: 1 Reaction Range: 60 feet
4th-level abjuration (cleric, paladin)
Components: S, M (a vial of poison)
Duration: Instantaneous
Casting Time: 1 action
Range: Self (30-foot radius)
As a reaction to a creature regaining hit points by
Components: V,
magical means within range, you alter the magic,
Duration: Concentration, up to 1 minute
turning it into more suffering. Instead of regaining
hit points, the creature takes poison damage equal to
A brotherly energy radiates from you in an aura with
the hit points it would have regained.
a 30-foot radius. Until the spell ends, the aura moves
with you, centered on you. Whenever an ally is
At higher levels: When you cast this spell using a
damaged while within the aura, you may use your
slot of 4th level or higher, you may choose another
reaction to prevent that damage. If you do, the
target for each spell level above the 3rd.
damage is instead divived evenly between you, the
target, and any number of willing creatures within
Snakebite the aura.

3rd-level conjuration (druid, ranger, wizard)


Herd the Flock
Casting Time: 1 action
4th-level enchantment (cleric, druid, paladin)
Range: 30 feet
Components: S, M (a serpent's fang)
Casting Time: 1 action
Duration: Concentration, up to 1 minute
Range: 90 feet
Components: V, S
You conjure up the spirit of a snake and lash out at a
Duration: Instantaneous
creature within range. Make a melee spell attack
against one creature within range. On a hit, the
creature takes 5d12 poison damage and must
With the same authority that a shepherd calls his
succeed on a Constitution saving throw or become
sheep back to him, you beckon your allies towards
poisoned for 1 minute. A poisoned creature can
you. Choose a number of creatures up to your
repeat the saving throw at the end of each of its
Spellcasting Modifier (minimum of 1). You move all
turns, ending the effect on a success.
willing creatures up to 90 feet towards you in a
straight line. This movement does not cause attacks
At higher levels: When you cast this spell using a
of opportunity.
spell slot of 4th level or higher, the damage increases
by 1d12 for each slot level above the 3rd.

33
King's Court • Trademaster. For the duration of the spell, the
creature's movement speed is increased by 15 feet
4th-level evocation (cleric, paladin, wizard) and cannot be reduced in any way. The creature also
ignores difficult terrain.
Casting Time: 1 action
Range: Self (30-foot Radius) At Higher Levels. When you cast this spell using a
Components: V, M (a crown worth at least 100 gold) spell slot of 5th level, you can maintain your
Duration: Concentration, up to 1 minute concentration on the spell for up to 10 minutes.
When you use a spell slot of 6th level or higher, you
When you cast this spell, if there isn't a Crown of can maintain your concentration on the spell for up
Camelot in the encounter, summon it. You gain to 1 hour
possession of the Crown of Camelot.

You adorn yourself with a crown and can now bestow Le Fay's Seed of Discord
titles upon those around you. When you cast this spell 4th-level evocation (sorcerer, warlock, wizard)
and at the start of your turn, if you have possession of
the Crown of Camelot, choose a creature within 30 Casting Time: 1 action
feet to gain one of the following benefits: Range: 60 feet
Components: V, S Duration: Instantaneous
• Guardmaster. For the duration of the spell, the
creature always knows your exact location. As a You u�er dark words, which seep paranoia into the
reaction to you being hit with an attack, if the souls of those surrounded by allies. Choose a creature
creature is within 5 feet of you, it can choose to within range. They must make a Wisdom saving
become the target of the attack instead. throw. They take 2d8 psychic damage for each
creature they would consider an ally within 30 feet of
• Spymaster. For the duration of the spell, the them on a failure and half damage on a success.
creature has advantage on Dexterity (Stealth) checks
and Dexterity saving throws. At Higher Levels. When you cast this spell using a
spell slot of 5th level or higher, the damage taken for
• Faithmaster. For the duration of the spell, if the each ally increases by 1d8 for each spell level above
creature casts a spell or uses an ability that restores the 4th.
hit points, that spell or ability restores double the hit
points.

• Lawmaster. For the duration of the spell, the


creature's melee weapon attacks reduce the speed of
the target hit to 0.

Art by Warmtail

34
5th Level Ragefilled Blessing
5th-level enchantment (bard, sorcerer, warlock, wizard)
Conjure Corpses
Casting Time: 1 bonus action
5th-level necromancy (cleric, warlock, wizard) Range: Touch
Components: S, M (any melee weapon, an enchanted
Casting Time: 1 Action pepper worth 50 gold)
Range: 15 feet Duration: Concentration, up to 1 minute
Components: V, S, M (a cauldron and three vials of
child's blood) You touch a weapon and imbue it with the utmost
Duration: Concentration, 1 hour rage. For the next minute, if a creature is holding the
weapon at the start of its turn, it must use its action
Using up your necromantic knowledge, you conjure to attack with the weapon. All attacks with the
up the corpses of otherworldly creatures, either as a weapon deal an additional 3 damage of the weapon's
means of intimidation or to raise as your thralls. type. In addition, the creature holding the weapon
They appear on a point within range has resistance against nonmagical bludgeoning,
piercing, and slashing damage.
Choose one of the following options for what
appears: At higher levels: When you cast this spell using a
spell slot of 6th level or higher, you can target one
- The corpse of a creature of challenge rating 5 or additional weapon for each slot level above the 5th.
lower
- The corpses of two creatures of challenge rating 3 or At higher levels: When you cast this spell using a
lower spell slot of 3rd level or higher, you can target one
- The corpses of five creatures of challenge rating 1 or additional weapon for each slot level above the 2nd.
lower

The corpses can be aberrations, beasts, celestials,


dragons, fey, fiends, giants, or monstrosities. You can
Mass Shield
choose which corpses appear or have your GM 5th-level evocation (cleric, paladin, sorcerer, wizard)
choose for you.
Casting Time: 1 reaction (which you take when you
Each creature is considered Undead, cannot cast or a creature within 10 feet of you is hit by an attack
spells, and is friendly to you and your companions. or targeted by the magic missile spell)
They share your initiative but take their turn Range: Self (10-foot Radius)
immediately after you.They obey any verbal Components: S
commands that you issue to them (no action required Duration: 1 Round
by you). If you don't issue any commands to them,
they defend themselves from hostile creatures but A gigantic barrier of magical force appears in a 15-
otherwise take no actions. foot radius around you, protecting you and your
allies. Until the start of your next turn, you and all
While on the ground, the spaces the corpses occupy creatures you choose within 10 feet of you have a +5
are considered difficult terrain. bonus to AC, including against the triggering attack,
and take no damage from magic missile.
At higher levels: When you cast this spell using
certain higher-level spell slots, you choose one of the
summoning options above, causing more corpses to
appear: twice as many with a 7th-level slot and three
times as many with a 9th-level slot.

35
6th Level 7th Level

Le Fay's Twilight Sword Le Fay's Kingdom


6th-level conjuration (sorcerer, warlock, wizard)
Collapsing
Casting Time: 1 bonus action Range: Self 7th-level evocation (cleric, warlock, wizard)
Components: V, S, M (a sword)
Duration: Concentration, up to 1 minute Casting Time: 1 minute
Range: 100 miles
Using Morgan Le Fay's old enchantments, you infuse Components: V, S Duration: Instantaneous
a blade with twilight magic, turning it into a magical
weapon of incredible strength. If it was not already You use destructive forces to cause an entire castle or
magical, the weapon becomes magical until the spell building to crumble. When you cast this spell, choose
ends. It counts as a simple melee weapon with which a building within range. That building takes 40d6
you are proficient. It deals 4d10 necrotic damage on a bludgeoning damage, as it begins to collapse and
hit and has the two-handed and thrown properties, break. All of its walls break enough for creatures of
but uses your spellcasting ability for its a�ack and size Large or smaller to walk in with ease and all its
damage, instead of Strength or Dexterity. In addition, doors and gates break open.
while wielding the sword, you are considered
heavily obscured.
After making a successful weapon a�ack with the
sword, you may teleport up to 30 feet as part of the
Le Fay's Resolute Soul
same a�ack. 7th-level necromancy (cleric, sorcerer, warlock, wizard)

At Higher Levels. When you cast this spell using a Casting Time: 1 hour Range: Touch
spell slot of 7th level or higher, the damage increases Components: V, S, M (a golden soulcatcher worth
by 1d10 for each spell level above the 6th. 300 gold, which the spell consumes)
Duration: Until Dispelled

Lance of Mordred In casting the spell, you sever the tether between
body and spirit, allowing the target to live past the
6th-level conjuration (warlock, sorcerer, wizard) destruction of your soul.

Casting Time: 1 action The first time the target would die as a result of
Range: 60 feet (10-foot radius) taking any damage other than psychic, their soul
Components: S, M (the tip of an obsidian spear) instead leaves your body. The body dies as normal,
Duration: Instantaneous the soul becomes ethereal. The target becomes a
ghost, but keeps its mental statistics, proficiencies,
You conjure up a demonic spear and throw it towards and languages known. While in this form, it can't
a point that can you see 60 feet away from you. The cast spells or use any abilities other than that of a
spear flies in a 5-foot wide and 60-foot long line ghost, and its hit point maximum is reduced by 1d8
towards that point. All creatures in the line must at the end of every 24 hours. It may stay in this form
succeed a Dexterity saving throw or be impaled by until you reach 0 hit points, someone casts a
the spear, taking 2d6 piercing damage, and being resurrection spell on its body or until someone casts
pulled with it to the chosen point. Upon reaching its this spell again targeting a body which is either dead
destination, the spear explodes in a 10-foot radius. All or willing to have the soul inhabit it.
creatures within the area must make a Dexterity
saving throw, taking 5d6 piercing damage on a If the target reaches 0 hit points while within this
failure and half on a success. After the explosion if form, their soul breaks and they can only be
multiple creatures are occuping the same space, they resurrected by a true resurrection or wish spell.
are shoved to the nearest empty space, in an order
decided by the GM.

At higher levels: When you cast this spell using a


spell slot of 6th level or higher, the initial damage
increases by 1d6 for each slot level above the 5th.

36
8th Level At the end of the charge, 5 knights and 1 priest
appear. When they reach 0 hit points or the spell
ends, they disappear. They are allies to you and
Arthurian Army your companions. In combat, the creatures share
your initiative count, taking their turns immediately
8th-level conjuration (cleric, wizard) after yours. They obey your verbal commands (no
action required by you). If you don't issue any, they
Casting Time: 1 action take the dodge action and use their movement to
Range: 60 feet (60-foot long, 15-foot wide line) avoid danger.
Components: V, S, M (a golden, gem-encrusted
shield worth at least 1000 gold, which the spell
consumes.) Le Fay's Gaze
Duration: Concentration, up to 10 minutes 8th-level divination (sorcerer, warlock, wizard)

Calling upon the spirits of the armies of old, you Casting Time: 10 minutes Range: Self
summon a knightly charge to your side. Choose a Components: V, S, M (a crystal ball or deck of
point you can see within range. A line of spectral enchanted cards worth at least 5000 gold)
knights charges in a 60-foot long, 15-foot wide line Duration: Concentration, up to 8 hours
towards that point, passing through terrain, cover
and other creatures. Each creature in the area must You tap into the shadowy forces of the universe,
make a Dexterity saving throw. A creature takes 8d6 tracking a creature wherever they may be. Choose
radiant damage on a failed save, or half as much any creature you know the name of. The creature
damage on a successful one. must make a Wisdom saving throw.

On a successful save, you create an invisible sensor


around it, which flies around the target, always
remaining within 10 feet of it for the duration of the
spell. You lose awareness of your surroundings and
cannot move or speak while the spell is active, but
can instead see through the sensor. You can choose to
end the spell as a free action, dismissing the sensor.
You then can't use this spell against that creature
again for 24 hours.

On a failed save, you know the target's exact location


and create an invisible sensor around it, which flies
around the target, always remaining within 10 feet of
it for the duration of the spell. As long as you
maintain concentration, you can use a bonus action
to see and hear from the sensor, but can otherwise
move, speak and act normally.

A creature that can see invisible objects sees the


sensor as a luminous orb about the size of your fist.

37
9th Level

Holy Anointment
9th-level enchantment (cleric)

Casting Time: 8 hours


Range: Touch
Components: V, S, M (a golden crown blessed by a
god, worth at least 50.000, which the spell consumes)
Duration: Until dispelled

With the power invested in you by the gods, you


anoint a willing creature as king and protector of the
realm. Until it dies or the spell is dispelled, the target
gains the following benefits:

● It has resistance to radiant and necrotic damage.


● It has truesight for up to 60 feet.
● Its hit point maximum cannot be reduced.
● Any number of creatures it chooses know its
exact location at all times.
● It gains proficiency in all weapons and armor.
● It becomes immune to the charmed and
frightened conditions.
● It can cast the augury, commune and find steed
spells at will.
● It becomes immune to disease and to the effects
of old age, though it may still die from aging.
● It can summon a deva to defend itself as an
action. The deva remains by its side for 1 hour and
follows its verbal commands (no action required),
then shifts back to its home plane. Once it has used
this feature, it can't do so again until it finishes a
long rest.

38
Feats

39
Feats Blade of Avalon
Prerequisite: A strength score of 18 or higher.

By the blessing of Arthur, you've become a sworn


Blessing of the Loch defender of Camelot and Avalon. You may invoke
the kingdom's power as a bonus action. When you
You've uncovered the secrets of a loch and have thus do, you receive a spectral steed, sword, and armor.
received its blessing. You gain the following traits: For the next minute, your Armor Class becomes 15
+ your Strength modifier, your speed becomes 60 feet
● You can breathe underwater for up to 1 hour. and you can make attacks using the spectral
longsword. You are proficient with this weapon, it
● You have a swimming speed of 30 feet. has the two-handed property, uses your Strength
modifier for attack rolls and deals a number of d12s
● While underwater, you see dim light within 60 of damage on a hit equal to your proficiency bonus.
feet of you as if it were bright light and darkness
within 60 feet of you as if it were dim light. Once you've used this feature, you can't do so
again until you finish a long rest.
● You learn the invisibility spell. You can cast this
spell without expending a spell slot. Once you cast it
in this way, you can’t cast that spell in this way again
until you finish a long rest. You can also cast this
Child of Le Fay
spells using spell slots you have of the appropriate Prerequisite: neutral or evil alignment
level. This spells’ spellcasting ability is Intelligence,
Wisdom or Charisma, choose when you pick this The dreaded Morgan le Fay has bestowed her
feat. powers unto you, so that you may tear down the
empire. You gain the following traits:

Eye of Merlin ● Your Charisma or Dexterity modifier increases


by 1.
The Archmage of Camelot has seen potential in you,
marking you with great power. You gain the ● You gain proficiency in the Charisma
following traits: (Deception) skill.
● Your Intelligence Score increases by 1. ● During the first round of combat, all successful
attacks you make against creatures that are charmed
● You gain proficiency in the Intelligence by you, or that consider you their ally, become
(Arcana) check. critical hits.
● You learn the prestidigitation spell. Intelligence is
your spellcasting ability for it.

● When you finish a long rest, roll 1d12 and


record the number rolled. You can add or subtract
the number from any attack roll, saving throw, or
ability check made by you or a
creature that you can see.
You must choose to do
so after you roll,
but before you
know if the roll
fails or succeeds.
Once you've used
this feature, you
can't do so again
until you finish a
long rest.

40
Items

41
Crown Items
Kingsbane Blade The Holy Grail
Weapon (any sword), rare (requires attunement) wondrous item, legendary (requires attunement by a
creature with Wisdom 18 or higher)
This weapon has a hilt in the shape of a crown, made
of pure obsidian. It serves as a warning to all those in Made of pure gold and adorned with countless gems, this
power. You gain a +1 bonus to attack and damage grail is the most legendary treasure of the Arthurian
rolls made with this magic weapon. legend. Though ordinary drinks cannot fill it, enchanted
liquids appear when one utters its magical words.
Usurper. All attacks made with this weapon against
creatures who have possession of the Crown of The grail has 10 charges and regains 1d10 charges at
Camelot deal an additional 1d8 damage of the the start of every year. While attuned to the grail, if
weapon's type. you are in possession of the Crown of Camelot, you
may use your action to expend 1 charge, creating a
Curse: Obsession. This blade is cursed, and liquid you can then drink from the cup as part of the
becoming attuned to it extends the curse to you. As same action or gift to someone else.
long as you remain cursed, you are unwilling to part
with the sword, keeping it within reach at all times. •Divine Favour. For the next minute, your weapon
attacks deal an additional 2d8 radiant damage.
Whenever you start your turn within 120 feet of a •Health. You regain 70 hit points, are cured of all
creature who has possession of the Crown of disease effecting you and end any instances of the
Camelot, you must succeed a DC 15 Wisdom saving poisoned, paralyzed or petrified conditions.
throw or become charmed by the crown until the end •Immortality. For the next minute, if you would
of your turn. While charmed in this way, you must drop to 0 hit points, you instead drop to 1 hit point.
spend your turn moving towards the creature with While at 1 hit point, all damage instead gives you a
the crown and attacking them. grevious wound, but you remain at 1 hit point.
•Spiritual Awakening. For the next minute, you
may cast the commune and plane shift spells once,
without requiring a spell slot. You may only target
yourself with the plane shift spell when you cast this
in this way.
Art by Warmtail •Youth. Your physical age is reduced by 2d10 + 10
years, to a minimum of 15 years.

42
Excalibur,
Blade of Heroes
weapon (greatsword), legendary (requires
attunement by a creature with a Strength
score of 16 or higher and a Charisma score of
16 or higher)

The most prized treasure of Arthurian


legends. Excalibur is a blade that can only be
wielded by those worthy in body and in
spirit. Its golden hilt mimics the heads of a
chimera, its edge shines with blinding light,
and its sheathe's enchantment prevents harm - a
blade worthy of its legend. If one can remove it
from the stone to which it is bound, the title of
king shall be bestowed upon them.

Any creature that tries to wield excalibur without


attuning to it first must succeed on a DC 17
Constitution saving throw at the start of each of its
turn, taking 1d10 radiant damage and become
blinded for 8 hours on a failure.

While attuned, Excalibur can be wielded as a magic


greatsword that grants a +3 bonus to attack and
damage rolls made with it and deals an additional
1d10 radiant damage on a hit.
Lance of the Round Table
weapon (lance), rare (requires attunement)
In addition, it has the following properties:
You gain a +2 bonus to attack and damage rolls made
● Unliftable. This blade weighs an additional with this magic weapon.
1000 lbs for creatures that aren’t attuned to it.
Additionally, while wielding it, if you move at least
● Champion's Rally. You can cast the compelled 15 feet in a straight line, you may summon a divine
duel spell at will. horse and mount it (no action required). The horse
uses the same rules as the find steed spell. Once the
● Sheathe of Defense. While Excalibur is not lance has summoned a horse, it can't do so again
drawn, you have resistance to bludgeoning, piercing, until the next dawn.
and slashing damage.

● Blinding Light. When drawn, you may force


each creature of your choice within 15 feet of you to
make a DC 17 Constitution saving throw as an action.
On a failure, they take 6d6 radiant damage and are
blinded for 1 minute. They can repeat the saving
throw at the end of each of their turns, ending the
effect on a success. Once you've used this feature, you
can't do so again until you finish a short or long rest.

● Fury of Avalon. As a bonus action, you may


summon the wrath of your kingdom. For the next
minute, whenever you deal damage with Excalibur, a
lingering clone of light strikes right after you, dealing
an amount radiant damage equal to the damage you
did. Once you've used this feature, you cannot
use it again until you finish a long rest

43
Crown of Camelot The Holy Grail
wondrous item, legendary (requires attunement by a
A crown of pure light floats 2 inches above your creature with Wisdom 18 or higher)
head, shining bright light in a 5-foot radius around
you and dim light for another 5 feet. At the start of Made of pure gold and adorned with countless gems, this
your turn, if you are in possession of the crown, you grail is the most legendary treasure of the Arthurian
ignore resistance to one damage type of your choice legend. Though ordinary drinks cannot fill it, enchanted
until the end of your next turn and gain 1d8 liquids appear when one utters its magical words.
temporary hit points, which last until the start of
your next turn. The grail has 10 charges and regains 1d10 charges at
If you damage a creature in possession of the crown the start of every year. While attuned to the grail, if
or if an effect from an item or spell tells you, you gain you are in possession of the Crown of Camelot, you
possession of the crown. may use your action to expend 1 charge, creating a
There can never be more than one crown in the liquid you can then drink from the cup as part of the
encounter. same action or gift to someone else.

Divine Favor. For the next minute, your weapon


attacks deal an additional 2d8 radiant damage.
Health. You regain 70 hit points, are cured of all
disease effecting you and end any instances of the
poisoned, paralyzed or petrified conditions.
Immortality. For the next minute, if you would drop
to 0 hit points, you instead drop to 1 hit point. While
at 1 hit point, all damage instead gives you a
grievous wound, but you remain at 1 hit point.
Spiritual Awakening. For the next minute, you may
cast the commune and plane shift spells once, without
requiring a spell slot. You may only target yourself
with the plane shift spell when you cast this in this
way.
Youth. Your physical age is reduced by 2d10 + 10
years, to a minimum of 15 years.

44
Kingsbane Blade Hammer of the Ram
Weapon (any sword), rare (requires attunement) Weapon (maul), rare

This weapon has a hilt in the shape of a crown, made You gain a +2 bonus to attack and damage rolls made
of pure obsidian. It serves as a warning to all those in with this magic weapon.
power. You gain a +1 bonus to attack and damage
rolls made with this magic weapon. As an action, you can thump the hammer into the
ground, casting the thunderwave spell at 3rd level.
Usurper. All attacks made with this weapon against Once you've used this feature, you can't do so again
creatures who have possession of the Crown of until you finish a long rest.
Camelot deal an additional 1d8 damage of the
weapon's type.
Unicorn Blood
Curse: Obsession. This blade is cursed, and
becoming attuned to it extends the curse to you. As potion, very rare
long as you remain cursed, you are unwilling to part
with the sword, keeping it within reach at all times. Harvested from a fabled creature, unicorn blood is as
expensive as it is rare. Most people have never even
Whenever you start your turn within 120 feet of a seen a unicorn, let alone kill it for its blood. Thus, it is
creature who has possession of the Crown of one of the priciest potions on the market, set to both
Camelot, you must succeed a DC 15 Wisdom saving mend wounds and enhance your abilities.
throw or become charmed by the crown until the end
of your turn. While charmed in this way, you must When you drink this potion, you regain 4d8 hit
spend your turn moving towards the creature with points and end all instances of the charmed,
the crown and attacking them. paralyzed or poisoned condition. Then, roll 1d8. For
the next minute, you gain the following properties,
Glass Casket based on the number rolled:

wondrous item, rare 1. Sunlit Hooves. Your steps become golden, leaving
behind motes of light which shed bright light in a 5-
With a golden frame and enchanted glass, this foot radius and dim light for another 5 feet.
miniature glass coffin is the perfect means of
preserving those you hold dear, whether asleep or 2. Nature's Protector. You become a protector of the
dead. forest. You can now speak to and understand
woodland critters.
As an action, you may speak the casket's password,
causing it to grow from a tiny bauble to a casket large 3. Guiding Step. You gain advantage on Dexterity
enough to hold one creature of size Medium or (Stealth) checks.
smaller, or shrink back down. The creature placed
inside it must be dead, asleep, or unconscious. If it 4. Enchanter. You are immune to curses and the
isn't, the casked shoots it back out, dealing 4d6 force frightened condition.
damage to it.
5. Divine Insight. You are under the effects of the
While within the casket, a creature is effectively in a detect good and evil spell.
stasis. It is immune to all damage except psychic,
can't wake up until the casket is opened, does not 6. Healing Aura. You regain the maximum amount of
age, and, if dead, it does not decay and can't become hit points from magical healing.
undead.
7. Shimmering Shield. You gain a +2 bonus to your
While the casket has a creature inside it, it can't be AC.
shrunk back down, and weighs only half of the
weight of the creature inside.

45
Ring of the Round Table Horned Helmet
ring, rare (requires attunement) wondrous item, rare (requires attunement)

A golden ring forged by the most trusted This helm is carved of elven steel and enchanted by
craftsmen and enchanted by Merlin. It symbolizes the Green Knight. When worn, great stag horns
a man's connection to the Round Table and the sprout from it, turning the wearer into a fighter of
heart of Camelot. nature.

While wearing this ring, when you fall to 0 hit points, While wearing it, you gain the following abilities:
you can activate it as a reaction, regaining 50 hit
points. For 1 minute after activation, you have Keeper of Nature. You can understand beasts and
immunity to the frightened condition, and all your plants but not speak to them.
weapon attacks deal an additional 1d8 of their
damage type. Stag Charge. If you move at least 20 feet in a straight
line before making a successful melee weapon attack,
After you activate the ring, roll a d20. On a 20, the the target of the attack must also succeed a DC 16
ring retains its power and can be used again. The ring Strength saving throw or be knocked prone.
loses its magic for 30 days on any other roll.
Visage of Wrath. You have advantage on Charisma
(Intimidation) checks.
Sword of Valor
If you are attuned to the Grove Plate and the Axe of
weapon (any sword), uncommon (requires attunement) the Wilds, you also gain the following benefit:

A blade meant for protectors, with its guard in the Natural Healing. You can cast the regenerate spell,
shape of praying hands. Those who use it must be without requiring a spell slot or components. Once
protectors, not fighters. you do so, you can’t cast the spell again in this way
for 7 days.
At the start of your turn, if you are wielding this magic
sword and have not dealt damage since the start of
your last turn, you gain 1d6 temporary hit points.

46 Art by Nyothep
Grove Plate Axe of the Wilds
armor (any medium or heavy), very rare (requires weapon (battleaxe), very rare (requires attunement)
attunement)
A knotted tree branch is its handle, while a mess of
Interwoven by vines and knotted with branches, this steel and stone is its blade. This is the weapon of the
armor protected the Green Knight from countless fabled Green Knight.
battles. When the dark comes, its green light will
keep the wearer safe. You gain a +2 bonus to attack and damage rolls made
with this magic axe. In addition, you gain the
While wearing this armor, you have a +2 bonus to following abilities:
AC and gain the following abilities:
Brutality. Any attack made with this weapon against
Elvish Aegis. Whenever a creature hits you with a a prone target deals an additional 1d8 force damage.
critical hit, it must make a DC 16 Dexterity saving
throw. On a failure, bright light gathers around it. Step of the Woods. You may cast tree stride once
For the next minute, it sheds bright light in a 10- without requiring a spell slot. Once you use this
foot radius, any attack roll against it is made at ability, you can't do so again until the next dawn.
advantage if the attacker sees it, and it can't benefit
from being invisible. The creature can repeat the If you are attuned to the Horned Helmet and the Axe
saving throw at the start of each of its turns, ending of the Wilds, you also gain the following benefit:
the effect on a success.
Deathly Rage. If your head is destroyed, you become
Treelike Roots. You have advantage on checks and invigorated for 1 hour . While invigorated, you
saving throws against being knocked prone. cannot be disarmed of this weapon and make all
attacks with it at advantage.
If you are attuned to the Horned Helmet and the Axe
of the Wilds, you also gain the following benefit:

Headless. If you were to die, instead of dying, your


head is destroyed, and you fall to 1 hit point instead.
You can still control your body, even if your head is
detached from it. While you control your body this
way, you are immune to the charmed, frightened,
paralyzed, petrified, poisoned, and stunned
conditions. You die normally if you are killed
once again while your head is detached
from your body or if 24 hours have passed
since your head has been detached from
your body.
Once you've used this ability, you can't do
so again for 30 days.

If a regenerate spell is cast on you while you are


headless, you regrow your
head.

Art by Konstantin Gerasimov 47


Sir Kay's Acidic Jawbone Cursed. This mirror is cursed, and becoming attuned
to it extends the curse to you. As long as you remain
wondrous item, very rare (requires attunement) cursed, you are unwilling to part with the mirror,
keeping it within reach at all times. While cursed in
This jawbone, ripped straight from the corrupted this way, you spend hours looking at yourself. You
knight's face, still bears Morgan's enchantment. The don't gain the benefits of taking a short rest, as you
feeling of retching never goes away while holding it. are too focused looking at yourself to do so. When
taking a long rest, you only gain the benefits of a
While attuned to the jawbone, you have resistance to short rest.
acid damage. In addition, whenever you cast a spell
with a verbal component, you spit out a 5-foot radius
pool of acid within 30 feet of you. The pool lasts for 1 Galahad's Sword: Hanging
minute. When a creature enters the area for the first weapon (longsword), very rare (requires attunement)
time on its turn or starts its turn inside it takes 2d4
acid damage. A sword with a gallows motif on the blade. The
person holding it has a persistent hallucination of
Cursed. This jawbone is cursed, and becoming hearing people take their last breaths.
attuned to it extends the curse to you. As long as you
remain cursed, you are unwilling to part with the You have a +2 to hit and damage to attacks made
jawbone, keeping it within reach at all times. While with this magical sword. In addition, you gain the
cursed in this way, you are permanently annoyed and following benefits:
feel the need to insult those around you, granting you
disadvantage on Charisma (Persuasion) checks. • You are immune to the frightened condition.

• Whenever one of your attacks brings a creature


Lancelot's Mirror of to 0 hit points, you summon a spectral set of gallows
from which the creature is hanged. Each creature
Philandry within 30 feet who can see the creature must succeed
a DC 17 Wisdom saving throw or become frightened
wondrous item, very rare (requires attunement) of you for the next minute. A creature can repeat the
saving throw at the end of each of its turns, ending
A mirror with a gilded handle and gleaming glass. It the effect on a success.
is said that when you look into it, you see your ideal
self. Cursed. This sword is cursed, and becoming attuned
to it extends the curse to you. As long as you remain
While holding this mirror, you can cast either heal or cursed, you are unwilling to part with the sword,
dominate monster (DC = 8 + your Proficiency Bonus keeping it within reach at all times. While cursed in
+ your Charisma Modifier) once without requiring a this way, you are unwilling to let yourself die.
spell slot or components. Whenever you are brought below one quarter of
your maximum hit points, you must make a DC 17
After the spell is cast, roll a d20. On a 10 or lower, the Wisdom saving throw. On a failure, you must spend
creature targeted with the spell is stunned until the your movement and action on your next turn
end of its next turn. running away from combat as far as possible.

48
Galahad's Red Hilt Sword • You can use your action to see within a
creature's heart. It must make a DC 17 Charisma
weapon (longsword), very rare (requires attunement) saving throw (it can choose to fail). On a failure, you
learn its alignment.
A sword with a hilt that seems to endlessly drip
blood, no matter how much one might wash it. • Your shove attacks push creatures back an
additional 15 feet.
You have a +2 to hit and damage to attacks made
with this magical sword. In addition, you gain the • You can use your action to let out a burst of
following benefits: pure energy within a 30-foot cone. Each creature of a
• You have advantage on all attacks against non-good alignment must make a DC 17
creatures below half their maximum hit points. Constitution saving throw. On a failure, a creature
takes 5d8 radiant damage and becomes blinded for 1
• Whenever you successfully make an attack with minute. It can repeat the saving throw at the end of
this sword, if the target of the attack dealt damage to each of its turns, ending the effect on a success. On a
you since the end of your last turn, you add +5 to the success, a creature takes half damage and is not
weapon's damage. blinded. Once you've used this ability, you can't do
so again until you've finished a long rest.
Cursed. This sword is cursed, and becoming attuned
to it extends the curse to you. As long as you remain
cursed, you are unwilling to part with the sword, Bedivere's Left Thumb
keeping it within reach at all times. While cursed in wondrous item, rare (requires attunement)
this way, you become a hemophiliac. You gain
vulnerability to piercing and slashing damage. An old finger bone tied to a piece of leather for use as
a trinket or necklace. This is the last remaining piece
Galahad's Shield of Purity of Bedivere's missing arm.

armor (shield), rare (requires attunement by a creature While wearing this trinket, whenever you fall to 0 hit
with a good alignment) points, if you are not restrained, you can use your
reaction to make a melee weapon attack against a
This large white shield bears Galahad's red cross, a creature within range. On a successful hit, you regain
symbol of his complete purity prior to becoming hit points equal to the damage dealt.
corrupted. To be able to use it, the wielder must be
the epitome of virtue. Once you've used this feature, you can't do so again
until you finish a long rest.
While wearing this shield, you gain the following
abilities:

49
Heart of Steel Heart of Gold
armor (breastplate, half-plate or plate), rare (requires armor (breastplate, half-plate or plate), very rare (requires
a�unement) a�unement)

An amulet of pure steel, shaped like an anatomical (Upgraded Heart of Steel). bAn amulet of pure gold,
heart. Although it does not beat, the subtle sound of shaped like an anatomical heart, with a ruby in its
heartbeats can be heard from it. center. Although it does not beat, the subtle sound of
heartbeats can be heard from it.
As a bonus action, you may activate the heart,
turning it into a magical +1 armor which you As a bonus action, you may activate the heart,
instantly don. In addition, while the amulet is turning it into a magical +1 armor which you
activated, you gain the following features: instantly don. In addition, while the amulet is
activated, you gain the following features:
• Steel Banner. Creatures within 10 feet of you
have a +1 to their AC • Gold Banner. Creatures within 30 feet of you
have a +2 to their AC
• Steel Retort. At the start of your turn, if you've
taken damage from three or more a�acks since the • Gold Retort. At the start of your turn, if you've
start of your last turn, the armor begins to glow. You taken damage from three or more a�acks since the
may use your action to shoot out a orb of energy in a start of your last turn, the armor begins to glow. You
120-foot long, 5-foot wide line. When the orb may use your action to shoot out an orb of energy in
encounters a creature, the creature must make a DC a 120-foot long, 5-foot wide line. When the orb
15 Dexterity saving throw. On a failure, the orb encounters an enemy, it must make a DC 15
collides with the creature and explodes, dealing 4d10 Dexterity saving throw. On a failure, the orb collides
force damage and be pushing it back 15 feet. On a with the creature and explodes, dealing 4d10 force
success, the creature dodges the orb, which keeps damage and be pushing it back 15 feet. On a success,
going until it encounters another creature or hits a the creature dodges the orb, which keeps going until
wall. Once you've used this feature, you can't do so it encounters another creature or hits a wall. When
until you've finished a short or long rest. the orb encounters an ally, the orb explodes, and the
ally regains 4d10 hit points and can end one instance
• Steel Will. If you and an ally within 10 feet are of the charmed, frightened, paralyzed, poisoned,
forced to make a Constitution or Strength saving petrified or stunned condition. Once you've used this
throw, you or the ally can make the saving throw at feature, you can't do so until you've finished a short
advantage. or long rest.

Upon performing a deed of great valor (such as • Gold Will. If you and an ally within 10 feet are
rescuing an innocent from the clutches of a devil or forced to make a Constitution, Dexterity, or Strength
cleansing a city from a plague, the item magically saving throw, you or the ally can make the saving
changes material, evolving into a heart of gold. throw at advantage.

50
Lochstone Orb of Haunting
wondrous item, rare (requires a�unement by a spellcaster) wondrous item, rare (requires a�unement)

Often confused with a luckstone, a lochstone is an A marble orb with two large obsidian handles. When
algae-covered rock that binds the wearer to one of looking into it, you can see vague swirling mist and
the many magical lochs of Camelot, enhancing the hear the sounds of ravens cawing. If you're a
creature's powers and linking it to the source of its spellcaster, you can use this orb as a spellcasting focus.
power forever.
While holding this orb, you can speak to and
While a�uned to the lochstone, you have resistance understand ghosts and are immune to being
to cold damage and have a swimming speed equal to possessed. In addition, you can cast the scrying spell
your walking speed. The lochstone also has 8 once without requiring a spell slot or material
charges. You can expend the charges to use the components. When the spell is cast in this way,
following features: instead of summoning a sensor near the creature or
area you chose to scry on, you summon a ghost. For
• Call of the Loch. While holding it, you can use the duration of the spell, you can see and hear
your action and expend 8 charges to instantly through the ghosts' senses as if you were there and
teleport yourself back to the loch to which the stone can issue commands to it (no action required). If the
is connected. ghost is brought to 0 hit points, the spell ends.

• Loch Monster. While holding it, you can use


your action to expend 3 charges and summon the Ring of Bent Rigidity
illusion on a monster on any body of water within
120 feet of you. The illusion looks like the head of a ring, uncommon (requires a�unement)
creature, which then returns below. All creatures
within 300 feet of the body of water which can see it A metallic ring with a single dark-green gem
must make a Wisdom (Insight) check against your encrusted in it. This ring has 4 charges. While wearing
spell save DC. On a failure, they are convinced the it, you can use an action to expend 1 or more of its
body of water is inhabited by a gigantic monster and charges to animate one of the following objects within
refuse to enter the water for the next 24 hours. At the 30 feet of you: a sword (1 charge), a suit of armor (4
end of each hour, they can repeat the saving throw, charges). When animated, the sword becomes a flying
ending the effect on a success. sword, while the armor becomes an animated armor.
The object remains animated for 1 minute or until you
• Magic of the Loch. While holding it, you can lose your concentration (as if you were concentrating
use an action to expend 1 or more of its charges to on a spell). The object turns to dust when it drops to 0
cast one of the following spells from it, using your hit points or when you drop concentration.
spell save DC and spellcasting ability modifier: create
or destroy water (1 charge per spell level, up to 5th), While animated, the object is an ally to you and your
misty step (2 charges), or cone of cold (5 charges). companions. In combat, the object shares your
initiative count, but it takes its turn immediately after
The stone recharges 1d6+2 charges daily at dawn. If yours. It obeys your verbal commands (no action
you expend the last charge, roll a d20. On a 1, the required by you). If you don't issue any, it takes the
stone cracks and is broken forever. dodge action and uses its move to avoid danger.

The ring regains 1d2 + 2 expended charges


daily at dawn.

51
Monsters

52
The Fisher King
After forsaking his oath to protect the Holy Grail and
take no wife, the once noble knight was wounded on
his left thigh. This accursed wound never healed,
turning him instead into a sloth-filled, gluttonous
monstrosity. Now, he's a former husk of the man he
once was, fishing for humans and eating them whole.

The Fisher King Actions


Huge monstrosity, true neutral
Multiattack. The fisher king uses his sweeping strike, then
makes any combination of four fishing rod, go fish, reel
Armor Class 18 (natural armor) and devour attacks.
Hit Points 248 (16d12 + 144)
Speed 5 ft. Devour. Melee Weapon Attack: +14 to hit, reach 5 ft., one
target. Hit: 20 (2d12 + 7) piercing damage and 26 (4d12)
acid damage.
STR DEX CON INT WIS CHA Fishing Rod. Melee or Ranged Weapon Attack: +14 to hit,
reach 15 ft. or range 120/300 ft., one target. Hit: 12 (1d10 + 7)
15(+2) 16 (+3) 14 (+2) 3 (-4) 12 (+1) 7 (-2) piercing damage. The target must make a DC 22 Strength
saving throw or become grappled and restrained by the
rod. The fishing rod cannot grapple more than one target at
Saving Throws Str +14, Con +16 a time.
Skills Athletics +21, History +10, Insight +12, Intimidation Go Fish (3/Day). The fisher king throws a creature
+11
grappled by its fishing rod through a portal, into an
Damage Resistances cold, fire; bludgeoning, piercing, enchanted realm. They are banished as per the banishment
and slashing from nonmagical attacks spell. At the end of each of their turns, they may make a DC
Damage Immunities poison 22 Charisma saving throw to break free from the spell and
return to their last occupied position. If that position is
Condition Immunities charmed, frightened, poisoned occupied, they return to a space within 5 feet of it.
Senses darkvision 300 ft., passive Perception 15 Reel. The fisher king reels in a creature grappled by its
Languages Common fishing rod, bringing them within 5 feet of him.
Challenge 21 (33,000 XP) Sweeping Strike (Recharge 4-6). The fisher king
sweeps his fishing rod in a 60-foot circle around him. All
creatures within range must make a DC 22 Dexterity saving
Crippling Wound. The fisher king's thigh is wounded throw. On a failure, they take 16 (3d10) piercing damage,
beyond repair, thus preventing him from ever moving are knocked prone and moved 15 feet towards to the fisher
without pain. At the start of his turn, the fisher king may king. On a success, they take half damage, and are not
stand up and move up to 30 feet, taking 10 points of necrotic knocked prone or moved.
damage for every 5 feet he moves.
Fisherman's Advice. If a creature asks the fisher king for Reactions
advice directly, the fisher king must answer truthfully and
to the best of his ability. Grail Watcher. Whenever a creature holding the Holy
Kingdom of Muck. The fisher king cannot gain Grail moves more than 60 feet away from the fisher king,
possession of the Crown of Camelot. he may use his reaction to teleport within 5 feet of that
creature.
Legendary Resistance (3/day). If the fisher king fails a
saving throw, it can choose to succeed instead.
Spellcasting. The fisher king casts one of the following Legendary Actions
spells, requiring no material components and using
Wisdom as the spellcasting ability (spell save DC 20): The fisher king can take 3 legendary actions, choosing
from the options below. Only one legendary action option
At will: command, dancing lights, detect magic, guidance, can be used at a time and only at the end of another
sending, prestidigitation creature's turn. The fisher king regains spent legendary
2/day each: cloudkill, dominate person, transport via plants actions at the start of its turn.
1/day each: control weather, blade barrier, dominate
monster, sequester
Fishing Rod. The fisher king makes one fishing rod attack.
Stench. Any creature that starts its turn within 10 feet of
the fisher king must succeed on a DC 22 Constitution saving Hook & Line (2 Actions). The fisher king throws his
throw or be poisoned until the start of its next turn. On a fishing hook up to 60 feet in a direct line, then pulls himself
successful saving throw, the creature is immune to the up to the hook without triggering attacks of opportunity.
fisher king's stench for 24 hours. Cursed Belch (3 Actions). The fisher king lets out a
cursed belch of filth within a 30-foot cone. All creatures
within range must make a Constitution saving throw. On a
failure, they take 18 (4d8) acid damage and have their
movement speed halved. On a success, they take half
damage and do not have their movement speed halved.

53
Art by Grandfailure

Lair Actions Regional Effects


When fighting inside its lair, the fisher king can invoke The region containing the fisher king's lair is warped
the ambient magic to take lair actions. On initiative by the creature's presence, which creates one or more
count 20 (losing initiative ties), the monster can take of the following effects:
one lair action to cause one of the following effects:
● All creatures feel as if they are being watched,
● The waters get restless. All creatures within the but are unsure as to why. They can make a DC 20
lair must make a DC 20 Constitution saving throw or Wisdom (Insight) check to identify it is coming from
lose concentration on spells they are concentrating on. the fish.

● A gigantic enchanted fish appears and bites down ● All water is filled with abnormally large fish,
in a specific area. All creatures within a 60-foot tall, 10- who understand Common and can telepathically
foot radius wide cylinder must make a Dexterity saving communicate with the fisher king.
throw or take 27 (5d10) piercing damage.
● All plants within 500 miles of the fisher king's lair
● The water's marshy plants begin to let out an wither and die immediately.
obscuring haze. The area is heavily obscured to all
creatures but the fisher king until the end of the round. If the monster dies, the first two effects fade over the
course of 3d10 days.
The fisher king can't repeat an effect until they have
all been used, and it can't use the same effect two
rounds in a row.

54
55
Sir Lamorak, Actions
the Bloodthirsty Multiattack. Sir Lamorak uses his Frightful Roar, then
Medium humanoid (hero), chaotic good makes three melee attacks.
Axe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Armor Class 18 (unarmored defense) Hit: 11 (2d6 + 4) slashing damage.
Hit Points 85 (10d8 + 40) Frightful Roar. Each creature of Sir Lamorak's choice that
Speed 50ft. is within a 60-foot cone of Sir Lamorak and aware of it
must succeed on a DC 16 Wisdom saving throw or become
frightened for 1 minute. While frightened in this way, it
STR DEX CON INT WIS CHA also has disadvantage on Constitution saving throws to
maintain concentration on spells and abilities. A creature
19 (+4) 14 (+2) 18 (+4) 4 (-3) 7 (-2) 9 (-1) can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success. If a creature's saving
throw is successful or the effect ends for it, the creature is
Saving Throws. Str +8, Dex +6, Con +8 immune to Sir Lamorak's Frightful Roar for the next 24
Skills. Acrobatics +6, Athletics +8, Perception +2 hours.
Damage Resistances. bludgeoning, piercing, slashing Rampage (Recharge 6). Sir Lamorak enters a rampage
until the end of his turn. His movement speed becomes 100
Condition Immunities. frightened feet, and he can make up to 10 axe attacks. At the end of his
Senses. passive Perception 12 turn, Sir Lamorak becomes stunned until the end of his
next turn.
Languages. Celestial, Common
Challenge. 9 (5,000 XP)
Legendary Actions
Appetite for Violence. Whenever Sir Lamorak makes a Sir Lamorak can take 3 legendary actions, choosing from
critical hit, he can make one additional attack as part of the the options below. Only one legendary action option can be
same attack action. This attack does not count against his used at a time and only at the end of another creature's
maximum attacks. turn. Sir Lamorak regains spent legendary actions at the
Bloodrush. Sir Lamorak ignores difficult terrain and can't start of its turn.
have his movement speed reduced.
Brute. A melee weapon deals one extra die of its damage Attack. Sir Lamorak makes one axe attack.
when the Sir Lamorak hits with it (included in the attack). Slaughter (Costs 2 Actions). Sir Lamorak targets up to
Expert Dual Wielder. Sir Lamorak has a +2 to his AC 30 creatures within 30 feet and tosses out a spectral axe at
(written in AC). each of them. Each creature must make a DC 16 Dexterity
saving throw or take 4 (1d8) slashing damage and have its
Unhindered Brutality. Whenever Sir Lamorak brings a movement speed halved until the end of its next turn.
creature to 0 hit points, he can move up to 30 feet without
triggering attacks of opportunity.

56
Sir Lamorak, Actions
Fed by Battle Multiattack. Sir Lamorak uses his Monstrous Roar, then
makes three melee attacks, but no more than one devour
Medium monstrosity, chaotic evil attack.
Axe. Melee Weapon Attack: +12 to hit, reach 5 ft., one
Armor Class 20 (natural armor) target. Hit: 13 (2d6 + 6) slashing damage.
Hit Points 152 (16d8 + 80) Devour. Melee Weapon Attack: +12 to hit, reach 5 ft., one
Speed 50 ft., burrow 50 ft., climb 50 ft. frightened target. Hit: 15 (2d8 + 6) piercing and 9 (2d8) fire
damage and the creature must make a DC 20 Strength
saving throw or be swallowed inside Sir Lamorak's
STR DEX CON INT WIS CHA stomach.
23 (+6) 14 (+2) 20 (+5) 4 (-3) 3 (-4) 12 (+1) Monstrous Roar. Each creature within a 60-foot cone of
Sir Lamorak must succeed on a DC 20 Dexterity saving
throw or become frightened for 1 minute. While frightened
Saving Throws. Str +12, Dex +8, Con +11 in this way, it also has disadvantage on all saving throws. A
creature can repeat the saving throw at the end of each of
Skills. Athletics +12, Perception +8 its turns, ending the effect on itself on a success. If a
Damage Resistances. bludgeoning, piercing, slashing, fire creature's saving throw is successful or the effect ends for
Condition Immunities. frightened it, the creature is immune to Sir Lamorak's Monstrous Roar
for the next 24 hours.
Senses. blindsight 60 ft. (blind beyond this radius), Rampage (Recharge 5-6). Sir Lamorak enters a rampage
tremorsense 120 ft., passive Perception 18
until the end of his turn. His movement speed becomes 100
Languages. Common feet, and he can make up to 15 axe attacks. For each attack
Challenge. 18 (20,000 XP) after the 10th, Sir Lamorak takes necrotic damage equal to
the damage dealt with that attack. This damage cannot be
prevented or reduced in any way. At the end of his turn, Sir
Appetite for Violence. Whenever Sir Lamorak scores a Lamorak becomes stunned until the end of his next turn.
critical hit, he can make one additional attack as part of the
same attack action. This attack does not count against his
maximum attacks. Legendary Actions
Bloodrush. Sir Lamorak ignores difficult terrain and can't Sir Lamorak can take 3 legendary actions, choosing from
have his movement speed reduced.
the options below. Only one legendary action option can be
Brute. A melee weapon deals one extra die of its damage used at a time and only at the end of another creature's
when the Sir Lamorak hits with it (included in the attack). turn. Sir Lamorak regains spent legendary actions at the
Ceaseless Hunger. If a creature starts its turn within Sir start of its turn.
Lamorak's stomach, it takes 7 (2d6) fire damage. While
within his stomach, a creature is blinded and restrained, but Attack. Sir Lamorak makes one axe attack.
can spend its action to make a DC 20 Dexterity (Acrobatics)
check. On a success, the creature escapes the stomach. Storm of Axes (Costs 2 Actions). Sir Lamorak
surrounds himself with a storm of flaming, whirling axes
Unhindered Brutality. Whenever Sir Lamorak brings a within a 30-foot radius circle around him. Each creature in
creature to 0 hit points, he can move up to 50 feet without the area must make a 20 Dexterity saving throw, taking 9
triggering attacks of opportunity. (2d8) bludgeoning and 9 (2d8) fire damage on a failure or
Vomit. If Sir Lamorak takes more than 50 damage in the half on a success. On a failure, a creature is also restrained
same turn, he spits out the creature inside his stomach in an until the end of its next turn.
empty sapce within 10 feet of him. Burrowing Behemoth (Costs 3 Actions). Sir Lamorak
burrows underneath the ground and emerges at a point
within 50 feet. This movement does not trigger attacks of
opportunity. Upon emerging from the ground, he makes a
Devour attack at advantage against a creature within 5 feet.

57
Sir Kay, Actions
Vicious Instigator Multiattack. Sir Kay uses his Vicious Ridicule, then makes
two rapier atttacks.
Medium humanoid (hero), chaotic neutral
Taunter's Rapier. Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 8 (1d8 + 4) piercing damage. If the
Armor Class 17 (half plate) creature is charmed, it takes an additional 4 (1d8) psychic
Hit Points 91 (14d8 + 28) damage. This attack does not end the charmed condition on
Speed 30 ft. creatures Sir Kay has charmed.
Vicious Ridicule (Recharge 6). Sir Kay lets out a flurry
of insults, forcing the temper of a creature within 60 feet.
STR DEX CON INT WIS CHA The creature must make a DC 16 Wisdom saving throw or
take 4 (1d8) psychic damage and become charmed for 1
6(-2) 18 (+4) 14 (+2) 17 (+3) 14 (+2) 20 (+5) minute. A charmed creature can repeat the saving throw
at the end of each of its turns, ending the effect on a
success. While charmed in this way, a creature is filled
Saving Throws. Cha +8 with anger, can't willingly move more than 5 feet away
Skills. Deception +8, Intimidation +11, Persuasion +8 from Sir Kay, has disadvatange on all checks to maintain
Damage Resistances. acid concentration on spells, can only use its action to make
weapon or spell attacks.
Condition Immunities. frightened
Senses. passive Perception 12
Languages. Celestial, Common
Bonus Action
Challenge. 6 (2,300 XP) Aggressive Inspiration (3/day). Sir Kay mocks an ally
other than himself within 60 feet into being inspired. The
Instigator. Sir Kay is an expert of creating conflict. creature can add 1d6 to the next ability check, attack roll,
Whenever he successfully charms a creature or targets a damage roll or saving throw it makes within the next
creature with a spell, he can choose to end one instance of minute. If added to a damage roll, the damage of the attack
the frightened conditions. becomes acid damage.
Legendary Resistance (1/day). If the Sir Kay fails a
saving throw, it can choose to succeed instead.
Reactions
Spellcasting. Sir Kay casts one of the following spells,
using Intelligence as the spellcasting ability (spell save 16):
Forced Recklessness. As a reaction to being hit with an
At will: acid splash, mage hand, prestidigation attack of opportunity, Sir Kay adds 5 to his AC against the
3/Day each: acid arrow, faerie fire, invisibility, misty step attack. If the attack misses, the attacker takes 9 (2d8)
1/day each: hold person (2nd level), compulsion, tongues psychic damage, and all attacks against it until the start of
its turn are made at advantage.

58
Originally just a knight with a penchant for bullying,
Sir Kay found Morgan's gift to be unlike anything he
had expected. His "acidic vocabulary" took on a more
literal meaning as his mouth loosened and his saliva
turned green. Now, no matter how much he tries, his
mouth is always filled with caustic saliva, which he
shoots out from a large, unhinged jaw.

Sir Kay, Acidic Ridicule (Recharge 5-6). Sir Kay spits out a
flurry of acid-ridden words, which stick onto a creature

Acid-Tongued
and madden it. The target must make a DC 19 Wisdom
saving throw. On a failure, it takes 10 (4d4) acid damage
and becomes charmed for 1 minute. On a success, it takes
Medium monstrosity, chaotic evil half damage and is not charmed. A charmed creature can
repeat the saving throw at the end of each of its turns,
Armor Class 19 (natural armor) ending the effect on a success. While charmed in this way,
a creature mumbles madly, can't concentrate on spells, and
Hit Points 127 (15d8 + 60) must use its action to attack the creature closest to it. At the
Speed 30 ft., climb 30 ft. start of each of its turns, a charmed creature takes 10 (4d4)
psychic damage.
STR DEX CON INT WIS CHA
Bonus Action
12(+1) 18 (+4) 18 (+4) 19 (+4) 15 (+2) 24 (+7)
Contagious Acidity (5/Day). Sir Kay coats a creature
Saving Throws. Con +8, Cha +11 within 60 feet with an empowering acid. The creature can
add 1d12 to the next ability check, attack roll, damage roll
Skills. Deception +11, Intimidation +15, Persuasion +11 or saving throw it makes within the next minute. If added
Damage Immunities. acid, poison to a damage roll, the damage of the attack becomes acid
damage. Whenever the creature is hit with a melee attack, if
Condition Immunities. charmed, frightened, poisoned it has not yet used its die, the attacker takes 6 (1d12) acid
Senses. darkvision 120 ft., passive Perception 12 damage.
Languages. Celestial, Common, Infernal Reactions
Challenge. 12 (8,400 XP)
Acid Blood. Whenever Sir Kay is hit with a melee attack, Acidic Shield. As a reaction to being hit with an
opportunity attack, Sir Kay adds 5 to his AC against the
the attacker takes 5 (2d4) acid damage.
attack. If the attack misses, the attacker takes 10 (4d4) acid
Legendary Resistance (2/day). If the Sir Kay fails a damage, and all attacks against it until the start of its turn
saving throw, it can choose to succeed instead. are made at advantage. A 10-foot radius pool of acid forms
Rakish Presence. Creatures within 60 feet of Sir Kay can't below the target, which lasts for 1 minute. Whenever a
benefit from inspiration or aura effects. creature starts its turn within the pool or moves through its
space, it takes 5 (2d4) acid damage.
Spellcasting. Sir Kay casts one of the following spells,
using Charisma as the spellcasting ability (spell save 19):
Legendary Actions
At will: acid arrow, mage hand, misty step prestidigation
3/Day each: compulsion, tongues, suggestion Sir Kay can take 3 legendary actions, choosing from the
1/day each: dominate person, hold person (3rd level) options below. Only one legendary action option can be
used at a time and only at the end of another creature's
Actions turn. Sir Kay regains spent legendary actions at the start of
its turn.

Multiattack. Sir Kay uses his Acidic Ridicule, then makes Crawl. Sir Kay moves up to his movement speed, then
two acid spit attacks.
climbs up to half his speed.
Acid Spit. Ranged Spell Attack: +11 to hit, range 60/120 ft., Widen Pool (Costs 2 Actions). Sir Kay widens a pool
one target. Hit: 17 (4d4 + 7) acid damage. On a successful
of acid within 15 feet of him. Its radius becomes 20-feet.
hit, a 10-foot radius pool of acid forms below the target,
which lasts for 1 minute. Whenever a creature starts its turn Vitriolic Explosion (Costs 3 Actions). Sir Kay
within the pool or moves through its space, it takes 5 (2d4) consumes all pools of acid within 30 feet, then lets out an
acid damage. explosion. Each creature within 15 feet of Sir Kay must
make a DC 19 Constitution saving throw, taking 2 (1d4)
acid damage for each small pool consumed and 5 (2d4)
damage for each large pool consumed on a failure or half as
much damage on a success.

59
Sir Bedivere, One- Actions
handed Warrior Multiattack. Sir Bedivere makes two melee attacks.
Hero's Sword. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Medium humanoid (hero), any alignment
one target. Hit: 9 (1d10 + 4) slashing damage.
Armor Class 17 (splint) Break Free (3/Day). Sir Bedivere ends one instance of the
grapple or restrained condition.
Hit Points 75 (10d8 + 30)
Speed 30 ft.
Reactions
STR DEX CON INT WIS CHA
Parry. Sir Bedivere adds 3 to its AC against one melee
18 (+4) 11 (+0) 16 (+3) 8 (-1) 15 (+2) 11 (+0) attack that would hit it. To do so, Sir Bedivere must see the
attacker and be wielding a melee weapon.
Saving Throws. Con +5, Wis +4
Skills. Perception +4 Legendary Actions
Senses. passive Perception 14 Sir Bedivere can take 3 legendary actions, choosing from
Languages. Celestial, Common the options below. Only one legendary action option can be
Challenge. 4 (1,100 XP) used at a time and only at the end of another creature's
turn. Sir Bedivere regains spent legendary actions at the
start of its turn.
Amputee. Sir Bedivere has disadvantage on Strength
checks and saving throws. Sword. Sir Bedivere makes one hero's sword attack.
Dauntless. When Sir Bedivere falls to 0 hit points, he Veteran Insight (Costs 2 Actions). Sir Bedivere studies
remains conscious. At the end of his turn, if Sir Bedivere is the battlefield intently, guessing the moves of his enemies.
both at 0 hit points and restrained, he falls unconscious. Each creature within 60 feet of him must make on a DC 12
Never Again. Sir Bedivere is very aware of the things Charisma saving throw. On a failure, Sir Bedivere has
around him. He has a +5 to initiative checks, can't be advantage on all saving throws from spells or effects
surprised and has advantage on Wisdom (Perception) caused by the target for 24 hours.
checks.

60
Sir Bedivere, Grasping Tentacle (Recharge 5-6). Melee Weapon
Attack: +8 to hit, reach 30 ft., one target. Hit: 24 (3d12 + 5)

Tentacle-Hand
bludgeoning damage and, if the target is a creature, it is
grappled. While grappled in this way, the creature is also
restrained. It can spend its action on its turn to make a
Medium monstrosity, chaotic evil Strength (Athletics) or Dexterity (Acrobatics) check against
Bedivere's Strength (Athletics), ending the conditions on a
Armor Class 17 (natural armor) success. Bedivere can only have one creature grappled at a
time.
Hit Points 90 (12d8 + 36)
Speed 40ft. Break Free (3/Day). Bedivere ends one instance of the
grapple or restrained condition.

STR DEX CON INT WIS CHA


Bonus Action
12(+1) 18 (+4) 18 (+4) 19 (+4) 15 (+2) 24 (+7)
Contagious Acidity (5/Day). Sir Kay coats a creature
Saving Throws. Con +6, Wis +6 within 60 feet with an empowering acid. The creature can
add 1d12 to the next ability check, attack roll, damage roll
Skills. Athletics +8, Perception +6 or saving throw it makes within the next minute. If added
Senses. darkvision 60 ft., passive Perception 16 to a damage roll, the damage of the attack becomes acid
damage. Whenever the creature is hit with a melee attack, if
Languages. Common it has not yet used its die, the attacker takes 6 (1d12) acid
Challenge. 8 (3,900 XP) damage.

Dauntless Regeneration. Bedivere regains 10 hit points at


Reactions
the end of its turn. If Bedivere takes acid or fire damage, this
trait doesn't function at the start of his next turn. Bedivere Inkshield. Bedivere adds 4 to its AC against one melee
dies only if he ends his turn with 0 hit points, is restrained attack that would hit it. If the attack misses, the attacker is
and doesn't regenerate. blinded until the start of its next turn.
Legendary Resistance (1/day). If the Bedivere fails a
saving throw, it can choose to succeed instead. Legendary Actions
Monstrous Tentacle. Bedivere has advantage on Strength
checks and saving throws. Bedivere can take 3 legendary actions, choosing from the
Never Again. Bedivere is very aware of the things around options below. Only one legendary action option can be
him. He has a +5 to initiative checks, can't be surprised and used at a time and only at the end of another creature's
has advantage on Wisdom (Perception) checks. turn. Bedivere regains spent legendary actions at the start
of its turn.

Actions Sword. Bedivere makes one sword attack.


Distorted Insight (Costs 2 Actions). Bedivere studies
Multiattack. Bedivere uses his Grasping Tentacle, then the battlefield intently, guessing the moves of his enemies.
makes two attacks. Each creature within 120 feet of him must make on a DC 14
Crush. Melee Weapon Attack: +8 to hit, reach 5 ft., one Charisma saving throw. On a failure, Bedivere has
grappled creature. Hit: 10 (1d10 + 5) bludgeoning damage advantage on all attacks and saving throws made against
and Bedivere regains health equal to half the damage dealt. the creature.
Sword. Melee Weapon Attack: +8 to hit, reach 5 ft., one Tentacle (Costs 3 Actions). Bedivere recharges and uses
target. Hit: 10 (1d10 + 5) slashing damage. his Grasping Tentacle.

61
Sir Argavain, Strategic Strike (Recharge 5-6). Melee or Ranged
Weapon Attack: +7 to hit, reach 5 ft. or rang 150/600 ft., one

Insightful Knight
target. Hit: 26 (5d8 + 4) piercing damage and the creature's
AC is reduced by 2 (1d4) for the next minute. This effect
can be applied multiple times, but cannot reduce a
Medium humanoid (hero), neutral good creature's AC below 10 + its Dexterity modifier.
Dress Down. Sir Agravain lets out incisive insults at up to
Armor Class 18 (studded leather + Wisdom modifier) two creatures within 60 feet. Each creature must succeed on
Hit Points 77 (14d8 + 14) a DC 14 Wisdom saving throw or take 11 (2d10) psychic
Speed 30 ft. damage and have vulnerability against the next weapon
attack that hits it until the end of its next turn.

STR DEX CON INT WIS CHA


Bonus Action
10 (+0) 16 (+3) 12 (+1) 15 (+2) 19 (+4) 17 (+3)
Unicorn Blood (1/Day). Sir Agravain drinks from his
Saving Throws. Wis +7, Cha +6 vial of unicorn blood, regaining 18 (4d8) hit points. Then,
roll 1d8. For the next minute, Sir Agravain has one of the
Skills. Deception +6, Insight +10, Intimidation +6, following effects:
Perception +7, Persuasion +6 1 - He has advantage on Dexterity saving throws.
Condition Immunities. charmed, frightened 2 - He regains the maximum amount of hit points from
magical healing.
Senses. truesight 30 ft., passive Perception 17 3 - He gains a +2 bonus to his AC.
Languages. Celestial, Common, Dwarvish, Elvish 4 - He has advantage on saves against spells and other
magical effects.
Challenge. 7 (2,900 XP)
Nimble Escape. Sir Agravain can take the Dash or
Disengage action as a bonus action on each of its turns.
Damning Hubris. After a creature misses Sir Agravain
with an attack, it gains advantage on the next attack against
him this turn. Reactions
Delegate. Instead of making attacks of his turn, Sir
Agravain can choose an allied creature within 30 feet to gain Uncanny Dodge. When an attacker that Sir Agravain can
an additional attack on its next turn. see hits him with an attack, he can use his reaction to halve
Expert Strategist. Sir Agravain can use his Wisdom in the attack’s damage against him.
place of his Strength or Dexterity for all weapon attacks.
Evasion. If Sir Agravain is subjected to an effect that allows Legendary Actions
it to make a Dexterity saving throw to take only half
damage, Sir Agravain instead takes no damage if it succeeds Sir Agravain can take 3 legendary actions, choosing from
on the saving throw, and only half damage if it fails. the options below. Only one legendary action option can be
Precise Defense. Sir Agravain can add his Wisdom used at a time and only at the end of another creature's
modifier to his AC in place of his Dexterity modifier. turn. Sir Agravain regains spent legendary actions at the
start of its turn.
Actions
Thoughtful Movement. Sir Agravain moves up to his
Multiattack. Sir Agravain uses his Dress Down, then full speed without triggering attacks of opportunity. He
makes two weapon attacks. can interact with one object during this move (no action
required).
Longbow. Ranged Weapon Attack: +7 to hit, range 150/600
ft., one target. Hit: 8 (1d8 + 4) piercing damage. Disarming Strike (Costs 2 Actions). Sir Agravain
makes a weapon attack against a creature it can see. On a
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., successful hit, in addition to the damage, the creature must
one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) make a DC 15 Strength saving throw or drop what it's
slashing damage if used with two hands. currently holding to the ground.

62
Sir Argavain, Strategic Strike (Recharge 4-6). Melee or Ranged
Weapon Attack: +11 to hit, reach 5 ft. or rang 150/600 ft.,

Thief of Wits
one target. Hit: 42 (8d8 + 6) piercing damage and the
creature's AC is reduced by 4 (1d8) for the next minute.
This effect can be applied multiple times, but cannot reduce
Medium humanoid (hero), neutral evil a creature's AC below 10 + its Dexterity modifier.
Thoughtbow. Ranged Weapon Attack: +11 to hit, range
Armor Class 20 (natural armor + Wisdom modifier) 150/600 ft., one target. Hit: 15 (2d8 + 6) psychic damage and
Hit Points 97 (15d8 + 30) the creature must succeed on a DC 19 Wisdom saving
Speed 40 ft. throw or have its thoughts detected via a detect thoughts
spell.
Thoughtsword. Melee Weapon Attack: +11 to hit, reach 5
STR DEX CON INT WIS CHA ft., one target. Hit: 15 (2d8 + 6) slashing damage, or 17
(2d10 + 6) slashing damage if used with two hands and the
12 (+1) 18 (+4) 14 (+2) 15 (+2) 22 (+6) 20 (+5) creature must succeed on a DC 19 Wisdom saving throw or
have its thoughts detected via a detect thoughts spell.
Saving Throws. Wis +11, Cha +10
Skills. Deception +10, Insight +16, Intimidation +10, Bonus Action
Perception +11, Persuasion +10
Condition Immunities. charmed, frightened Nimble Escape. Sir Agravain can take the Dash or
Disengage action as a bonus action on each of its turns.
Senses. truesight 60 ft., passive Perception 21
Languages. Celestial, Common, Dwarvish, Elvish,
telepathy 120 ft.
Reactions
Challenge. 13 (10,000 XP) Thoughtful Dodge. When an attacker that Sir Agravain
can see hits him with an attack, if Sir Agravain has detected
Disdainful Hubris. After a creature misses Sir Agravain its thoughts within the last minute, he can use his reaction
with an attack, it gains advantage on the next attack against to have the attack miss.
him this turn. If a creature misses a second attack against
him, it takes 16 (3d10) psychic damage.
Legendary Actions
Expert Strategist. Sir Agravain can use his Wisdom in
place of his Strength or Dexterity for all weapon attacks.
Sir Agravain can take 3 legendary actions, choosing from
Evasion. If Sir Agravain is subjected to an effect that allows the options below. Only one legendary action option can be
it to make a Dexterity saving throw to take only half used at a time and only at the end of another creature's
damage, Sir Agravain instead takes no damage if it succeeds turn. Sir Agravain regains spent legendary actions at the
on the saving throw, and only half damage if it fails. start of its turn.
Legendary Resistance (2/day). If the Sir Agravain fails a
saving throw, it can choose to succeed instead. Thoughtful Movement. Sir Agravain moves up to his
Precise Defense. Sir Agravain can add his Wisdom full speed without triggering attacks of opportunity. He
modifier to his AC in place of his Dexterity modifier. can interact with one object during this move (no action
required).
Relegate. After Sir Agravain hits a creature with a weapon
attack, it must make a DC 18 Charisma saving throw. On a Disarming Strike (Costs 2 Actions). Sir Agravain
failure, it can't target Sir Agravain with weapon attacks until makes a weapon attack against a creature it can see. On a
the end of its next turn. successful hit, in addition to the damage, the creature must
make a DC 19 Strength saving throw or drop what it's
Actions currently holding to the ground.
Rearrange Mentality (Costs 3 Actions). With precise
mental manipulation, Sir Agravain attempts to change a
Multiattack. Sir Agravain uses his Destroy Confidence, creature's will. It must succeed on a DC 19 Wisdom saving
then makes two weapon attacks. throw or become charmed until the end of its next turn.
Destroy Confidence. Sir Agravain taps into the worst While charmed in this way, it must spend its turn following
fears of up to four creatures within 60 feet of him. Each Sir Agravain's telepathic commands (no action required).
creature must succeed on a DC 18 Wisdom saving throw or
take 16 (3d10) pyschic damage and become paralyzed until
the end of its next turn.

63
Gaheris, Strike Together. Gaheris and Gareth have a total of six
attacks together. Each of them can make any number of

Twin of Gareth
those attacks on their turn.
Never Alone. If Gareth dies, Gaheris regains half of his
Medium humanoid (hero), lawful good maximum hit points. For the next minute, all of his weapon
attacks automatically become critical hits.
Armor Class 20 (plate, shield)
Hit Points 127 (17d8 + 51)
Actions
Speed 40 ft.
Multiattack. Gaheris uses his Wear, then makes any
number of attacks from his and Gareth's six.
STR DEX CON INT WIS CHA Warhammer. Melee Weapon Attack: +9 to hit, reach 5 ft.,
20 (+5) 16 (+3) 16 (+3) 9 (-1) 11 (+0) 10 (+0) one target. Hit: 9 (1d8 + 5) bludgeoning damage, or 10
(1d10 + 5) bludgeoning damage if used with two hands.
Wear (Recharge 5-6). Melee Weapon Attack: +9 to hit,
Saving Throws. Dex +9, Con +7 reach 5 ft., one target. Hit: The creature has vulnerability to
Skills. Acrobatics +7, Athletics +9 all of the damage from the next attack that hits it.
Senses. passive Perception 10
Languages. Celestial, Common
Reactions
Challenge. 9 (5,000 XP)
Overprotective. As a reaction to Gareth being targeted
with an attack, Gaheris can jump in front of the attack,
Brotherly Bond. If Gaheris fails a saving throw, but becoming the new target.
Gareth succeeds, Gaheris also succeeds.
Combo. If the last time a creature has taken damage this Legendary Actions
turn was from Gareth, Gaheris's next weapon attack gains
one of the following additional effects:
Gaheris and Gareth can take 6 legendary actions together,
- Leaping Strike. Gaheris can move an additional 15 feet as choosing from the options each of them has. Only one
part of making the attack. legendary action option can be used at a time and only at
- Overpower. On a successful hit, the attack deals an the end of another creature's turn. Gaheris and Gareth
additional die of the weapon's damage type. regain spent legendary actions at the start of their turn.
- Smashing Success. On a successful hit, the target must
succeed on a DC 17 or fall prone.
Detect. Gaheris makes a Wisdom (Perception) check.
No effect can be chosen more than once in a single turn. Strike. Gaheris makes a weapon attack.
Twin Magic (Costs 2 Actions). Gaheris and Gareth use
Coordonated Assault. Gaheris has advantage on an attack their magic and teleport, swapping places with each other.
roll against a creature if Gareth is within 5 ft. of the creature
and isn't incapacitated. Double Trouble (Costs 6 Actions). Gaheris his
warhammer to send a shockwave to a 20-foot radius, 100-
Hold Together. While Gaheris and Gareth are within 5 foot high cylinder within 120 feet. Each creature within the
feet of each other, all attacks against them are made at area must make a DC 17 Strength saving throw, taking 9
disadvantage. (2d8) bludgeoning damage and being knocked in the air on
Move Together. Gaheris and Gareth roll initiative a failure or talking half damage and not being knocked up
separately, then choose the higher initiative. They share that on a success. Then, Gareth leaps at each creature in the air,
initiative and take their turns at the same time. dealing 13 (3d8) slashing damage and throwing them on
the ground, knocking them prone.

64
Gareth, Strike Together. Gareth and Gaheris have a total of six
attacks together. Each of them can make any number of

Twin of Gaheris
those attacks on their turn.
Never Alone. If Gaheris dies, Gareth regains half of his
Medium humanoid (hero), lawful good maximum hit points. For the next minute, all of his weapon
attacks automatically become critical hits.
Armor Class 17 (studded leather)
Hit Points 97 (13d8 + 39)
Actions
Speed 40 ft.
Multiattack. Gareth uses his Tear, then makes any
number of attacks from his and Gaheris's six.
STR DEX CON INT WIS CHA Dual Shortswords. Melee Weapon Attack: +9 to hit, reach
16 (+3) 20 (+5) 16 (+3) 9 (-1) 11 (+0) 10 (+0) 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage.
Tear (Recharge 5-6). Melee Weapon Attack: +9 to hit,
reach 5 ft., one target. Hit: 26 (6d6 + 5) slashing damage and
Saving Throws. Dex +9, Con +7 the creature has its movement speed halved until the end
Skills. Acrobatics +9, Athletics +7 of its next turn.
Senses. passive Perception 10
Languages. Celestial, Common
Reactions
Challenge. 9 (5,000 XP)
Overprotective. As a reaction to Gaheris being targeted
with an attack, Gareth can jump in front of the attack,
Brotherly Bond. If Gareth fails a saving throw, but becoming the new target.
Gaheris succeeds, Gareth also succeeds.
Combo. If the last time a creature has taken damage this Legendary Actions
turn was from Gaheris, Gareth's next weapon attack gains
one of the following additional effects:
Gareth and Gaheris can take 6 legendary actions together,
- Destabilize. On a successful hit, the target has choosing from the options each of them has. Only one
disadvantage on Strength checks and saving throws until legendary action option can be used at a time and only at
the end of Gareth's next turn. the end of another creature's turn. Gareth and Gaheris
- Pinpoint. On a successful hit, if the target is prone, it is regain spent legendary actions at the start of their turn.
restrained until the end of Gareth's next turn.
- Retreat. On a successful hit, Gaheris can move up to 15
feet without provoking attacks of opportunity. Detect. Gareth makes a Wisdom (Perception) check.
Strike. Gareth makes a weapon attack.
No effect can be chosen more than once in a single turn.
Twin Magic (Costs 2 Actions). Gareth and Gaheris use
their magic and teleport, swapping places with each other.
Coordonated Assault. Gareth has advantage on an attack Double Trouble (Costs 6 Actions). Gareth his
roll against a creature if Gaheris is within 5 ft. of the warhammer to send a shockwave to a 20-foot radius, 100-
creature and isn't incapacitated. foot high cylinder within 120 feet. Each creature within the
Hold Together. While Gareth and Gaheris are within 5 area must make a DC 16 Strength saving throw, taking 9
feet of each other, all attacks against them are made at (2d8) bludgeoning damage and being knocked in the air on
disadvantage. a failure or talking half damage and not being knocked up
on a success. Then, Gaheris leaps at each creature in the air,
Move Together. Gareth and Gaheris roll initiative dealing 13 (3d8) slashing damage and throwing them on
separately, then choose the higher initiative. They share that the ground, knocking them prone.
initiative and take their turns at the same time.

65
66
Gaheris & Gareth, Shortswords. Melee Weapon Attack: +13 to hit, reach 5 ft.,
one target. Hit: 13 (2d6 + 6) slashing damage and, if the last

Conjoined Monstrosity
time the creature was damaged this turn was by Gaheris &
Gareth's Warhammer, Gaheris & Gareth can choose an
additional effect:
Huge monstrosity (hero), lawful good
- Destroy. The creature must make a DC 21 Constitution
Armor Class 23 (natural armor, shield) saving throw or become paralyzed until the end of its next
turn.
Hit Points 199 (19d12 + 76) - Pinpoint. If the creature is prone, the attack deals double
Speed 40 ft. damage.
- Retreat. After making the attack, Gaheris & Gareth can
STR DEX CON INT WIS CHA move up to their full movement without provoking attacks
of opportunity.
22 (+6) 22 (+6) 18 (+4) 9 (-1) 11 (+0) 10 (+0)
Warhammer. Melee Weapon Attack: +13 to hit, reach 5 ft.,
one target. Hit: 10 (1d8 + 6) bludgeoning damage and, if the
Saving Throws. Str +13, Dex +13, Con +11 last time the creature was damaged this turn was by
Skills. Acrobatics +13, Athletics +13 Gaheris & Gareth's Shortswords, Gaheris & Gareth can
choose an additional effect:
Damage Resistances. bludgeoning, piercing, and slashing
from nonmagical attacks - Overpower. The attack deals an additional 9 (2d8) of the
Condition Immunities. charmed weapon's damage type.
Senses. passive Perception 10 - Smashing Success. The creature must succeed on a DC 21
Dexterity saving throw or be knocked prone and become
Languages. Common restrained until the start of Gaheris & Gareth's next turn.
Challenge. 21 (33,000 XP) - Throwing Strike. The creature must succeed on a DC 21
Strength saving throw or be pushed back 15 feet.
Wear&Tear (Recharge 5-6). Gaheris & Gareth viciously
Two-Headed. Gaheris & Gareth have advantage on attack a creature within 10 feet by first breaking its defenses,
Wisdom (Perception) checks and on saving throws against then lashing out. The creature must succeed on a DC 21
being blinded, charmed, deafened, frightened, stunned, and Dexterity saving throw or become stunned until the end of
knocked unconscious. its next turn and take 111 (30d6 + 6) piercing damage.
Maddened Assault. At the start of their turn, Gaheris & Legendary Actions
Gareth can choose to have advantage on all attacks they
make this turn, but attacks against them until the start of
their next turn will also have advantage. Gaheris & Gareth can take 3 legendary actions together,
Legendary Resistance (3/day). If the Gaheris & Gareth choosing from the options they them have. Only one
fail a saving throw, they can choose to succeed instead. legendary action option can be used at a time and only at
the end of another creature's turn. Gaheris & Gareth regain
spent legendary actions at the start of their turn.
Actions
Detect. Gaheris & Gareth make a Wisdom (Perception)
Multiattack. Gaheris & Gareth use their Frightful check.
Presence, then make up to six weapon attacks. Strike (Costs 2 Actions). Gaheris & Gareth make one
Frightful Presence. Each creature of Gaheris & Gareth's Shortsword and one Warhammer attack.
choice that is within 120 feet of Gaheris & Gareth and aware Double Destruction (Costs 3 Actions). Gaheris &
of them must succeed on a DC 21 Wisdom saving throw or Gareth their warhammer to send a shockwave to a 50-foot
become frightened for 1 minute. A creature can repeat the radius, 200-foot high cylinder within 120 feet. Each creature
saving throw at the end of each of its turns, ending the within the area must make a DC 21 Strength saving throw,
effect on itself on a success. If a creature's saving throw is taking 18 (4d8) bludgeoning damage and being knocked in
successful or the effect ends for it, the creature is immune to the air on a failure or talking half damage and not being
Gaheris & Gareth's Frightful Presence for the next 24 hours. knocked up on a success. Then, Gaheris & Gareth leap at
each creature in the air, dealing 18 (4d8) slashing damage
and throwing them on the ground, knocking them prone.

67
68
69
70
71
72
Morgan Le Fay, Spellcasting. Morgan Le Fay casts one of the following
spells, using Charisma as the spellcasting ability (spell save

Master Manipulator
23):

Medium humanoid, lawful evil At-will: animate dead, detect thoughts, invisibility, mage armor,
major image, mirror image
5/Day each: banishment, blight, cloudkill, detect magic, dispel
Armor Class 19 (natural armor) magic, dominate person
Hit Points 202 (27d8 + 81) 3/Day each: counterspell (5th level), disintegrate, dominate
Speed 30 ft. monster, finger of death, globe of invulnerability, teleport
1/day each: astral projection, plane shift, power word stun,
power word kill
STR DEX CON INT WIS CHA
Weakening Bolt. Ranged Spell Attack: +15 to hit, range
8 (-1) 16 (+3) 16 (+3) 23 (+6) 16 (+3) 24 (+7) 60/120 ft., one target. Hit: 29 (4d10 + 7) necrotic damage. If
this is the second time the target has been hit with this
attack, it must succeed on a DC 23 Constitution saving
Saving Throws. Con +11, Int +14, Wis +11, Cha +15 throw or be paralyzed for 1 minute. The target can repeat
Skills. Arcana +22, Deception +23, History +14, Insight +11, the saving throw at the end of each of its turns, ending the
Intimidation +23, Perception +11, Persuasion +23 effect on itself on a success.
Damage Resistances. cold, necrotic Summon Horde (1/Day). Morgan Le Fay summons
non-legendary undead, monstrosities or fiends whose CR
Damage Immunities. poison; bludgeoning, piercing, and totals 15 or lower. They all share her initiative, but take
slashing from nonmagical attacks their turn immediately after hers and follow her telepathic
Condition Immunities. charmed, frightened, poisoned commands (no action required).
Senses. truesight 120 ft., passive Perception 21 Bonus Action
Languages. Abyssal, Common, Draconic, Infernal,
Undercommon, telepathy 300 ft.
Shadow of Avalon (5/Day). Morgan Le Fay channels the
Challenge. 26 (90,000 XP) very shadows of Avalon, becoming invisible until the start
of her next turn and gaining a flying speed of 100 feet.
Casting a spell or making an attack does not break this
Legendary Resistance (3/Day). If Morgan Le Fay fails a invisibility.
saving throw, she can choose to succeed instead.
Empowered Rejuvenation. If she has a phylactery, Reactions
Morgan Le Fay gains a new body 1d4 days after her death,
regaining all her hit points and becoming active again. The
new body appears within 5 feet of the phylactery and is not Turn Against Another (3/Day). As a reaction to
considered undead. becoming the target of an attack or spell, Morgan Le Fay
switches place with a charmed creature within 60 feet of
Magic Resistance. The Morgan Le Fay has advantage on her, which becomes the new target of the attack or spell.
saving throws against spells and other magical effects.
Web of Lies. Morgan Le Fay ignores immunity to the Legendary Actions
charmed condition. Creatures with immunity to the
condition instead have advantage on saving throws against
being charmed by her. In addition, all of Morgan Le Fay's Morgan Le Fay can take 3 legendary actions, choosing from
spells and abilities that charm a creature last until dispelled the options below. Only one legendary action option can be
and cannot be ended via taking damage. used at a time and only at the end of another creature's
turn. Morgan Le Fay regains spent legendary actions at the
Shapechanger. Morgan Le Fay can use its action to start of her turn.
polymorph into any other humanoid, monstrosity or fiend,
or back into its true form. Its statistics, other than its size,
are the same in each form. Any equipment it is wearing or Spell. Morgan Le Fay casts one of her At-Will or 5/Day
carrying is transformed alongside her. She reverts to her spells.
true form if it dies.
Take Control (Costs 2 Actions). Morgan Le Fay
chooses a creature she has charmed. That creature moves
Actions up to its full movement, then makes a weapon attack or
casts a spell of 5th level or lower.
Multiattack. Morgan Le Fay casts a spell, then makes up to Echoing Scream (Costs 3 Actions). Morgan Le Fay lets
four weakening bolt attacks. out a scream of pure anguish within a 30-foot radius
around her. Each creature of her choice within the radius
Corruption (Recharge 4-6). Morgan Le Fay uses one of must make a DC 23 Wisdom saving throw. On a failure,
her following corruption abilities: they take 26 (4d12) psychic damage and become frightened
Chains of Corruption. chooses up to three creatures of Morgan Le Fay for 1 minute. A creature can repeat the
within 300 feet. Each creature must succeed on a DC 23 saving throw at the end of each of its turns. On a failure, it
Wisdom saving throw or become charmed (no takes 26 (4d12) psychic damage. On a success, it ends the
concentration required). While charmed in this way, the effect on itself. If a target's saving throw is successful or the
creature becomes immune to the grappled, paralyzed, effect ends for it, the target is immune to the scream for the
restrained and stunned conditions and must spend its turns next 24 hours.
following Morgan Le Fay's telepathic commands (no action
required). This effect counts as a 7th level spell for the
purpose of dispelling.
Drain the Corrupted. Morgan Le Fay deals 44 (8d10)
necrotic damage to each creature she has charmed. She
regains hit points equal to half the total damage dealt, but
not more than half her maximum hit points.

73
Merlin the Actions
grand Wizard Multiattack. Merlin casts a spell, then uses two elemental
attacks of the element he's chosen.
Medium humanoid (hero), lawful good
Arcane Overload (3/Day). Merlin casts two spells.
Armor Class 13 (16 with mage armor) Conjure Wall (Any). Merlin focuses his energy into a
wall of energy. If his chosen element is cold, he casts wall of
Hit Points 266 (41d8 + 82) ice. If his chosen element is fire, he casts wall of fire. If his
Speed 30 ft. chosen element is force, he casts wall of force. When the
spell is cast in this way, it only lasts one round.
STR DEX CON INT WIS CHA Elemental Bolt (Any). Ranged Spell Attack: +15 to hit,
range 120/300 ft., one target. Hit: 18 (2d10 + 7) cold fire or
6(-2) 16 (+3) 14 (+2) 24 (+7) 18 (+4) 16 (+3) force damage. The bolt has an additional effect based on
the chosen element (described in the Magic Mastery
ability).
Saving Throws. Int +15, Wis +12, Cha +11 Cold Freeze (Recharge 5-6). Merlin chooses a point
Skills Arcana. +23, History +23, Insight +12, Perception within 300 feet, dropping the temperature drastically. Each
+12 creature within a 30-foot radius sphere must make a 23
Constitution saving throw. On a failure, they take 13 (3d8)
Damage Resistances. force; damage from spells cold damage and are paralyzed until the end of Merlin's
Senses. passive Perception 22 next turn. On a success, they take half damage and are not
Languages. Celestial, Common, Elvish, Primordial, Sylvan paralyzed.
Challenge. 26 (90,000 XP) Fire Tornado (Recharge 5-6). Merlin conjures up a
tornado of flames at a point within 120 feet. It erupts within
a 20-foot radius, 100-foot tall cylinder. All creatures in the
Legendary Resistance (3/day). If the Merlin fails a area must make a DC 23 Dexterity saving throw, taking 30
saving throw, it can choose to succeed instead. + 52 (15d6) fire damage on a failure and half on a success.
The tornado then remains in the area until the end of
Merlin's next turn. Within the area, flying speeds are
Magic Mastery. At the start of each turn, Merlin chooses reduced to 10 feet. Any creature who enters the area or
either cold, fire or force. Merlin gains resistance to the starts its turn inside it must make a DC 23 Dexterity saving
damage type he's chosen until the start of his next turn, and throw, taking 28 (8d6) fire damage on a failure and half on
can use the actions associated with that damage type. a success.
Merlin's Elemental Bolt attack has an additional effect based
on the chosen element. Force Burst (Recharge 5-6). Merlin lets out a burst of
force energy within a 60-foot radius around him. Each
cold: The target must make a DC 23 Strength saving throw creature within the radius must make a DC 23 Strength
or grappled and restrained until the end of its next turn. saving throw. On a failure, they take 33 (6d10) force
damage and are pushed back 60 feet. On a success, they
fire: The target takes an additional 16 (3d10) damage at the take half damage and are not pushed. Until the end of
start of its next turn. Merlin's next turn, all ranged attacks against him
automatically fail and creatures within 60 feet of him have
force: The target must make a DC 23 Constitution saving their movement speed halved, as a force bubble is created.
throw or become stunned until the start of its next turn.

Magic Resistance. The archmage has advantage on saving Reactions


throws against spells and other magical effects.
Arcane Retort. Merlin adds 3 to its AC against one attack
Mind of Myriddin. Merlin can concentrate on two spells that would hit it. To do so, the Merlin must see the attacker.
at the same time, but rolls concentration for them as a single
spell. When he fails a concentration check, he loses
concentration on both spells. Legendary Actions
Spellcasting. Merlin casts one of the following spells, using Merlin can take 3 legendary actions, choosing from the
Intelligence as the spellcasting ability (spell save 23): options below. Only one legendary action option can be
used at a time and only at the end of another creature's
At will: fireball (3rd level), light, mage hand, magic missile (5th turn. Merlin regains spent legendary actions at the start of
level), message, prestidigitation its turn.

5/Day each: banishment, detect magic, fly misty step, scrying Wizardry. Merlin casts a spell of 5th level or lower.
3/Day each: cone of cold, counterspell (5th level), teleport, wall of Displacement (Costs 2 Actions). Merlin teleports up to
force 500 feet to an unoccupied space, whether it can see it or not.
World Spell (Costs 3 Actions). Merlin gathers the
1/day each: globe of invulnerability, mind blank, time stop, true magic of the universe, retracing its steps. Merlin chooses
seeing any number of spells that have been cast by creatures other
than him since the end of his last turn, then casts each of
those spells at the same level they were cast, choosing
Reflector Mage. Whenever Merlin successfully counters a different targets. This effect can be countered and is
spell, he may choose to instead redirect it to a different area
considered a 7th level spell.
or different targets.

74 Art by Marc Da Matisse


75
Arthur Pendragon, Brother Knights' Bond. King Arthur conjures up a spectral
duplicate of himself within 60 feet of him. The duplicate

the Godking
shares his AC, but only has 1 hit point. King Arthur can
make his weapon attacks either from himself of his
duplicate and can change places with the duplicate as a
Medium celestial, lawful good bonus action.
Galahad's Shield. King Arthur conjures a spectral shield,
Armor Class 22 (enchanted plate) then lets out a burst of sacred light in a 30-foot cone in front
Hit Points 285 (30d8 + 150) of him. Each creature in the cone must succeed on a DC 25
Constitution saving throw or take 22 (5d8) radiant damage
Speed 50 ft. and become blinded and deafened for 1 minute. An
affected creature can repeat the saving throw at the end of
each of its turns, ending the effect on a success.
STR DEX CON INT WIS CHA
Gawain's Faith. King Arthur casts guardian of faith twice. If
27(+8) 20 (+5) 21 (+5) 16 (+3) 16 (+3) 19 (+4) he uses this ability again the two previous instances of the
spell vanish.
Kay's Insults. King Arthur lets out a flurry of insults,
Saving Throws. Str +17, Dex +14, Con +14, Wis +12, Cha forcing the temper of a creature within 60 feet. The creature
+13 must succeed on a DC 25 Wisdom saving throw or take 36
Skills. Athletics +17, Insight +21, Perception +12, Religion (8d8) psychic damage and become charmed for 1 minute. A
+21 charmed creature can repeat the saving throw at the end of
each of its turns, ending the effect on a success. While
Damage Resistance.s poison charmed in this way, a creature is filled with anger, can't
Damage Immunities. radiant; bludgeoning, piercing, and willingly move more than 5 feet away from King Arthur,
slashing from nonmagical attacks has disadvatange on all checks to maintain concentration
on spells, can only use its action to make weapon or spell
Condition Immunities. blinded, charmed, frightened attacks.
Senses. darkvision 120 ft., passive Perception 22 Lancelot's Gallop. King Arthur dashes forward in a 30-foot
Languages. Celestial, Common long, 10-foot wide line, trampling over every creature in his
way. Each creature within range must make a DC 25
Challenge. 29 (135,000 XP) Dexterity saving throw. On a failure, a creature takes 21
(6d6) bludgeoning damage and is knocked prone. King
Arthur can choose to carry one creature with him until the
Magic Resistance. King Arthur has advantage on saving end of the charge.
throws against spells and other magical effects.
Lamorak's Rampage. King Arthur enters a rampage until
Legendary Resistance (4/day). If King Arthur fails a the end of his turn. His movement speed becomes 100 feet,
saving throw, he can choose to succeed instead. and he can make up to 8 Excalibur attacks. At the end of his
King's Last Stand (Recharges after a Short or Long turn, King Arthur becomes stunned until the end of his
Rest). If King Arthur would be reduced to 0 hit points, its next turn.
current hit point total instead resets to 200 hit points, he Blinding Light (Recharge 4-6). King Arthur makes
recharges his Blinding Light, and he regains any expended Excalibur shine with bright radiant light. Each creature
uses of Legendary Resistance. Additionally, he can now use within a 60-foot radius of King Arthur must make a DC 25
his Mythic Actions during the next hour. Constitution saving throw. On a failure, a creature takes 66
King of Camelot. While in combat, King Arthur always (12d10) radiant damage and is blinded for 1 minute. A
has possession of the Crown of Camelot and cannot lose creature can repeat the saving throw at the end of each of
possession of it. its turns, ending the effect on a success. On a success, a
creature takes half damage and is not blinded.
Magic of Excalibur. King Arthur also gains the following
benefits from his blade, Excalibur: Bonus Action
- Unliftable. No other creature can lift Excalibur.
- Champion's Rally. King Arthur can cast the compelled Fury of Avalon (1/Day). King Arthur conjures the wrath
duel spell at will. of his kingdom. For the next minute, he can make an
- Sheathe of Defense. While Excalibur is not drawn, additional attack with Excalibur as part of his Multiattack.
King Arthur has resistance to bludgeoning, piercing, and Come Forth (3/Day). King Arthur summons a pegasus
slashing damage. to his aid. The pegasus shares his initiative count, but takes
Spellcasting. King Arthur can cast the following spells its turn immediately after him and follows his verbal
without requiring material components, using Charisma as commands (no action required).
the spellcasting ability (spell save 21):

At will: daylight, dispel magic, prayer of healing, sanctuary


Legendary Actions
2/day each: flame strike, king's court*, spirit guardians
1/day each: commune, heal, plane shift King Arthur can take 3 legendary actions, choosing from
the options below. Only one legendary action option can be
*part of the Legends of Camelot Compendium used at a time and only at the end of another creature's
turn. King Arthur regains spent legendary actions at the
Actions start of its turn.

Decisive Strike. King Arthur moves up to 50 feet and


Multiattack. King Arthur uses his Mark of the round makes a weapon attack. This movement doesn't provoke
Table, then makes three Excalibur attacks. attacks of opportunity, ignores difficult terrain and effects
Excalibur. Melee Weapon Attack: +20 to hit, reach 5 ft., one that would hinder or slow movement (such as the slow or
target. Hit: 18 (2d6 + 11) slashing damage and 16 (3d10) spike growth spells.)
radiant damage. Detect. King Arthur makes a Wisdom (Perception) check.
Mark of the Round Table. King Arthur chooses a Mark Mark (Costs 2 Actions). King Arthur uses his Mark of
of the Round Table from amongst his Knights, using one of the Round Table.
the following abilities:
Storm of Judgement (Costs 3 Actions). King Arthur
begins spinning rapidly with his sword, turning into a
Agravain's Strike. King Arthur makes an Excalibur attack whirlwind. Until the start of his next turn, King Arthur
against a creature within range. On a hit, the creature's cannot be hit by ranged attacks and each creature that
Armor Class is reduced by 5 (1d10) for the next minute. This starts its turn within a 10-foot radius of him or moves into
effect can be applied multiple times, but cannot reduce a the radius for the first time on a turn must make a DC 25
creature's AC below 10 + its Dexterity modifier. Dexterity saving throw, taking 26 (4d12) damage on a
Bedivere's Dauntlessness. King Arthur ends all instances of failed save and half on a success.
the grappled, poisoned or petrified conditions and gains
immunity to all these conditions until the end of his next turn.
76
Mythic Actions
If King Arthur's mythic trait is active, it can use the options
below as legendary actions for 1 hour after using King's
Last Stand.

Camelot's Chains. King Arthur throws chains of light


unto one creature within 90 feet. It must make a DC 25
Strength saving throw or become paralyzed and restrained
until the end of King Arthur's next turn.
Avalonian Assault (Costs 3 Actions). King Arthur
throws Excalibur up to 200 feet towards a creature and makes
a melee weapon attack. On a hit, the attack deals 52 (8d12) +
50 slashing damage. The sword then returns in his hand.

77
THANK YOU!
Full Version of the Compendium
from Patreon!

A big thank you to all of those who


follow and support me, without you I
couldn't have brought this project to
life.

Cover art by WarmTail used with


permission.

And now onto the next project...

Cheers !

A massive thank you to all my


patrons!

78
License
This material is being released under the Open Gaming License.
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15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.;

Secrets of Gravity Magic Copyright 2021, MonkeyDM Publishing SRL; author Evan Mascaro

END OF LICENSE

79

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