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Red Dragon

Red Dragon

The most arrogant of all dragons, red dragons believe themselves the rulers of dragons and lesser creatures alike. They brook no disobedience and incinerate any who dare oppose them.

Rulers of the World. Red dragons believe their might is unsurpassed by mortal creatures. The very existence of gold dragons, their closest rivals, enrages
them, causing them to attack gold dragons on sight. All other creatures must either serve them or be eaten.

Red dragons make their lairs atop the highest mountain peaks, where they can look down upon their domains. They consider everything within sight to be their property, and the sky their domain alone. They keep a watchful eye for rival dragons or other flying creatures, which must be driven to the earth or destroyed.

Among themselves, red dragons are hierarchical. They grudgingly accept the dominance of larger dragons, and demand fealty from smaller ones. Two red dragons of similar age will clash until one crawls away, its wings torn and its hoard plundered.

Treasure Hoarders. Red dragons are greedy even by draconic standards. They believe every gemstone and scrap of precious metal belongs in their lair. To red dragons, no tribute is too great, and the crime of holding back wealth is a capital one.

Fiery Infernos. A red dragon’s peak inevitably becomes volcanically active. Inside its cavernous lair, the dragon may sleep on an island surrounded by magma or ride updrafts of sulphurous gases. When a red dragon becomes enraged, the volcano erupts.

Green Dragon

Green Dragon

Green dragons enjoy a reputation as cunning schemers who relish twisting the minds of their prey. Green dragons rarely attack without warning: they enjoy combat more when it’s preceded by the frisson of deceit and fear.

Beguiling Words. Conversing with a green dragon is a mistake. Many find the dragon’s words, an artful mixt of lies and half-truths, nearly irresistible. A creature charmed by a green dragon may reveal closely-held secrets and betray friendships. If a creature appears useful, the dragon will let it go, but the creature’s behavior may be influenced by the dragon’s subtle prompts long after its escape.

Prisoners and Minions. Most green dragons collect interesting prisoners: minstrels to soothe it, nobles to charm and subvert, and knights and warriors to torment with terror and lies. A green dragon values its stable of prisoners almost as much as its actual treasure hoard.

Only slightly less precious than its prisoners are the dragon’s many minions: the kobolds and other monsters that guard its lair, the forest creatures that report to it, and the agents throughout the world that are bound to it by charms, bribes, or threats.

Playing Politics. Unlike most chromatic dragons, green dragons are intensely interested in humanoid politics. Many a mysterious assassination was funded with wealth from a green dragon’s hoard. Green dragons sometimes even orchestrate conflicts between two rival factions, favoring the side that it believes to be the most venal and destructive.

Enemies of Civilization. A green dragon finds cruel amusement in its schemes, but in the long term its meddling has a more sinister purpose: by sowing discord among the humanoids that rule more settled lands, the dragon weakens those who might stand against a draconic conqueror.

Blue Dragon

Blue Dragon

A blue dragon soars overhead, nearly invisible against the cloudless sky. It spies a wagon far below and dives to breathe lightning on its unsuspecting prey. The wagon’s riders are felled by a bolt from the blue.

Careful Attackers. While not cowardly, blue dragons don’t relish physical combat. A blue dragon’s lightning breath has the longest range of any chromatic dragon’s breath weapon, and it uses that advantage against prey, humanoid foes, and draconic rivals. It strikes its target from extreme long range, flies away, and returns later to devour its prey or to finish the job with another lightning bolt. Even in melee combat, blue dragons are more dispassionate than many of their fellow dragons, breaking off and retreating whenever there is nothing to be gained from further battle.

Voracious Appetites. Blue dragons don’t bear the rage of a red dragon or the malice of a black dragon. What they possess instead is an all-consuming hunger and thirst. A blue dragon spends most of its time on the hunt, gorging itself on every living thing it can catch or guzzling vast quantities of water.

A blue dragon’s presence magically warps its surroundings. Water flows, even uphill, towards the dragon’s place of rest. The land dries out for miles as water and life collect around the dragon’s lair, forming a paradisiacal oasis. Attracted by the smell of water, thirsty animals make their way to the lair—and in doing so become prey to the dragon.

Of all the chromatic dragons, the blue dragon wreaks the longest-lasting damage to its environment. Long after a blue dragon has died or departed, its land remains a wasteland marked by a single, vibrant oasis.

Chromatic Dragons

Chromatic Dragons

Named after their brightly-scaled hides, chromatic dragons can be found from the highest peaks to the thickest salt marshes. Chromatic dragons are the most common—as well as the most rapacious—of true dragons. They exert their will on the world via their peerless combat strength and by wreaking changes on their environments.

Twisted Lairs. A chromatic dragon is greedy even by draconic standards. Treasure, once acquired, is guarded carefully. A chromatic dragon makes its lair in a punishing, nearly inaccessible, location filled with traps and treacherous precipices. The dragon values worshipful allies, particularly kobolds and dragonborn , that can help patrol its lands and guard its lair against thieves.

The area around a chromatic dragon’s lair slowly comes to reflect the dragon’s nature. A black dragon’s territory becomes an acidic swamp, while the plants around a blue dragon’s lair wither as the land becomes parched. What’s worse, chromatic dragons are driven by boundless hunger, and most take no pains to preserve life within their hunting areas. Once the dragon has exhausted the land of prey, it may move on to a new lair.

The area controlled and twisted by a dragon increases as the dragon ages. While a wyrmling may have no established domain, a young dragon controls an area within a mile radius of its lair. Inside that area, the environment slowly changes to suit the dragon. An adult dragon magically corrupts a radius of five to 10 miles around its lair, while an ancient dragon might create a poisoned forest, a lifeless tundra, or other hostile environment that extends out 30 miles or more. A great wyrm, during its few waking periods, might create environmental conditions that devastate an entire continent.

Dynastic Struggles. In a time long past, dragons claimed a mighty, if short-lived, empire. Nowadays, most dragons are solitary creatures that see other dragons as potential threats. In the last few centuries, however, some chromatic dragons have rediscovered the value of cooperation. Such dragon clans may come to rule nations or even empires, demanding tribute and military service from the humanoids they rule. Elder dragons govern as monarchs, while younger ones claw their way up the ladder of command amidst a climate of intrigue, backstabbing, and duels to the death. Such an empire, if left unchecked, could pose a threat to the freedom of the entire world—and the treasure it amassed
could be truly staggering.

Chromatic Dragons

Chromatic Dragons

Named after their brightly-scaled hides, chromatic dragons can be found from the highest peaks to the thickest salt marshes. Chromatic dragons are the most common—as well as the most rapacious—of true dragons. They exert their will on the world via their peerless combat strength and by wreaking changes on their environments.

Twisted Lairs. A chromatic dragon is greedy even by draconic standards. Treasure, once acquired, is guarded carefully. A chromatic dragon makes its lair in a punishing, nearly inaccessible, location filled with traps and treacherous precipices. The dragon values worshipful allies, particularly kobolds and dragonborn , that can help patrol its lands and guard its lair against thieves.

The area around a chromatic dragon’s lair slowly comes to reflect the dragon’s nature. A black dragon’s territory becomes an acidic swamp, while the plants around a blue dragon’s lair wither as the land becomes parched. What’s worse, chromatic dragons are driven by boundless hunger, and most take no pains to preserve life within their hunting areas. Once the dragon has exhausted the land of prey, it may move on to a new lair.

The area controlled and twisted by a dragon increases as the dragon ages. While a wyrmling may have no established domain, a young dragon controls an area within a mile radius of its lair. Inside that area, the environment slowly changes to suit the dragon. An adult dragon magically corrupts a radius of five to 10 miles around its lair, while an ancient dragon might create a poisoned forest, a lifeless tundra, or other hostile environment that extends out 30 miles or more. A great wyrm, during its few waking periods, might create environmental conditions that devastate an entire continent.

Dynastic Struggles. In a time long past, dragons claimed a mighty, if short-lived, empire. Nowadays, most dragons are solitary creatures that see other dragons as potential threats. In the last few centuries, however, some chromatic dragons have rediscovered the value of cooperation. Such dragon clans may come to rule nations or even empires, demanding tribute and military service from the humanoids they rule. Elder dragons govern as monarchs, while younger ones claw their way up the ladder of command amidst a climate of intrigue, backstabbing, and duels to the death. Such an empire, if left unchecked, could pose a threat to the freedom of the entire world—and the treasure it amassed
could be truly staggering.

Black Dragon

Black Dragon

With a death’s-head face and black wings like a tattered cloak, a black dragon somewhat resembles the humanoid personification of death. And indeed, of all chromatic dragons, the black dragon is the one most fascinated by death and ruin. Dwelling in rotting swamps among fallen and forgotten monuments, a black dragon revels in terror and decay.

Cruel Ambushers. Black dragons are equally at home high in the night sky or hiding beneath the murky waters of their swamp lairs. They can surround themselves with magical pools of inky shadow. With many ways to hide from prey, black dragons are deadly ambush hunters. Most black dragons relish the fear of their quarry and draw out their hunts as long as possible. Sometimes they reveal themselves long before they first strike simply to menace their foes. At other times, they grant wounded prey temporary respite, allowing the illusion of escape before plunging their quarry into darkness and terror.

Ancient Monuments. Black dragons are both attracted to—and the cause of—decay and ruin.
They often lair within the palaces of fallen kingdoms, especially those they helped topple. The corrupting
influence of a black dragon’s presence turns ground to turn to mud, causes grasping plants to crack stone,
and eventually drowns old relics under the stinking bog. But even long-buried peoples still seem alive to
the black dragon. It holds ancient rivals in a mixture of contempt and reverence, and often gloats over
the dead it has drowned. Collectors and students of ancient relics and treasure, black dragons are
eager to share their knowledge about ancient mysteries—though the questioner may not long
survive the answer.

Life Beyond Death. With their fixation on time and mortality, black dragons are the most common dragon liches. If personal undeath is beyond a black dragon’s arcane power, it may seek to bolster its physical defenses by creating armies of undead servants. Zombified would-be dragonslayers, as well as moldering skeletons from ages past, may patrol a black dragon’s lair alongside living minions.

Dinosaurs

Dinosaurs

The stuff of legend in cold and temperate lands, dinosaurs rule arid grasslands and steaming fens and jungles. Although not inherently magical, the majesty of these mighty lizards invokes sheer primal awe; even the most docile herbivores can be earth-shattering titans.

Many Species. The hundreds of known species of dinosaurs share little in common with each other. Of the landbound dinosaurs, predators tend to run on two legs, while herbivores often walk on four. Some dinosaurs have armored or scaly hides while others bear bright, birdlike feathers. The largest predators, like tyrannosaurus rex , resemble wingless dragons—but dinosaurs are beasts, not magical creatures.

Domesticated Beasts. In the lands where dinosaurs dwell, humanoids frequently revere large dinosaurs as demigods (using such honorifics as “thunderbeast”and “behemoth”),  and they domesticate smaller dinosaurs as extraordinary farm animals and pets. Warriors ride triceratops and pteranodons into battle, a fact that makes the eggs of these dinosaurs highly prized. While the tyrannosaurus rex is difficult to train for war, many druids honor it as among the mightiest of beasts.

Mysterious History. While few deny that dinosaurs exist today, historical records suggest the great beasts were once extinct. This has led to endless speculation about what triggered the dinosaurs’ return: possibilities include druidic magic, divine intervention, or even a mass migration across a theoretical Plane of Time.

Devils

Devils

Devils occupy a vast yet rigid hierarchy dedicated to the corruption of goodness across the multiverse. While their numbers are impossible to count, all devils understand their place in the infernal order and scheme unendingly to improve their station. The most powerful devils spend eons rising through the ranks of hell, assembling legions to wage war against their demonic counterparts or to challenge the authority of the gods. These archdevils rule entire planes of existence and yet like mortal tyrants are often prisoners of their own paranoia. Even the mightiest devils know their subordinates eye them with terrifying patience, waiting for them to show the slightest sign of weakness.

The Fall. Most scholars believe devils were celestials cast out of the heavens when they plotted to overthrow the gods. Millennia later, devils remain imprisoned in the infernal realms, escaping only when a mortal summons them or opens a gate to the Material Plane. Devils who find their way to the mortal world are especially cautious, as dying there means they must face the wrath of their superiors when they return to hell.

The Armies of Hell. The hierarchy of hell resembles that of a mortal army. The weakest devils serve as cannon fodder in these legions and are commanded by increasingly powerful ranks of lieutenants, captains, and generals. Pit fiends lead the fiendish armies into battle and advise the true masters of the infernal realms, the ancient beings known as archdevils. Devils are unfailingly obedient to their superiors, and yet each is eager to take its commander’s place should that devil stumble.

Hell’s Bargain. A devil killed in hell is destroyed forever, so devils rely upon the souls of mortals to replenish their numbers. A devil summoned to the Material Plane will promise great power or riches in return for a soul and may even submit to serving a mortal if it means claiming another recruit for the legions of hell. A mortal who pledges their soul to
a devil might enjoy a lifetime of worldly pleasures. But when that mortal dies, their condemned soul is carried off to hell and transformed into a lemure , the lowliest of devils.

The Path of Diabolism. Though devils long to escape their infernal prisons, calling one to the mortal realm is no simple task. Elaborate rituals—outlined in only the most  ancient and forbidden tomes—must be performed to summon a devil to the Material Plane. Diabolists looking to press a devil into their service without forfeiting their soul must go to even greater lengths. Doing so often requires a blood sacrifice, speaking the devil’s true name, or drawing upon the magical power of a talisman linked to the devil’s essence.

Demons

Demons

Demons embody the destructive nature of chaos. Whereas most scholars believe that devils were once fallen angels (or the souls of mortals corrupted by them) demons arise spontaneously from the formless havoc of the Abyss. Most demons are little more than mindless monsters, and even the shrewdest demon lord is gripped by a madness that mortals can’t fathom. Distracted by neither compassion nor logic, the gnashing hordes of the Abyss are an unrelenting engine of destruction.

Never-Ending Chaos. Like the plane from which they spring, demons seem to be infinite in number. While a particularly crazed or evil mortal might transform into a demon upon their death, far more often it is the Abyss itself that spawns these foul creatures. The process never ceases and—judging from the billions of demons that currently exist—has been occurring since the dawn of time. To make matters worse, a demon killed on the Material Plane re-forms in the Abyss eager to resume its campaign of destruction. The only way to destroy a demon permanently is to slay it in the Abyss. But for every demon that falls, a thousand others clamor to take its place.

Existential Threat. The threat demons pose to the multiverse is so profound that even angels and devils may join forces to oppose them. Though brilliant tacticians, devils understand the hordes of the Abyss outnumber them and have turned occasionally to the armies of Heaven to bolster their ranks. Angels, for their part, grudgingly recognize that Hell’s willingness to fight unfettered by morals has proven effective, even if they refuse to break those shackles themselves. Though never entered into happily, both angels and devils agree such alliances are preferable to complete annihilation.

Abyssal Incursions. As with other extraplanar creatures, mortals can use magic to summon individual demons to the Material Plane. Even the mightiest wizard, however, lacks the power to call an entire horde of demons from the Abyss. Instead, demons invade the mortal world through tears in the fabric of reality itself. Such rifts allow an unending stream of demons to pour through and wreak destruction like a plague. Even after the rift is sealed, the surrounding landscape remains blighted for generations afterward.

Cults of Madness. Demon lords care nothing for the mortals who worship them, yet this does not stop some crazed individuals from venerating them as gods. When these troubled souls find each other, cults will form, especially if one of its members proves to be a charismatic leader. Demon cultists are often bound together by the mistaken belief that their activities will earn them favor with the demon lord they serve. Just as often, however, they are twisted sadists or simply nihilistic, eager to throw away their lives if doing hastens the destruction of the world.

Wayfarer Ciqueliste

Wayfarer Ciqueliste

Courseur philosophy encourages physical fitness so that one’s swift movements can inspire rapid progress and innovation. No group combines these two aspects of the ideology more flamboyantly than the Wayfarer Cirquelistes, a group of acrobatic performers in a traveling circus who can use their movement to fuel magic, with a particular penchant for teleportation.

Prerequisite: Brook No Delay feat, proficiency in Acrobatics, Arcana, and Athletics, must have trained with the Wayfarers Cirque, character level 7th


ZEITGEISTFeatures

Hit Dice: 1d8 per wayfarer cirqueliste level.

Hit Points: 1d8 (or 5) + your Constitution modifier per wayfarer cirqueliste level.

 


Wayfarer’s Athleticism1st Level

You can double your proficiency bonus when making Acrobatics and Athletics checks. Your base speed increases by 5 feet.


Wayfarer’s Kineticism1st Level

You can create and empower magic through movement.

Whenever you move at least 20 feet on your turn, you gain a “step” of power. If you move more than your speed on your turn (such as by taking the Dash action or flinging yourself with a trebuchet), you gain an additional step of power. This gathered power lasts until you spend it or until you finish your turn and have not moved at
least 20 feet, and you can have up to a maximum of three steps of power stored at a time.

Holding this power over a long period of time is perilous, so you only gather steps of power when you are clearly in danger. You start each encounter with zero steps of power, even if you were moving just before the encounter begins.

You can spend steps in the following ways.

  • Without using an action, spend one step to gain the effects of freedom of movement until the end of your next turn.
  • Without using an action, when you are endangered by something triggered by your movement like a trap or hazard, spend one step to gain advantage on a Dexterity saving throw or impose disadvantage on an attack roll against you.
  • Spend one step to cast misty step as an action, or two steps to cast it as a bonus action. Instead of being transported in silvery mist, however, your departure and arrival points are marked with a harmless burst of flame that lingers in the shape of your body. Often cirquelistes will teleport in the middle of acrobatic flips, appreciating the aesthetic of leaving dramatic flaming afterimages of their movement.
  • When you or an ally you can see casts a spell, spend two steps to modify that spell with one of the following sorcerer Metamagic abilities: Distant Spell, Empowered Spell, or Persistent Spell. You can use your Dexterity modifier in place of your Charisma modifier for this effect.

Wayfarer’s Leap1st Level

You can cast dimension door . After you use this ability, you cannot use it again until you complete a short or long rest .


Nomadic StrikeLevel 2

When you teleport within 5 feet of a creature, the first attack you make against that creature before the end of your current turn has advantage .


Sense TeleportationLevel 2

You are aware whenever a creature within 150 feet arrives or departs using teleportation, and you know the distance and direction to their origin and destination.


Wayfarer GuideLevel 2

Whenever you teleport you can bring three extra creatures within 20 feet of you along with you, even if your method of teleporting would normally only teleport you (such as with misty step ). After you use this feature, you cannot use it again until you complete a short or long rest .


Grand JourneyLevel 3

You can cast teleportation circle . After you use this ability, you cannot use it again until you complete a short or long rest . When you gain this ability, the wayfarers typically share their full collection of sigil sequences.


Ready to MoveLevel 3

You start each encounter with one “step” charged up.

Pagination