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Cakewalk 0.2

Cakewalk is a whimsical setting on the Island of Yumm, where humanoids and foodfolk coexist in a colorful and playful environment. The document outlines various races, including crumbkin, frostlings, gummies, and pufts, each with unique traits and characteristics. It also includes a disclaimer regarding the product's identity and content, as well as credits for the designers and illustrators involved in its creation.

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0% found this document useful (0 votes)
162 views32 pages

Cakewalk 0.2

Cakewalk is a whimsical setting on the Island of Yumm, where humanoids and foodfolk coexist in a colorful and playful environment. The document outlines various races, including crumbkin, frostlings, gummies, and pufts, each with unique traits and characteristics. It also includes a disclaimer regarding the product's identity and content, as well as credits for the designers and illustrators involved in its creation.

Uploaded by

fa
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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Introduction Table of Contents

Cakewalk is a colorful setting where the rules of Chapter 1: Races................................................... 1


reality are a bit loose. On the Island of Yumm, Crumbkin................................................................ 1
Frostling ................................................................. 3
people of all shapes and sizes live alongside Gummy................................................................... 5
foodfolk, like the brash gummies and the Puft......................................................................... 6
humdrum crumbkin. The residents of Yumm Pumpkid................................................................. 7
live in preposterous harmony, hindered only by Veggies................................................................... 8
the rumblings of Mt. Monterey and the antics of Chapter 2: Magic Items........................................ 9
Chapter 3: Monsters.......................................... 12
mischievous foodfolk.
Animal Crackers.................................................... 12

Credits
Avogato................................................................ 14
Cake Mimic........................................................... 15
Ghost Pepper ...................................................... 16
Lead Designer Michael Holik (Mage Hand Giant Gummy Snake............................................. 17
Press), Agginmad (Loot Tavern) Gorgummy........................................................... 18
Growlic................................................................. 19
Additional Design Max Wartelle (Loot Tavern) Gumslinger Bandits.............................................. 20
Interior Illustrations Agginmad (Loot Pepper Oni........................................................... 23
Tavern) Puddings ............................................................. 24
Pumpkid............................................................... 26
Pumpking............................................................. 27
Scoopling............................................................. 29
Chapter 4: Spells................................................. 30

Mage Hand Press, and their associated logos are trademarks of Mage Hand
Press LLC ® 2019 Mage Hand Press LLC. All Rights Reserved.
Product Identity: The following items are hereby identified as Product
Identity, as defined in the Open Game License version 1.0a, Section 1(e),
Disclaimer: This product has not been approved and are not Open Content: All trademarks, registered trademarks, proper
names (characters, deities, etc.), dialogue, plots, storylines, locations,
by the FDA. Mage Hand Press is not responsible characters, artwork, and trade dress. (Elements that have previously been
for any gastrointestinal distress caused by eating designated as Open Game Content or are in the public domain are not
included in this declaration.)
a frostling, any dermatological issued caused by Open Content: Except for material designated as Product Identity (see
offending a gorgummy, or any injuries to pride above), the game mechanics of this Mage Hand Press game product are
Open Game Content, as defined in the Open Gaming License version 1.0a
caused by pumpkid antics. 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.
Cakewalk is published by Mage Hand Press LLC and Salty Bot Games
under the Open Game License version 1.0a. Copyright 2021 Mage Hand
Press LLC. All Rights Reserved.
MAGE HAND PRESS
855 E Ash Ln #903 Euless, TX 76039
www.magehandpress.com
Chapter 1: Races
The following races are foodfolk, culinary peoples
endemic to Yumm Island. They live side-by-side
with other humanoids, such as humans and elves,
which originate from beyond the island’s Cereal
Sea. Though humanoids and foodfolk might seem
disparate, they’re absolutely coequal on Yumm
Island’s shores.

FOODFOLK AND HUMANOIDS


Yumm Island plays host to a preposterously
diverse collection of plants and animals, including
two entire branches of human-like creatures,
the humanoids and the foodfolk. Humanoids
include the standard array of fantasy races, such as
humans, elves, dwarves, halflings, and so on. Many
humanoids are native to Yumm Island, but a few
are visitors, having washed up on shore years ago
and finding it impossible to leave.
By contrast, foodfolk resemble culinary
creations, from donuts, to carrots, to gummy
bears. Not every type of food is counted among
the foodfolk, but those that are easily eclipse the
cartoonish diversity of the humanoids that live on
Yumm Island. regular breads. While the pastryarchs live relatively
Players can choose to play as humanoids or carefree, with plenty of time for art and leisure,
foodfolk with no repercussions on gameplay. For most crumbkin work for a meager flourly wage.
the purposes of features and spells, all races are This has bred no small amount of resentment. In
counted as humanoids. Furthermore, players who turn, more and more loafers each year convert
choose foodfolk can adopt almost any type of food to Crumbunism, a radically equal philosophy
for their character, as long as they can vaguely fit promising to break the Pastryarchy’s grip on the
within one of the races below. crumbkin and provide bread and circus to all.

Crumbkin LONG TRADITIONS


While crumbkin may broadly be organized into
Divided by sweetness and social standing, the two categories, many crumbkin more strongly
crumbkin are bread people split between the identify with their family, be that cookies, scones,
practical, hard-working loafers and the aloof, or baguettes. These crumbkin families maintain
artistic pastryarchs. traditions which go back generations, and can
include some specific and unusual customs. For
DOWN WITH THE PASTRYARCHY! example, the white and wheat bread families have
Decades of social pressures have created a regular and adversarial family cookouts, and the
hierarchy among the diverse crumbkin: the wealthy scone family will never, ever ask for directions.
Pastryarchy, a collection of cakes, pies, cookies, You can pick a family tradition by picking from
and other sweets, and the Loafers, a coalition of or rolling on the following table:

Cakewalk 1
d8 Tradition CRUMBKIN TRAITS
1 It’s crustomary to go camping every summer. As a crumbkin, you have the following racial traits:
2 Your family runs a bread and breakfast. Ability Score Increase. Increase any three
ability scores of your choice by 1.
3 Your family does a cookout every
Crumblumbus Day
Alignment. Crumbkin tend to be lawful.
Size. Your size is Medium.
4 You always doughnate what you can to the
poor.
Speed. Your base walking speed is 30 feet.
Early to Rise. You can gain the benefits of a
5 Every summer, your family takes to the
beach to get a good toast-tan
long rest after only four hours of sleep.
Tool Proficiency. You gain proficiency with
6 Your family acknowledges coming of age
one set of artisan’s tools of your choice.
with sprinkles or sesame seeds.
Trail of Breadcrumbs. You have advantage
7 You mark the yearly growth of children on a
on checks you make to avoid getting lost.
door frame in the house.
Subrace. Choose one of the subraces listed
8 You celebrate an obscure holiday: Yeaster
below.
Sunday.
LOAFERS
Breads of all shapes and sizes, loafers are
hardworking and practical folk with strong
convictions and a predisposition to commonsense
problem solving.
Ability Score Increase. Increase your
Strength or Constitution score by 1.
Crummy Disposition. You have advantage on
saving throws against being charmed.
Crust. You gain a +1 bonus to Armor Class.

PASTRYARCHS
Sweet pastries from cookies to pies, pastryarchs
have a sharp tongue and an artistic bent, making
for excellent bards and clerics alike.
Ability Score Increase. Increase your
Wisdom or Charisma score by 1.
Candied Cantrips. You know candyblast and
one cantrip of your choice from the bard or cleric
spell list. Charisma is your spellcasting ability for
these spells if you choose a cantrip from the bard
list, and Wisdom is your spellcasting ability if you
choose a cantrip from the cleric list.
Art c
oming
Sweet Disposition. You gain proficiency in

soon!
the Persuasion skill.

2 Mage Hand Press


Frostling
The laid-back, playful ice cream people known
as frostlings can be found all over Yumm Island,
going on adventures, acting as mercenaries, and
even protecting the Twin Kings of Candia.
FROSTLING TRAITS
ADVENTUROUS SPIRITS
Sweet but cold, you have the following racial traits:
Frostlings are possessed with a spirit of wanderlust Ability Score Increase. Your Strength score
that takes them to every corner of their fair island increases by 1 and your Intelligence score increases
on sundry misadventures. No quest is too small by 1.
and no obstacle too large, so the saying goes. Alignment. Frostlings tend to be chaotic.
Perhaps frostling adventurousness is matched only Size. Your size is Small.
by their relentless optimism, an impulse to seek Speed. Your base walking speed is 25 feet.
out the silver lining in every situation. This makes Darkvision. Avoiding the sun whenever
them ideal traveling companions, until, at least, the possible, you have superior vision in dark and dim
enthusiasm starts to wear thin. conditions. You can see in dim light within 60 feet
of you as if it were bright light, and in darkness
ASSORTED FLAVORS as if it were dim light. You can’t discern color in
Frostlings come in more shapes and sizes than darkness, only shades of gray.
perhaps any other type of foodfolk, and each have Brain Freeze. If a creature bites you or
different flavors, often reflecting their personalities. swallows you whole, it must make a Constitution
Vanilla frostlings tend to be impulsive, chocolate saving throw (DC equals 8 + your proficiency
frostlings romantic, strawberry frostlings bonus + your Constitution modifier) or be
introverts, and so on. Moreover, there are rare poisoned until the end of its next turn.
frostling flavors destined to be truly remarkable Chill. You have advantage on saving throws
people. For example, all frostlings know the story against being frightened.
of Sir Lilian, the lavender-flavored frostling knight, Frosty Resistance. You have resistance to cold
and of Gritham the Red, a habanero-flavored damage.
frostling mage, both of which slew mighty foes and Subrace. Choose one of the subraces listed
engraved their names in history. below.

Cakewalk 3
WAFFLE CONE
Born with a tough outer shell of waffle cone, these
frostlings are uniquely suited for knightly combat.
Ability Score Increase. Your Strength score
further increases by 1.
Cone Weapon Training. You have proficiency
with the mace, morningstar, lance, and spear.
Additionally, despite your size, you can wield heavy
weapons with which you are proficient without to
penalty. g s f r o m best
Waffle Shell. You gain a +1 bonus to Armor A N K frostlin p
Class. c a n ’ t just R
i f y o u DID, to
u
sly, yo ing. Bu
t
SANDWITCH Obviou e h u m a n i z
a w berry,
b e d , s t r
that’d , vanilla
worst;
More canny by far than their kin, sandwitches e
h oc o l a t p ecan.
are naturally adept with arcane magic, and make
ld b e c bu t t e r
excellent wizards.
f t h e list wou d o u g h, and
o ie
Ability Score Increase. Your Intelligence
t e c h i p, cook
score further increases by 1.
i n t c h ocola o n a b o ut it.
m sti
Cold Cantrips. You know ray of frost and one
cantrip of your choice from the wizard spell list.
No que
Intelligence is your spellcasting ability for these
spells.

4 Mage Hand Press


Gummy
The short, bear-like gummies make for proud,
boastful knights, especially if squeezed into armor.
Just don’t mention their height.

SQUISHY BEARS
GUMMY TRAITS
Gummies are remarkably pliant, even for foodfolk.
Squishy and brave, you have the following racial
Though their round, bear-like bodies can hardly
traits:
be described as nimble, they can squeeze through
Ability Score Increase. Your Strength score
most passages with sufficient motivation (or
increases by 2, and your Charisma score increases
sufficient force). In fact, if a gummy crawls into
by 1.
the armor of a knight, they deform rather nicely
Alignment. Gummies tend to be lawful.
to fill out the gloves and greaves. They need only
Size. Your size is Small.
suck in their gut and crawl in through the neck
Speed. Your base walking speed is 30 feet.
hole. Whenever possible, most gummies love to
Brash. Your base movement speed is 40 feet
walk around in armor entirely too large for them,
on the first round of combat.
towering over their friends and flexing squishy
Gummy Armor Training. You have
muscle.
proficiency with light and medium armor.
OVERCOMPENSATING Small But Mighty. When you make a melee
attack with advantage against a creature that is
Their height, or lack thereof, is deeply ingrained larger than you, you can add your proficiency
in the gummy psyche, leading to the sort of bonus to the damage roll.
brash, loud overcompensation which is signature Squishy Size. You can squeeze into armor that
among gummy knights. In an effort to impress, an isn’t properly sized for you. You become Medium-
armored gummy will charge into battle, face down sized if you wear medium or heavy armor that is
dragons, or arm wrestle a foodbeast, especially Medium-sized.
if doing so humiliates someone taller than
themselves. However, their bravado is notoriously
fragile: take a gummy out of their armor, and
they’ll be far less quick with boasts and insults
alike.

Cakewalk 5
Puft
as raise their voice, even when they’re antagonized.
Most puft demonstrate a characteristic passivity, a
bulletproof composure which problems bounce off
Puft are stout and squishy foodfolk who often sport of. When bullies must be dealt with, puft will stand
cotton candy beards and a quiet disposition. up for themselves and others, but small gibes and
bumps on the road never manage to fluster them.
MUSCLES OF FLUFF Moreover, while puft might not talk as much
Puft are born improbably brawny, with inflatable as other foodfolk, they’re all the better at listening.
muscles and a portly predisposition. However, Puft possess a quiet insight that can illuminate
most puft are simply more resilient than strong, baffling problems and shed insight on the
their biceps being mostly empty air. Such a fluffy motivations of others.
material has its advantages, though. Puft bounce,
rather than crash, and usually pop back into shape PUFT TRAITS
after a blow. And with momentum on their side, a Hardy yet serene, you have the following racial
puft makes for a fluffy wrecking ball, bouncing and traits.
slamming with all of their (admittedly exaggerated) Ability Score Increase. Your Constitution
mass. score increases by 2, and your Wisdom score
increases by 1.
PASSIVE AND TOLERANT Alignment. Puft tend to be neutral.
At a glance, the stout, muscular puft might seem to Size. Your size is Medium.
be superb warriors, or even berserkers. However, it Speed. Your base walking speed is 25 feet.
is rare to see any puft lose their temper or so much Astute. You gain proficiency in the Insight
skill.
Body Slam. If you move at least 10 feet in a
straight line immediately before making a melee
attack against a creature, you can use your bonus
action to push the target 5 feet away from you
immediately after the attack.
Bouncy. You take half damage from falling.
Whenever you land after falling 10 or more feet,
you can choose to bounce back onto your feet, and
land standing instead of prone. Additionally, any
creature that lands on you takes half damage from
falling.
Reform. Whenever you take bludgeoning,
piercing, or slashing damage from a
nonmagical weapon and don’t drop to 0
hit points, you can use your reaction to
immediately regain 1d4 hit points, up to a
maximum of the amount of damage taken.

6 Mage Hand Press


Pumpkid
The permanently adolescent pumpkids
embrace mischief and mayhem as a way
of life.

TRICKS! TREATS!
Pumpkids are nothing if not mischievous,
spending every idle second concocting small
pranks to pull on those around them. Given time
and preparation, they might enlist others in their
schemes to pull off a massive, overly complex
prank, if they think someone in particular needs
to be taken down a peg. Adventuring pumpkids
usually reserve their more harmful shenanigans for
deserving enemies, but groups of pumpkids left to
their own devices are often crueler and completely
undiscerning about who they’ll make slip on a
banana peel and fall out a window.

TOO COOL FOR SKOOL Darkvision. Avoiding the sun whenever


Almost all pumpkids harbor very specific and possible, you have superior vision in dark and dim
ever-changing ideas of what is cool and what conditions. You can see in dim light within 60 feet
isn’t. Perhaps, sunglasses will be cool one day, and of you as if it were bright light, and in darkness
wearing sneakers will be demonstrably uncool as if it were dim light. You can’t discern color in
the next. These vague notions guide the nuisances darkness, only shades of gray.
of their every decision, from what to wear and False Appearance. When you take the Hide
what to eat, to who to trust making a plan and action, you can magically conceal your body
who to side with in a fight. Usually, their deeper in your pumpkin head for up to 10 minutes.
convictions about who they respect what they While you remain prone and motionless, you are
think is right will invisibly push their ideas of indistinguishable from an ordinary jack-o’-lantern.
“cool” toward a more consistent outlook, but peer- Once you use this trait, you can’t use it again until
pressure from other pumpkids can reverse this, if you finish a long rest.
only for a time. Mischievous. You gain proficiency in one
of the following skills of your choice: Acrobatics,
PUMPKID TRAITS Deception, Sleight of Hand, or Stealth.
Impish and irksome, you have the following racial Taunt. You can use your action to mock a
traits. creature within 15 feet of you. If the target can
Ability Score Increase. Your Dexterity score hear you and it understands at least one language,
increases by 2 and your Charisma score increases it has disadvantage on the next attack roll it makes
by 1. against a creature other than you before the end of
Alignment. Pumpkids tend to be chaotic. its next turn.
Size. Your size is Small. Skedaddle. You can move 10 feet whenever
Speed. Your base walking speed is 30 feet. you take the Disengage action on your turn.

Cakewalk 7
Veggies
Veggies are usually among the first and friendliest
faces a visitor to Yumm Island will ever see.
Endlessly diverse, veggies can be found on all walks
of life and counted among members of every class.

COLORFUL AND JOLLY


As their name suggests, veggies are vegetable
people that resemble everything from carrots to
kale. They are, therefore, an assorted and colorful
bunch, with wildly different skills and aptitudes.
Among their few commonalities, veggies are
almost universally friendly and hospitable, making
for cheerful innkeepers and fair merchants. If
there’s a dispute, veggies are among the first to
moderate and the last to call foul.

DISTRACTIBLE
Veggies are somewhat Infamous for having short
attention spans that leave them distracted at the
least opportune moments. Some believe this is
because veggies are extraordinarily aloof, but this
couldn’t be further from the truth. In fact, veggies
are endlessly perceptive, which often causes them
to notice interesting tidbits when there may be
more pressing matters at hand.

VEGGIE TRAITS
Unquestionably Vibrant and diverse, you have the following traits:
true urban my Ability Score Improvement. Your
ths about vegg
-Carrot veggie ies: Constitution score increases by 1 and any other
s have such go ability score of your choice increases by 2.
od vision they
can fire Alignment. Veggies tend to be good.
eye beams. Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
-Spinach vegg
ies are so full Dabbler. You gain one of the following
of iron that th
ey’re benefits of your choice: you gain proficiency with
naturally mag thieves tools, learn one cantrip of your choice from
netic! the wizard spell list, or you gain proficiency with
-Nobody can four martial weapons of your choice. If you chose
agree if potato
es count. to learn a cantrip, Intelligence is your spellcasting
-Doctors HAT ability for it.
E veggies. First Impressions. You have advantage on the
first Charisma (Persuasion) check you make with a
creature you have met in the last minute.
Hale and Healthy. You have advantage on
saving throws against being diseased or poisoned
Perceptive. You gain proficiency in the
Perception skill.

8 Mage Hand Press


Chapter 2: Magic Items
Magic is so commonplace on the Island of
Yumm that spellcasting and magic items are
scarcely out of place at the dinner table. Perhaps
unsurprisingly, many of these magic items are
constructed from the very elements which make up
foodfolk: culinary treats and sugary snacks. Only
a few terribly powerful relics elude the grasp of
adventurers on the island, for if they fell into the
wrong hands, there might not be an island to speak
of afterwards.

BOW OF BOWS
Weapon (any bow), uncommon (requires
attunement)
Made of springback candy cane and ruby red
ribbon, the bow of bows has the unique ability to
fire lengths of ribbon up to 60 feet long in lieu of
an arrow. This ribbon can be used to pull creatures
off balance, as a grappling hook, or to wrap up
a foe. Once per turn, you can replace one attack
using the bow with one of the following effects:
Yank. Choose Large or smaller creature within
60 feet. It must succeed on a DC 13 Dexterity
end of its next turn. The affected area is difficult
saving throw or be pulled and spun up to 15 feet
terrain until thoroughly cleaned.
closer to you and become dizzy until the end of its
next turn. A dizzy creature’s movement is halved
COOLMINT SLICE
and it makes Dexterity checks and saving throws
Weapon (dagger or scimitar), uncommon (requires
with disadvantage. attunement)
Wrapped Up. You fire a length of ribbon at
a Huge or smaller creature within 60 feet. The This striped, blue blade is enchanted with the
creature must succeed on a DC 13 Strength saving power of the elemental coolmint. You have a +1
throw or become grappled (escape DC 13). While bonus to attack and damage rolls made with this
grappled in this way, the creature is restrained. magic weapon.
Once you use this feature you can’t use any of While holding this weapon, you can use your
the Yank or Wrapped Up features again until the action to conjure a torrent of sticky, white and
following dawn. purple sugar as you cast the cone of frosting spell
(save DC 13). Once you use this feature, you can’t
BUBBLEGUM BOMB do so again until the following dawn.
Wondrous item, uncommon Magic Item Set. Attuning to both this
weapon and the peppermint slice requires only a
As an action you can throw the bomb at a point single attunement slot. If you hit a creature with
on a surface you choose within 60 feet, where it both of these weapons on the same turn, the
explodes on impact. Everything within a 10-foot- weapons become empowered until the end of
radius sphere of that point becomes coated in your next turn. This weapon deals an additional
sticky bubblegum. When the bomb explodes, each 1d4 cold damage and the peppermint slice deals an
creature in the affected area must succeed on a DC additional 1d4 fire damage.
13 Strength saving throw or be restrained until the

Cakewalk 9
CRYSTAL CANDY SWORD
Weapon (any sword), uncommon (requires
attunement)
While attuned to this magic weapon, you can use
your bonus action to lick the blade and gain the
benefits of the sugar rush spell (no concentration
required). When you use this trait, roll a d4. On a
1, the sword loses its sweetness, and can’t grant the
spell’s benefits for 24 hours.

GUMMY FANGS
Wondrous item, common (requires attunement)
When you attune to these fangs, you can wear
them in your mouth and use them as a natural
weapon to perform a special bite attack, which
counts as an unarmed strike. If you hit with
this bite attack, you deal piercing damage equal
to 1d6 + your Strength modifier, instead of the
bludgeoning damage normal for an unarmed
strike, and you regain 1d4 hit points.
Whether or not you are attuned to the fangs,
you can eat them as an action. Doing so destroys
the fangs, but you regain 2d4 + 2 hit points in the
process.

JAWBREAKER
Weapon (morningstar), uncommon
You have a +1 bonus to attack and damage rolls
made with this magic weapon. Whenever you score
a critical hit against a creature using this weapon,
you lock its jaw, rendering it incapable of speaking
or performing the verbal components of spells
until it finishes a short or long rest.

MACEMALLOW
Weapon (any melee weapon which deals bludgeoning
damage), uncommon (requires attunement)
You have a +1 bonus to attack and damage rolls
made with this magic weapon. When you roll a
20 on an attack roll, the target is covered in sticky
marshmallow and is restrained if it is Large or
smaller. A creature restrained in this way can use
its action to make a DC 13 Strength check, freeing
itself on a success.
When you speak the command word
(“smores”) while holding the weapon, the
marshmallow bursts aflame, shedding bright light
for 20 feet, and dim light for an additional 20 feet.
The flames last until you speak the command word
again or until you drop or stow the weapon.

10 Mage Hand Press


PEPPERMINT SLICE
Weapon (dagger or scimitar), uncommon (requires
attunement)
This striped, red blade is enchanted with the power
of the elemental peppermint. You have a +1 bonus
to attack and damage rolls made with this magic
weapon.
As an action you can invoke the weapon,
coating you in a thin layer of hard, resistant icing
as you cast peppermint plate. Once you use this
feature, you can’t do so again until the following
dawn.
Magic Item Set. Attuning to both this weapon
and the coolmint slice requires only a single
attunement slot. If you hit a creature with both
of these weapons on the same turn, the weapons
become empowered until the end of your next
turn. This weapon deals an additional 1d4 fire
damage and the coolmint slice deals an additional
1d4 cold damage.

WAFER SHIELD
Shield, rare (requires attunement)
While attuned to this shield, you can doff it and
mount it as a bonus action. Whilst mounted, you
ignore nonmagical difficult terrain , can move
the surface of liquids, and your movement speed
increases to 60 feet. Additionally, if you take
damage while mounted, you must succeed on a
Dexterity saving throw or fall off the shield and
fall prone. The DC for the saving throw equals
10 or half the damage taken, whichever is higher.
You can dismount the shield and don it again as a
bonus action.
Once on each of your turns, if you
move 20 feet in a straight line, you
can whip the shield in a cool move
(no action required), splashing hot
chocolate all over a creature within 5
feet of you. The creature must make a
Dexterity saving throw, taking 2d8 fire
damage on a failure, or half as much
damage on a success. The DC for the
saving throw equals 8 + your Dexterity
(Acrobatics) modifier.

Cakewalk 11
Chapter 3: Monsters
The monsters of Yumm Island are as magical Magical Myths. Conflicting stories told
and treacherous as any land, with the caveat that around the campfires of Yumm Island explain the
they’re often far tastier. Prowling the forests and animal crackers’ origin in increasingly ludicrous
mountains are beasts of a sugary and voracious ways. The tamest legends about animal crackers
nature, ranging from the relatively harmless remark in passing that the same magic that brought
avogato to the terribly deadly fondoom. foodfolk to the island also transmuted some of the
island’s residents. More fanciful, however, is the

Animal Crackers tale that animal crackers were made by Grapheme


the Mad, the same wizard who conjured into being
Alongside the normal birds and beasts of alphabet soup and transmuted the great Cereal
Yumm Island are an array of food creatures, Lake.
most numerously animal crackers, nearly flat Perhaps, however, animal crackers are the
approximations of animals which scurry around original, and “normal” animals were the duplicates,
the island’s many forests and fields. adopting their third dimension and strange meat
Delicious Duplicates. The cookie-like construction later on. Who can say?
animal crackers emulate traditional animals in
both appearance and behavior. From the side, ANIMAL CRACKER TEMPLATE
an animal cracker deer might look convincingly Any beast can be made out of animal cracker, and
like its namesake, save for some discoloration, is much like its meat-based counterparts, except as
until it turns to the side and reveals its near two- noted below:
dimensionality. This provides a unique challenge Speed. The beast’s walking speed is increased
for hunters on the island, whose arrows only find by 10 feet.
their mark half of the time. For those who bag a Vulnerabilities. The beast has vulnerability to
cookie critter, however, the prize is an especially bludgeoning damage.
sweet dinner. Flat. Whenever the beast is in half cover, it
counts as having three-quarters cover.

CAMEL ANIMAL CRACKER


Large beast, unaligned

Armor Class 9
Hit Points 15 (2d10 + 4)
Speed 60 ft.

STR DEX CON INT WIS CHA Animal cracke


rs in my soup
16 (+3) 8 (–1) 14 (+2) 2 (–4) 8 (–1) 5 (–3) ♫
Monkeys and ra
bbits loop the
Damage Vulnerabilities bludgeoning
Senses passive Perception 9
loop ♫
Languages — Gosh, oh gee!
but I have fun

CHALLENGE 1/8 (25 XP) Swallowing an
imals one by o
Flat. Whenever the camel is in half cover, it counts ne ♫
as having three-quarters cover.

ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: (1d4) bludgeoning damage.

12 Mage Hand Press


LION ANIMAL CRACKER ELEPHANT ANIMAL CRACKER
Large beast, unaligned Huge beast, unaligned

Armor Class 12 Armor Class 12 (natural armor)


Hit Points 26 (4d10 + 4) Hit Points 76 (8d12 + 24)
Speed 60 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 13 (+1) 3 (–4) 12 (+1) 8 (–1) 22 (+6) 9 (–1) 17 (+3) 3 (–4) 11 (+0) 6 (–2)

Skills Perception +3, Stealth +6 Damage Vulnerabilities bludgeoning


Damage Vulnerabilities bludgeoning Senses passive Perception 10
Senses passive Perception 13 Languages —
Languages —
CHALLENGE 4 (1,100 XP)
CHALLENGE 1 (200 XP)
Flat. Whenever the elephant is in half cover, it
Flat. Whenever the lion is in half cover, it counts as counts as having three-quarters cover.
having three-quarters cover.
Trampling Charge. If the elephant moves at least
Keen Smell. The lion has advantage on Wisdom 20 feet straight toward a creature and then hits it
(Perception) checks that rely on smell. with a gore attack on the same turn, that target must
succeed on a DC 12 Strength saving throw or be
Pack Tactics. The lion has advantage on an attack
knocked prone. If the target is prone, the elephant
roll against a creature if at least one of the lion’s
can make one stomp attack against it as a bonus
allies is within 5 feet of the creature and the ally isn’t
action.
incapacitated.
Pounce. If the lion moves at least 20 feet straight ACTIONS
toward a creature and then hits it with a claw attack
on the same turn, that target must succeed on a DC Gore. Melee Weapon Attack: +8 to hit, reach 5 ft.,
13 Strength saving throw or be knocked prone. If the one target. Hit: 19 (3d8 + 6) piercing damage.
target is prone, the lion can make one bite attack Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft.,
against it as a bonus action. one prone creature. Hit: 22 (3d10 + 6) bludgeoning
Running Leap. With a 10-foot running start, the lion damage.
can long jump up to 25 feet.

ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 7 (1d8 + 3) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 6 (1d6 + 3) slashing damage.

n !
g soo
m i n
c o
Ar t

Cakewalk 13
Avogato AVOGATO
Tiny beast, unaligned
A paradoxically popular foodfolk pet, the avogato Armor Class 12
is lazy and adorable in equal measure. Hit Points 5 (2d4)
Catnaps and Charisma. Lets to its own Speed 30 ft., climb 20 ft.
devices, an avogato will lounge around the house STR DEX CON INT WIS CHA
for eighteen hours a day and mercilessly pester its 3 (–4) 15 (+2) 10 (+0) 3 (–4) 12 (+1) 14 (+2)
master for food and affection the remaining six
hours. There’s no understating how fond owners Skills Perception +3, Stealth +4
are of their green feline friends, for when an avogto Senses passive Perception 13
Languages —
wishes to turn on the charm, it’s hard to resist, even
if it does have a propensity for sharpening its claws CHALLENGE 0 (10 XP)
on its owner.
Fortunate Felines. An old foodfolk saying Keen Smell. The avogato has advantage on Wisdom
(Perception) checks that rely on smell.
goes “crumbkin always fall on their buttered faces,
Uncanny Luck. When the avogato rolls a 1 or 2 on
but avogatos will always land their feet.” Perhaps an attack roll, ability check or saving throw, it can
a confused metaphor, but it speaks to a very real reroll the die and must use the new roll.
truth that avogatos are improbably lucky in their
day-to-day lives. Avogatos seem to supernaturally ACTIONS
avoid danger, steal food, and avoid consequences, Claws. Melee Weapon Attack: +0 to hit, reach 5 ft.,
even as they cause havoc around their owner’s one target. Hit: 1 slashing damage.
home. Conceivably, there is a magical explanation
to the avogato’s fortune, as there is for so many
things on Yumm Island, but most people just
accept this uncanny luck as a fact of life.

s t i n c t i v ely sit
in
v o g a tos will f
Fun fac
t : a
c e s a t on top o
o n
! M y avogato e
on any b
o x
d a p o r tal to th
ne
e and ope
a cub i c g a t
n a c h o s , nearly
of
t a l plane
semi-el
e m e n
s e t o a cheesy
r
e n t i r e multive
the
dooming od time
s.
o m . G o
do

14 Mage Hand Press


Cake Mimic
On the Island of Yumm, the devious, shape
changing mimic takes on the conspicuous guise of a
cake to ensnare hungry passersby. Foodfolk would
be wise to suspect a delicious, multi-tiered cake
sitting out unaccompanied, but strange food-
related phenomena occur frequently on Yumm
Island, from the pixie stickbugs to wild animal
crackers, so a cake hardly seems out of the ordinary.
Poisoned Frosting. This species of mimic
conceals its adhesive skin just beneath a thin layer
of poisonous frosting that puts whoever eats it
to sleep. Once it has the upper hand, the mimic
springs into action, producing its tell-tale tendrils,
teeth, and red eyespots, as it goes in for the kill. In rare circumstances, a cake mimic might
Cunning Cake. Cake mimics are much even try to emulate a foodfolk. Even shifted into
cleverer than their dungeon-inhabiting kin. If the form of a crumbkin or frostling, it can’t speak
injured and unlikely to win out against their or walk, and so might appear as an injured traveller
prey, the mimic will flee and try a different tactic. or a far off maiden that vanishes into the treeline.
Perhaps it will disguise itself as a piping hot plate Not all cake mimics know how to perform this
of cookies, a low-hanging branch of scrumptious trick, and fewer still can be at all convincing at
apples, or a pile of chocolate coins. No matter what close inspection. Perhaps the cake mimics that can
form it takes, this mimic will never try the same masquerade as foodfolk are as intelligent as people,
variety of food twice. and could be reasoned with, if one were brave or
foolhardy enough.

CAKE MIMIC
Small monstrosity (shapechanger), neutral

Armor Class 15 (natural armor) Poisonous Frosting. A creature that ingests the
Hit Points 50 (9d6 + 18) mimic’s frosting must make a DC 13 Constitution saving
Speed 25 ft. throw or be poisoned for 1 hour. If the saving throw
fails by 5 or more, the target is also unconscious while
STR DEX CON INT WIS CHA poisoned in this way. The target wakes up if it takes
damage or if another creature takes an action to shake
12 (+1) 17 (+3) 15 (+2) 14 (+2) 13 (+1) 8 (–1)
it awake.
Skills Stealth +5 Shapechanger. The mimic can use its action to
Damage Immunities acid polymorph into an object or back into its true,
Condition Immunities prone amorphous form. It can only take the appearance of
Senses darkvision 60 ft., passive Perception 11 Small objects and prefers the form of cakes, plates of
Languages — cookies, and other desserts. Its statistics are the same in
each form. Any equipment it is wearing or carrying isn’t
CHALLENGE 2 (450 XP) transformed. It reverts to its true form if it dies.

Adhesive (Object Form Only). The mimic adheres to ACTIONS


anything that touches it. A Large or smaller creature
adhered to the mimic is also grappled by it (escape DC Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
13). Ability checks made to escape this grapple have target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8)
disadvantage. acid damage.
False Appearance (Object Form Only). While the Pseudopod. Melee Weapon Attack: +5 to hit, reach 5
mimic remains motionless, it is indistinguishable from an ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If
ordinary object. the mimic is in object form, the target is subjected to its
Adhesive trait.
Grappler. The mimic has advantage on attack rolls
against any creature grappled by it.

Cakewalk 15
GHOST PEPPER
Art c
Medium undead, neutral evil

oming Armor Class 12


soon! Hit Points 13 (2d8 + 4)
Speed 40 ft.

STR DEX CON INT WIS CHA


1 (–5) 15 (+2) 15 (+2) 11 (+0) 14 (+2) 10 (+0)

Damage Resistances acid, cold, lightning, necrotic,


thunder; bludgeoning, piercing, and slashing from
nonmagical weapons
Damage Immunities fire, poison
Condition Immunities exhaustion, grappled,
paralyzed, poisoned, prone, restrained,
unconscious
Senses darkvision 120 ft., passive Perception 10
Languages the languages it knew in life

CHALLENGE 1/2 (100 XP)


Heated Body. A creature that touches the ghost
pepper or hits it with a melee attack while within 5
feet of it takes 3 (1d6) fire damage.
Incorporeal Movement. The ghost pepper can
move through other creatures and objects as if they
were difficult terrain. The first time a ghost pepper
moves through a creature’s space on its turn, the
creature must make a DC 12 Constitution saving
throw or take 3 (1d6) fire damage. The ghost pepper
takes 5 (1d10) force damage if it ends its turn inside

Ghost Pepper
an object.

ACTIONS
Deep in the spice mines of Mt. Monterrey, the
Spicy Touch. Melee Spell Attack: +5 to hit, reach 5
energy of elemental spice mingles with the spirits ft., one creature. Hit: 7 (2d6) fire damage. The target
of the dead, giving rise to the malicious, spicy must succeed on a DC 12 Constitution saving throw
ghost peppers. These evil spirits haunt the lowest or be poisoned until the beginning of its next turn,
as its eyes water and its throat burns.
levels of the mines, burning anyone they touch
with eye-watering pepper fire.
Spicy Anger. Spirits of the vengeful dead can
cross over to the mortal realm wherever there are
great amounts of spice to fuel their anger. Hence, Foolish Competition. If all other recourse
ghost peppers might haunt hot sauce warehouses, fails, ghost peppers can be distracted through
prodigious spire racks, and chili cook offs. Theirs empty oneupmanship, particularly when it comes
is a rage born of a particularly spicy afterlife, so to eating ludicrously spicy peppers. This is a fool’s
they indiscriminately torment whoever they find in gambit for most people, as ghost peppers are
their domain. Though, if a ghost pepper encounters entirely immune to the sweltering bite of spice, but
someone they remember from their life, they with a clever illusion or magical protection it might
will be mercilessly cruel to them until they are be to beat a ghost pepper at their own game and
banished. potentially secure an ally.
When no obvious victims are nearby, ghost
peppers make themselves scarce and hide in
spice barrels or within containers of hot sauce. A
sulfurous, peppery odor usually lingers in the air
when they are nearby, before they appear in an eye-
watering spectacle of fire.

16 Mage Hand Press


CONSTRICTOR GUMMY SNAKE
Large beast, unaligned Giant Gummy Snake
Armor Class 11 Vibrant and dangerous serpents endemic to Yumm
Hit Points 52 (8d10 + 8) Island, gummy snakes can slither out of comically
Speed 30 ft., swim 30 ft. small holes where one least expects them.
STR DEX CON INT WIS CHA Sweet and Sour. From a distance, the many-
19 (+4) 13 (+1) 12 (+1) 1 (–5) 11 (+1) 3 (–4) hued gummy snakes of the island might seem
identical, but they actually come in two distinct
Skills Perception +2 subspecies. One, larger and more muscular, prefers
Senses blindsight 10 ft., passive Perception 12 to constrict the life out of its prey (chiefly rice
Languages —
mice), whereas the other, a snake with a naturally
CHALLENGE 1 (200 XP) sour demeanor, produces a highly-concentrated
glucose venom to subdue its prey. Distinguishing
Boneless. The snake can move through and between the two is critical for would-be survivalists
occupy a space as narrow as 4 inches wide without
squeezing. venturing into the island’s tropical jungles, and is
especially important when selecting the correct
ACTIONS insulin-antivenom following a gummy snake bite.
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft.,
one creature. Hit: 7 (1d6 + 4) piercing damage.
Constrict. Melee Weapon Attack: +6 to hit, reach
5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning
damage, and the target is grappled (escape DC 14)
Until this grapple ends, the creature is restrained,
and the snake can’t constrict another target.

SOUR GUMMY SNAKE


Large beast, unaligned

Armor Class 11
Hit Points 72 (11d10 + 11)
Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA


13 (+1) 18 (+4) 12 (+1) 1 (–5) 11 (+1) 3 (–4)

Skills Perception +2, Stealth +6


Senses blindsight 10 ft., passive Perception 12
Languages —

CHALLENGE 2 (450 XP)


oon !
g s
Boneless. The snake can move through and
o m in
c
Art
occupy a space as narrow as 4 inches wide without
squeezing.

ACTIONS
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft.,
one target. Hit: 11 (2d6 + 4) piercing damage, and
the target must make a DC 14 Constitution saving
throw, taking 7 (2d6) poison damage on a failed
save, or half as much damage on a successful one.

Cakewalk 17
Gorgummy GORGUMMY
Medium monstrosity, any evil alignment
Bestowed with a curse by the ancient goddess of Armor Class 15 (natural armor)
sugar, Sakkaride, gorgummies turn all who behold Hit Points 90 (12d8 + 36)
them to turn into rock candy. The gummy snake- Speed 30 ft.
headed gorgummies live in isolation, surrounded STR DEX CON INT WIS CHA
by rock candy gardens of their unfortunate victims 10 (+0) 14 (+2) 16 (+3) 10 (+0) 11 (+0) 15 (+2)
and pet gummy snakes, the only creatures immune
to their gaze. Saving Throws Con +6, Wis +3, Cha +5
Beautiful Hubris. To achieve immortal, Skills Deception +5, Insight +3, Perception +3,
Persuasion +5
ageless beauty, a foodfolk needs only say the right Senses darkvision 60 ft., passive Perception 13
magic words and call upon the nearly-forgotten Languages Common
sugar-goddess Sakkaride, who is more than happy
to oblige. However, it seems gorgummies didn’t CHALLENGE 6 (1,100 XP)
read the fine print: over the years, this beauty ACTIONS
transforms them. Their colorful glance turns into Multiattack. The gorgummy uses its Crystallizing
a death glare that freezes others into rock candy, Gaze and then either makes two melee attacks with
and their technicolor hair evolves into a mane of its gummy snake hair or two ranged attacks with its
snake javelins.
gummy snakes.
Gummy Snake Hair. Melee Weapon Attack: +5 to
hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing
damage plus 9 (2d8) poison damage.
Snake Javelin. Ranged Weapon Attack: +3 to hit,
range 30/90 ft., one target. Hit: 3 (1d6) piercing
damage plus 7 (2d6) poison damage.
Crystallizing Gaze. The gorgummy casts her
gaze in a 30-foot cone. Each creature which can
see the gorgummy in that area must make a DC
14 Constitution saving throw. A creature which has
succeeded a saving throw against this ability has
advantage on this save. On a failed save, a creature
begins to turn into rock candy and is restrained. The
restrained creature must repeat the saving throw
at the end of its next turn, becoming petrified on
a failure or ending the effect on itself on a success.
The petrification lasts until the creature is freed by
the greater restoration spell or other magic.

18 Mage Hand Press


Vampires and ot
her spooky crea
tures
aren’t supernatu
rally vulnerable
to
garlic, they just
REALLY hate th
e taste.
That’s how you
know they’re e
vil:
they don’t like
garlic bread!

GROWLIC
Tiny beast, unaligned Growlic
Armor Class 12 A foodfolk’s best friend, the yappy, pungent growlic
Hit Points 5 (2d4) will never leave its master’s side, even when its
Speed 30 ft. scent is just too much.
STR DEX CON INT WIS CHA Nose for Shapechangers. Growlics
8 (–1) 12 (+1) 11 (+0) 3 (–4) 12 (+1) 7 (–1) are notorious for yipping loudly at every
opportunity—when someone is at the door, when
Skills Perception +3, Survival +3 a squirrel walks by, or just when they just feel
Senses passive Perception 13 like it—but they never fail to make bay and growl
Languages —
when a shapechanger is near. Somehow, these
CHALLENGE 0 (10 XP) garlic puppers can sniff out the likes of vampires
and werewolves, no matter how well they are
Keen Smell. The growlic has advantage on Wisdom hidden. This is among the only times the otherwise
(Perception) checks that rely on smell.
peaceful growlics will bear their teeth or attempt to
Pungent. Each creature other than the growlic
within 15 feet of it has disadvantage on Wisdom
bite someone.
(Perception) checks that rely on smell. Prodigiously Pungent. Ironically, while
Shapechanger Detection. The growlic can sense growlics might possess a keen sense of smell, they
the location of shapechangers within 30 feet of it. are so odoriferous that it’s impossible for anyone
else to smell anything nearby. Growlic owners are
ACTIONS infamous for smelling like garlic even without their
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., pets. However, this pungency does little to hamper
one target. Hit: 1 piercing damage. the growlic’s own sense of smell, so they make
excellent (albeit conspicuous) trackers.

Cakewalk 19
Gumslinger Bandits
Ever since chocolate coins were adopted as
currency on Yumm Island, the rich foodfolk
have hoarded their coins like greedy dragons
and everyone else has scrambled to get their fair
share. Naturally, this has inspired an entire cottage
industry of thieves and bandits who make money
via less scrupulous means. None are so formidable
as the gumslinger bandits, who don gumball
helmets as disguises to rob anyone they meet.
Noble Origins. The very first gumslinger
bandit was the infamous Little Papajohn, who
assembled a gang of foodfolk to raid the annual
Yumm Gumm Ball. This masquerade collected the
wealthy and royal residents of Yumm Island in a
single place for a night of opulent reveling, easy
pickings for Papajohn and the gumslinger bandits.
In a single night, the bandits made off with family
heirlooms, magical trinkets, and sacks of gold
coins.
BOMBER GUM However, instead of keeping their loot, the
Medium humanoid (any foodfolk), any chaotic
alignment bandits shared their wealth with the poorest folks
on the island, who helped them evade capture
Armor Class 11 in turn. No criminal gang can remain so noble,
Hit Points 33 (6d8 + 6)
Speed 30 ft. however. Today, the bandits are known for highway
robbery, small-scale protection rackets, and the
STR DEX CON INT WIS CHA occasional heist.
15 (+2) 13 (+1) 15 (+2) 10 (+0) 8 (–1) 10 (+0) Expert Gumslingers. True to their name,
the gumslinger bandits’ preferred weapons
Damage Resistances fire
Senses passive Perception 9 are slingshots, cannons, and various types of
Languages Common surgarbombs. These weapons are excellent for
ambushes, and most of them explode in a gummy
CHALLENGE 1 (200 XP) mess, bogging down anyone who tries to follow
Demolitions Expert. The bomber’s sugarbombs the bandits. Moreover, the gum slingshots carry
ignore the damage threshold of objects. a fearsome reputation in the minds of foodfolk,
which helps to dissuade fools from fighting the
ACTIONS bandits or hiding treasure.
Multiattack. The bomber makes two attacks with
its sugarbombs. BOMBER GUM
Sugarbomb. Ranged Weapon Attack: +4 to hit, When the gumslinger bandits need to make a big,
range 30/90 ft., one target. Hit: 7 (2d6) fire damage.
Each creature within 5 feet of the target must intimidating mess, they turn to a bomber gum.
succeed on a DC 12 Dexterity saving throw or take 3 A demolition expert loaded down with various
(1d6) fire damage. sugarbombs, a bomber gum can just as easily
Gumbomb (3/Day). The bomber throws a collapse a bridge, rig up a fireworks display, or
gumbomb at a point it can see within 30 feet. The
gumbomb explodes on impact, creating a 15-foot
blow open a safe. However, these bandits are
square of difficult terrain centered on that point. infamously unconcerned with their own safety, and
Flashbang. Each creature within 5 feet of the are known to come out of even simple jobs sticky
bomber can’t take reactions until the start of its next with caramel burns.
turn.

20 Mage Hand Press


HEAVY GUM
Large giant, any chaotic alignment

Armor Class 12 (natural armor)


Hit Points 85 (10d10 + 30)
Speed 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 10 (+0) 16 (+3) 10 (+0) 12 (+1) 10 (+0)

Saving Throws Str +6, Con +5


Skills Athletics +6, Perception +3
Senses passive Perception 13
Languages Common

CHALLENGE 1 (200 XP)


ACTIONS
Multiattack. The heavy gum makes two attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 8 (1d8 + 4) bludgeoning damage.
Jawbreaker Slingshot. Ranged Weapon
Attack: +8 to hit, range 60/240 ft., one target.
Hit: 11 (1d12 + 4) bludgeoning damage.

HEAVY GUM
No band of gumslinger bandits is complete without
a heavy gum shouldering a S.O.B., a Slingshot of MINIGUM
Small construct, unaligned
Bigness. Thanks to their towering stature, a heavy
gum can load up their slingshot improbably heavy Armor Class 13 (natural armor)
projectiles, from jawbreaker cannonballs to large Hit Points 28 (8d6)
rocks, to rain down on their enemies. It’s not Speed 20 ft.
uncommon to see them launch small foodfolk, in STR DEX CON INT WIS CHA
lieu of more conventional ammunition. 10 (+0) 14 (+2) 11 (+0) 3 (–4) 14 (+2) 6 (–2)

MINIGUM Damage Immunities poison, psychic


Condition Immunities blinded, charmed,
Clever tinkers aligned with the gunmslinger deafened, frightened, paralyzed, petrified,
bandits invented a construct to serve all of their poisoned
explosive, shooty needs: minigums. So named Senses blindsight 60 ft., (blind beyond this radius),
passive Perception 12
because for how much firepower they pack into Languages —
their small package, a minigum can unleash a
fully automatic barrage of gumshots at any target CHALLENGE 1/2 (100 XP)
it can see, albeit with less than ideal accuracy. ACTIONS
Gunslingers usually employ these constructs only
Multiattack. The minigum makes three gumshot
when they need to make a show of force or shoot attacks with disadvantage. These attacks always
themselves out of a tight spot. have disadvantage, regardless of circumstance.
Gumshot. Ranged Weapon Attack: +4 to hit, range
60/240 ft., one target. Hit: 5 (1d6 + 2) bludgeoning
damage.

Cakewalk 21
SNIPER GUM
Known colloquially as a “sniper gum”, this bandit
possesses deadly aim. Able to extinguish a birthday
candle from 120 feet, pop a cherry on a cake from
behind a brick wall, or send a chestnut through a
chink in full plate armor, this sniper is feared and
celebrated across Yumm Island. Stealthy as raisins
in cookies and twice as deadly, a sniper gum can
have you in their sights without you ever knowing.

SNIPER GUM
Medium humanoid (any foodfolk), any chaotic
alignment

Armor Class 14
Hit Points 55 (10d8 + 10)
Speed 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 17 (+3) 12 (+1) 11 (+0) 13 (+1) 10 (+0)

Skills Perception +3, Stealth +5


Senses passive Perception 13
Languages Common

CHALLENGE 1 (200 XP)


Ambusher. In the first round of a combat, the sniper
has advantage on attack rolls against any creature it
surprised.
Marksman’s Eye (3/Day). The sniper can add
1d10 to its next ranged attack or damage roll with a
ranged weapon.

ACTIONS
Fork. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 5 (1d4 + 3) piercing damage.
Slingshot. Ranged Weapon Attack: +5 to hit,
range 100/400 ft., one target. Hit: 8 (1d10 + 3)
Don’t confuse g bludgeoning damage.
umpowder and
gunpowder. On
e of them blows
up,
the other blows
bubbles.

22 Mage Hand Press


PEPPER ONI
Large fiend, lawful evil Pepper Oni
Armor Class 16 (natural armor) Wherever ghost peppers lie in wait, pepper onis
Hit Points 110 (13d10 + 39) are not far behind. Sinister fiends from the spiciest
Speed 30 ft. afterlife, the Habanero Hells, pepper onis sojourn
STR DEX CON INT WIS CHA on the mortal plane to steal foodfolk children away
19 (+4) 9 (–1) 16 (+3) 12 (+1) 15 (+2) 17 (+3) for their meals.
Gluttons for Foodfolk. Pepper onis will
Saving Throws Str +7, Dex +2, Con +6 happily devour any food, but find foodfolk—
Skills Deception +6, Perception +5, Stealth +2 crumbkin in particular—especially delicious. To
Damage Resistances fire; bludgeoning, piercing,
and slashing from nonmagical weapons sate its infernal hunger, a pepper oni will slink out
Senses darkvision 120 ft., passive Perception 15 at night and relentlessly search its forest or caves
Languages Common, Infernal for a tasty victim. If it finds one, it tries all manner
of guile, from emulating the sounds of predators
CHALLENGE 7 (2,900 XP) nearby to magically disguising itself as a foodfolk
Magic Resistance. The pepper oni has advantage itself, to lure its victim far from the path. Then it
on saving throws against spells and other magical strikes!
effects.
Contrary to scary foodfolk nursery rhymes,
Magic Weapons. The pepper oni’s weapon attacks a pepper oni doesn’t gobble up its victim all at
are magical.
once. First, it kidnaps the foodfolk and takes them
Mimicry. The pepper oni can mimic any sounds it
has heard, including voices. A creature that hears the
back to its lair, where it unremitting seasons and
sounds can tell they are imitations with a successful spices its meal, as there is no dish too spicy or
DC 14 Wisdom (Insight) check. overseasoned for a pepper oni. This might take a
day or more of painstaking preparation before the
ACTIONS pepper oni dons a bib and produces a knife and
Multiattack. The pepper oni makes either makes fork.
two attacks with its pitchfork or uses its Flame Step Savory Bargains. Despite their bottomless
and makes two attacks with its claws.
hungers, pepper oni are not mindless beasts, as
Claw (Pepper Oni Form Only). Melee Weapon many a spoilmancer has learned. Pepper oni will
Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 +
4) slashing damage. gladly join forces with anyone who can regularly
Pitchfork. Melee Weapon Attack: +7 to hit, produce extravagant and delectable banquets that
reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing fulfill their every evil appetite. Usually, they find
damage. partners with spoilmancers who conjure their
Change Shape. The pepper oni magically meals with scrumptious magic, but occasionally
polymorphs into a Small or Medium foodfolk or back a corrupt foodfolk noble will spend vast fortunes
into its true form. Other than its size, its statistics are
the same in each form. The only equipment that is feeding a pepper oni, in exchange for its services.
transformed is its pitchfork, which shrinks so that it
can be wielded in humanoid form. If the pepper oni
dies, it reverts to its true form, and its glaive reverts
to its normal size.
Flame Step (3/Day). The pepper oni teleports to
an unoccupied location it can see within 30 feet.
A 5-foot wide line of fire extends from its original
location to its destination. Each creature within that
area must make a DC 14 Dexterity saving throw,
taking 18 (4d8) fire damage on a failed save, or half
as much on a success.
Spicy Breath (Recharge 5–6). The pepper oni
exhales burning spice in a 15-foot cone. Each
creature in that area must make a DC 14 Dexterity
saving throw, taking 31 (7d8) fire damage on a failed
save, or half as much damage on a successful one.

Cakewalk 23
FIGGY PUDDING
Puddings Every figgy pudding appears a little different,
In small quantities, pudding is delicious; in depending on what it has recently eaten. Figgy
large quantities, it is deadly. On Yumm Island, puddings dissolve their food rather slowly by ooze
puddings are voluminous living oozes that squelch standards, so an array of fruits, nuts, and dissolved
about underground and can consume practically savory bits might be on display. Moreover, their
anything, including people, in minutes. They come goopy mass usually contains brandy or other
in a wide range of flavors and increasingly perilous flammable ingredients, making them especially
sizes. susceptible to fire.
Proper Pudding Portioning. The children
of Yumm Island are taught from an early age to
be mindful of their portioning. In part, this is FIGGY PUDDING
Medium ooze, unaligned
practical advice for their upbringing, but it is also
partially because there is nothing special about the Armor Class 8
grand, volatile puddings which lurk underground; Hit Points 60 (8d8 + 24)
Speed 10 ft., climb 10 ft.
any pudding in a large enough quantity might
spring to viscous life. STR DEX CON INT WIS CHA
Pudding brewers must be extremely cautious 14 (+2) 6 (–2) 16 (+3) 1 (–5) 6 (–2) 1 (–5)
that their batches don’t remain static for too long,
for as standing water attracts mosquitoes, standing Damage Immunities acid
Damage Vulnerabilities fire
pudding attracts animation. In short order, the Condition Immunities blinded, charmed,
sugary mass of a pudding vat might turn bitter, deafened, exhaustion, frightened, prone
then sour, then acidic, until the container itself Senses blindsight 60 ft. (blind beyond this radius),
passive Perception 8
is melted in an acidic tide of pudding that begins Languages —
to seek out others to consume. Any quantity of
pudding larger than a gallon is at a small risk CHALLENGE 1 (200 XP)
of pudding animation, but great quantities are
Amorphous Form. The pudding can enter a hostile
almost certain to turn if not stirred constantly and creature’s space and stop there. It can move through
promptly portioned into smaller bowls. a space as narrow as 1 inch wide without squeezing.
Pudding Preponderances. Despite their If a creature begins its turn in a figgy pudding’s
space, it takes 4 (1d8) acid damage.
base intelligence, puddings possess some head-
scratching instincts. All puddings, for example, ACTIONS
seem claustrophobic—that is, they seek comfort
Multiattack. The pudding attacks with its
in tight spaces. Whereas they will dissolve most pseudopod, then attacks with its slime crush if it is in
containers they attempt to slough into on the another creature’s space.
surface, tunnels and caves made of stone provide Pseudopod. Melee Weapon Attack: +4 to hit, reach
an excellent reprieve from the endless open spaces 5 ft., one target. Hit: 5 (1d6 + 2) acid damage.
of the outdoors. Hence, puddings are known to be Slime Crush. Melee Weapon Attack: +4 to hit,
cave-dwelling natives of Yumm Island, even though reach 0 ft., one target. Hit: 9 (2d6 + 2) bludgeoning
they don’t always originate there. damage.
Furthermore, puddings have a voracious and
mindless hunger, and will pursue any living thing
smaller than itself as food. This extends even to
prey that would otherwise be inedible, such as rock
candy elementals and ghost peppers. In the cases
that a pudding eats prey that is wholly indigestible,
it may simply continue on its way with an unhappy
passenger stirred up within its mass.

24 Mage Hand Press


BREAD PUDDING BLACK PUDDING
Bread puddings are constantly hungry and will Large ooze, unaligned
seek to eat just about anything. Though they can Armor Class 7
dissolve almost metal and bone, their enzymes Hit Points 85 (10d10 + 30)
have no effect on bread and starchy materials. As Speed 20 ft., climb 20 ft.
such, they usually appear as a flowing, starchy
STR DEX CON INT WIS CHA
dessert.
16 (+3) 5 (–3) 16 (+3) 1 (–5) 6 (–2) 1 (–5)

BLACK PUDDING Damage Immunities acid, cold, lightning, slashing


Condition Immunities blinded, charmed,
An invasive species to Yumm Island, black deafened, exhaustion, frightened, prone
puddings are a fearsome oily black sludge that Senses blindsight 60 ft. (blind beyond this radius),
absorbs anything they touch, save for stone. Where passive Perception 8
black puddings lurk underground, it is easy to Languages —
mistake them for an unusual shadow or a patch of CHALLENGE 4 (1,100 XP)
murky water until it is far too late.
Amorphous. The pudding can move through a
space as narrow as 1 inch wide without squeezing.
BREAD PUDDING Corrosive Form. A creature that touches the
Large ooze, unaligned pudding or hits it with a melee attack while
within 5 feet of it takes 4 (1d8) acid damage. Any
Armor Class 7 nonmagical weapon made of metal or wood that
Hit Points 124 (13d10 + 52) hits the pudding corrodes. After dealing damage,
Speed 20 ft., climb 20 ft. the weapon takes a permanent and cumulative −1
penalty to damage rolls. If its penalty drops to −5,
STR DEX CON INT WIS CHA the weapon is destroyed.
18 (+4) 3 (–4) 19 (+4) 1 (–5) 6 (–2) 1 (–5) Nonmagical ammunition made of metal or
wood that hits the pudding is destroyed after
dealing damage.
Condition Immunities blinded, charmed,
The pudding can eat through 2-inch-thick,
deafened, exhaustion, frightened, prone
nonmagical wood or metal in 1 round.
Senses blindsight 60 ft. (blind beyond this radius),
passive Perception 8 Spider Climb. The pudding can climb difficult
Languages — surfaces, including upside down on ceilings, without
needing to make an ability check.
CHALLENGE 1 (200 XP)
ACTIONS
Amorphous. The pudding can move through a
space as narrow as 1 inch wide without squeezing. Pseudopod. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning
Slither. The pudding does not provoke opportunity damage plus 18 (4d8) acid damage. In addition,
attacks. nonmagical armor worn by the target is partly
dissolved and takes a permanent and cumulative −1
ACTIONS penalty to the AC it offers. The armor is destroyed if
the penalty reduces its AC to 10.
Pseudopod. Melee Weapon Attack: +6 to hit,
reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning
damage plus 7 (2d6) acid damage, and the target REACTIONS
is grappled (escape DC 14). Until this grapple ends, Split. When a pudding that is Medium or larger is
the target is restrained. Crumbkin have resistance to subjected to lightning or slashing damage, it splits
acid damage from this attack. into two new puddings if it has at least 10 hit points.
Splash (Recharge 5–6). The pudding surges Each new pudding has hit points equal to half the
outward in all directions before reforming in its original pudding’s, rounded down. New puddings
space. Each creature within 5 feet of the pudding are one size smaller than the original pudding.
must make a DC 14 Dexterity saving throw, taking
14 (4d6) acid damage on failure, or half as much
on a success. Crumbkin have resistance to this acid
damage.

Cakewalk 25
Pumpkid
The ever mischievous, pumpkin-headed pumpkids
are a nuisance to the honest foodfolk across Yumm
Island. Though their antics might seem whimsical,
their jests rarely amount to harmless antics and
good cheer.
Pranks and Jibes. Nothing makes a pumpkid
giggle and snicker quite like an ably done trick.
They appreciate hijinks of all kinds, from wordplay
designed to trip someone up to practical jokes that
induce physical harm, and everything in between.
No form of entertainment equals it, or can come
close to provoking the riotous laughter caused by
someone falling down a flight of stairs and rolling
into the street.
Little Gangs. Pumpkids almost always parade
about in little gangs, constantly trying to one-up
each other’s antics. Rarely do they cooperate to pull
off a more elaborate joke, as their little alliances
always degrade when someone has to take orders
from someone else. Naturally, pumpkids usually
harbor a distrust of authority, as well as anyone else
PUMPKID who disapproves of their misbehavior.
Small humanoid (foodfolk), chaotic neutral

Armor Class 12
Hit Points 20 (8d6 − 8)
Speed 30 ft.

STR DEX CON INT WIS CHA


9 (−1) 15 (+2) 9 (−1) 10 (+0) 10 (+0) 12 (+1)

Skills Acrobatics +4, Sleight of Hand +4, Stealth +4


Senses darkvision 60 ft., passive Perception 10
Languages Common

CHALLENGE 1/4 (50 XP)


Pack Tactics. The pumpkid has advantage on an
attack roll against a creature if at least one of the
pumpkid’s allies is within 5 feet of the creature
and the ally isn’t incapacitated.

ACTIONS
Scythe. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) slashing damage.
Rock. Ranged Weapon Attack: +1 to hit, range
30/90 ft., one target. Hit: 2 (1d4) bludgeoning
damage.
Taunt. The pumpkid mocks a creature within
15 feet of it. If the target can hear the pumpkid
and understands at least one language, it has
disadvantage on the next attack roll it makes before
the end of its next turn.

26 Mage Hand Press


PUMPKID VARIANTS
Pumpkids will happily make use of a wide array of
Pumpking
weapons, dirty tactics, and minor magical tricks to When pumpkid antics progress from harmless
gain an unfair advantage. Add any of the following to malicious, there may be a pumpking to blame.
to pumpkid statistics to represent different varieties
of pumpkids using different weapons. These mechanical monsters resembling scarecrows
can dominate the minds of smaller creatures and
Balloon. The pumpkid holds onto a balloon, which
grants them a 10-foot fly speed. This speed can’t inspire foodfolk to despicable action.
take the pumpkid more than 30-feet high. If the Puller of Strings. Using its hypnotic glare,
balloon (10 AC, 1 HP) is popped, they fall. the pumpking can hypnotize others and bring
Blowgun. Ranged Weapon Attack: +4 to hit, range them under its thrall. Sometimes, it will command
25/100 ft., one target. Hit: 1 piercing damage and its dominated creature like a marionette, but other
the target must make a DC 10 Constitution saving
throw or take 1d4 poison damage and be poisoned times, it will simply place a suggestion in its mind
until the beginning of its next turn. and release it none the wiser. These creatures
False Appearance. While the pumpkid remains become like sleeper agents, destined to perform the
prone and motionless, it is indistinguishable from a task the pumpking suggested.
normal jack-o’-lantern. Pumpkins spend their days scheming and
Firecracker. Ranged Weapon Attack: +4 to hit, setting up grand conspiracies with hypnotic
range 20/60 ft., one target. Hit: 2 (1d4) fire damage
suggestions, until their ultimate goals are lost in
and the target can’t take opportunity attacks until
the beginning of its next turn. the chaos of overlapping plots. Maybe pumpkings
Scare (1/Day). One creature of the pumpkid’s are programmed for manipulative paranoia, or
choice within 20 feet of it must succeed on a DC 12 maybe they’re all defective.
Wisdom saving throw or be frightened for 1 minute. Unknown Origin. Nobody on Yumm Island
The target can repeat the saving throw at the end of
is entirely sure who or what is responsible for
each of its turns, with disadvantage if the pumpkid
is within line of sight, ending the effect on itself on building the pumpkings which occasionally
a success. crop up to cause undifferentiated havoc. Clearly,
Sugarbomb. Ranged Weapon Attack: +4 to hit, they’re mechanical creations of wood, straw, and
range 30/90 ft., one target. Hit: 7 (2d6) fire damage. hinged metal joints, but they are animated by a
Each creature within 5 feet of the target must
truly insidious magic, granting them a thin type
succeed on a DC 12 Dexterity saving throw or take
3 (1d6) fire damage. of sentience. Perhaps, they are creations of the
Taunt. One creature of the pumpkid’s choice misguided Mr. Mushroom, or perhaps they’re self-
within 20 feet of it must make a DC 12 Wisdom propagating, stemming from a single long-since
saving throw. On a failed save, the creature has forgotten animated scarecrow.
disadvantage on attack rolls against creatures other
than the pumpkid.

y a r e there
h
Q U E EN? W ?
e ’ s n o pum p
o ’ - l a nterns
er L-
And th s b u t no JIL inking
:
n t e r n e ’ s t h
’-la t every
on
jack-o y w h a n orms!
t o s a d e r
t going eir gen
I’m jus th i n k t h
s n e e d to re
in
pumpk

Cakewalk 27
PUMPKING
Medium construct, neutral evil

Armor Class 15 (natural armor) ACTIONS


Hit Points 77 (14d8 + 14)
Speed 30 ft. Multiattack. The pumpking makes three attacks with
its sickle.
STR DEX CON INT WIS CHA Sickle. Melee Weapon Attack: +6 to hit, reach 5 ft., one
10 (+0) 16 (+3) 13 (+1) 13 (+1) 10 (+0) 18 (+4) target. Hit: 7 (1d6 + 3) slashing damage.

Damage Vulnerabilities fire Hypnotize. The pumpking chooses one creature it can
Damage Resistances bludgeoning, piercing, or slashing see within 60 feet to make a DC 15 Wisdom saving
from nonmagical weapons throw. Pumpkids have disadvantage on this saving
Damage Immunities poison throw. On a failure, the creature becomes hypnotized
Condition Immunities charmed, exhaustion, for up to 1 minute. A hypnotized creature is considered
frightened, paralyzed, poisoned unconscious, but does not fall prone; instead, it remains
Senses blindsight 10 ft., darkvision 120 ft., passive standing or seated as it was before being hypnotized.
Perception 10 The pumpking chooses where hypnotized creatures
Languages understands Common but can’t speak, move on their turn. If a hypnotized creature takes
telepathy 60 ft. damage, it can make a new saving throw against this
ability, ending the effect on itself on a success. The
CHALLENGE 5 (1,800 XP) pumpking can hypnotize up to 10 creatures at a time.
Hypnotic Suggestion. The pumpking influences the
Innate Spellcasting. The pumpking’s spellcasting thoughts of a hypnotized creature it can see which can
ability is Charisma (spell save DC 15). It can innately cast hear it within 60 feet. The pumpking can cause the
the following spells, requiring no material components: creature to be charmed by it for up to an hour, or can
issue a suggestion, as per the spell to the creature. This
At will: burning hands, disguise self suggestion can be activated immediately when the
3/day each: charm person, darkness, entangle, hold creature awakens, or can be activated at any point in
person, misty step the future by a command word.
1/day each: dominate person, modify memory, seeming
The creature then awakens and is no longer
Magic Resistance. The pumpking has advantage on hypnotized. A creature can be under the effects of one
saving throws against spells and other magical effects. hypnotic suggestion at a time.

28 Mage Hand Press


Scoopling
Everyone knows that melancholic moment when
an ice cream cone is dropped on the ground, but
on Yumm Island, such moments can also lead to
the creation of a lifelong friend. Scooplings are just
such a friend, made from ice cream and a smile.
Familiars and Buddies. Scooplings can be
animated with a bit of talent, as many aspiring
mages know, but they also might spontaneously
spring to life when an ice cream is dropped and
someone is very sad about that. Not every dropped
ice cream turns into a scoopling, no matter how
many tears are shed, but every once in a while
a spark of magic finds the discarded cone and
animates it into a new friend.
Companions by nature, scooplings imprint on
the first person they see, and live solely to brighten
their day. Mages find that this makes them ideal
familiars, while laymen find a loyal pet to rival
avogatos and growlics. And they never melt!

SCOOPLING
Tiny monstrosity, unaligned

Armor Class 11 (natural armor)


Hit Points 4 (1d4 + 2)
Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA


3 (–4) 8 (–1) 14 (+2) 3 (–4) 10 (+0) 10 (+0)

Damage Immunities cold


Senses passive Perception 10
s!
Scoopling
Languages —

CHALLENGE 0 (10 XP) t i c k i e s t friend!


s
A child’s !
Melty. The scoopling can spend 10 feet of its
t i e s t familiar .
movement to cover a 5-foot square area in sticky
A wizard
’s m e l
u s A N D friendly
cio
this deli
melted ice cream. This area is difficult terrain for 1
hour or until it is cleaned with a gallon of water.
an y t h i n g
ACTIONS Rarely is
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft.,
one target. Hit: 1 piercing damage.

Cakewalk 29
Chapter 4: Spells
Wizards and sorcerers on the island of Yumm PEPPERMINT PLATE
practice much the same repertoire of spells as 1st-level abjuration
spellcasters elsewhere—magic missile, charm Casting Time: 1 action
person, and fireball all included. However, due Range: Self
in part to the innate magicness of their fair isle, Components: V, S, M (well-chewed peppermint
they can employ even magic-y-er magic than even chewing gum)
skilled magicians can magic. Duration: Concentration, up to 1 hour
CANDYBLAST A protective layer of hot, hard peppermint icing
Conjuration cantrip coats you, increasing your AC by 1. For the
Casting Time: 1 action duration, if a creature hits you with a melee attack,
Range: 60 feet the creature takes 2d4 fire damage.
Components: V, S At Higher Levels. When you cast this spell
Duration: Instantaneous using a spell slot of 2nd level or higher, the fire
damage increases by 1d4 for each slot level above
You summon a handful of hard candy—boiled 1st.
sweets, mints, jelly beans, etc.—and hurl them at
a target you can see within range. Make a ranged SUGAR RUSH
spell attack roll. On a hit, the target takes 1d8 2nd-level enchantment
bludgeoning damage, and the space it is standing Casting Time: 1 action
in becomes difficult terrain until a creature uses Range: 30 feet
an action to gather up the fallen candy. The Components: V, S, M (some candy)
candy produced by this spell is edible, but has no Duration: Concentration, up to 1 minute
nutritional value.
This spell’s damage increases by 1d8 when you Choose a willing creature that you can see within
reach 5th level (2d8), 11th level (3d8), and 17th range. Until the spell ends, the target’s speed is
level (4d8). increased by 15 feet, and it gains a +1 bonus to
AC. As a bonus action on each of its turns, it can
CONE OF FROSTING take the Dash, Disengage, Hide, or Use an Object
1st-level conjuration action.
Casting Time: 1 action When the spell ends, or when the target does
Range: Self (15-foot cone) not use all its movement by the end of its turn, it
Components: V, S develops a stomach ache and is poisoned until the
Duration: Instantaneous end of its next turn.
At Higher Levels. When you cast this spell
Swirling your hands in a clockwise fashion, a using a spell slot of 3rd-level or higher, you can
torrent of sticky, freezing sugar shoots forth from target one additional creature for each slot level
your outstretched fingertips. Each creature in a above 2nd.
15-foot cone must make a Dexterity saving throw.
On a failed save, a creature takes 3d4 cold damage
and its speed is reduced by 10 feet until the start of
your next turn. On a success, a creature takes half
as much damage and is not slowed.
At Higher Levels. When you cast this spell
using a spell slot of 2nd level or higher, the damage
increases by 1d4 for each slot level above 1st.

30 Mage Hand Press


Producers
Alexander Garcia Evgenii Vrachev Justin Danner Patrick Rooney
Alonzo C Washington Garrett Lloyd Justin Forkner Pedro Storti
Ashran Firebrand George Tolley Kat Woehlert PucThePlayful
BillOneEye Grand Moff Xela Ken de Jong Robert Field
brandon johnson Jack Hannah Ken Fairbank RUNEHAMMER
Brandon Martin Jack Heimbach Kenneth Andersen Ryan MacDonald
Brent Simmonds Jacob Otwell Kevin Reynolds Ryan Patrick Nolan
Cassidy Cortez James Belin Kristopher R. Hunter Santiago Mendez IV
Chance R. James Mitchell Kura Tenshi Sean Daugherty
Charles Koeppel Jaron Mortimer Kyle Waddell Spencer Houston
Chris Mitchell Jason Jones Lore Stephen Grote
Christopher Zito Jerry Doolin lungfishwarrior TaviRaya
Corbin Waters Jesse Rosen Magnus Taylor Kent
Corwin Jesus Andujo Marc-Antoine Côté Thantos
Dana Niswonger Joan Mulberry Matthew Atkins TheUndeadOwlGoddess
Daniel Lamoureux Joe Shine Maximilian Beit Trond
Darion Nutter Joel Grote Michael Davis tyrell hayward
Derek Miranda John Hoffman Mickale Bush Zackary D Szechenyi
Devon Phillips Joseph Blanc Mike Litkewitsch Zaxov Phoenix
Donovan Lowell Joseph Malveaux Nathan Phelps Zee Xorn
Drew Hayes Joshua Cates NecroJester Zhuul
Eike Schultz Julien Therrien Pandric

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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.;
Cakewalk Copyright 2021, Mage Hand Press LLC, Salty Bot Games; authors Michael Holik, Agginmad, Max Wartelle
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