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Half-Dragon Template

Half-Dragon Template

A beast, humanoid, giant, or monstrosity can become a half‑dragon. It keeps its statistics, except as follows.


Languages. If the half-dragon knows languages, it speaks Draconic in addition to the ones it knows.

Senses. The half-dragon gains blindsight out to a distance of 10 feet and darkvision out to a distance of 60 feet.

Resistances. The half-dragon gains resistance to a damage type dealt by the breath weapon of its dragon half.

Breath Weapon. The half-dragon uses the Breath Weapon attack of the oldest dragon of its type that has a Challenge Rating equal to or lower than the half-dragon’s Challenge Rating (minimum wyrmling).

Wings. If the half-dragon’s Challenge Rating is 9 or higher, it gains wings and a fly speed of 60.

Dragon Lich Template

Dragon Lich Template

Some dragons seek to defy death, becoming undead dragon liches. Such a dragon channels its inherent magical nature into an arcane spark that grants it a semblance of life beyond death. Scales and flesh slough off the dragon lich, eventually leaving nothing but a skeletal dragon brooding over moldering treasure.

In order to become a dragon lich, a dragon must imbue its spirit into a soul vessel. The vessel is usually some treasured item from the dragon’s hoard, such as a particularly valuable gem or piece of jewelry. The dragon can’t bear to be apart from its soul vessel and keeps it close among its hoard. The only way to permanently defeat a dragon lich is to destroy both the dragon and the soul vessel.

Any adult or older dragon with spellcasting ability may become a dragon lich. Chromatic dragons most often become dragon liches. A dragon lich retains all the statistics of the original dragon except as noted below.


Type. The dragon’s type is Undead (dragon).

Breath Weapon. When the dragon uses a breath weapon that deals damage, half of its damage is the original damage type and half is necrotic damage.

Expanded Spell List. The dragon can cast animate dead  with no material components three times per day. An ancient or older dragon can cast create undead with no material components three times per day.

Immunities. The dragon gains immunity to necrotic and poison damage. It can’t be charmed , fatigued frightened , paralyzed , or poisoned .


The dragon lich’s Legendary Resistance trait is replaced with the following:

Legendary Resistance (3/Day). When the dragon fails a saving throw , it can choose to succeed instead. When it does, it loses its Undead Telepathy trait until the end of its next turn. Until the end of its next turn, undead creatures under its control are incapacitated .


The dragon lich gains the following traits:

Rejuvenation. If it has a soul vessel, a destroyed dragon lich gains a new body in 1d10 days, regaining all its hit points. The new body forms within 10 feet of the soul vessel.

Turn Resistance. The dragon lich has advantage on saving throws against any effect that turns undead.

Undead Nature. A dragon lich doesn’t require air, sustenance, or sleep.

Undead Telepathy. The dragon lich can communicate telepathically with undead creatures within 120 feet.

Cultures

Cultures

  Culture Source
  Airship Crew

Gate Pass Gazette #16

  Artificial Voidrunner's Codex
  Backwater Voidrunner's Codex
  Belter Voidrunner's Codex
  Bloodmarked

Adventures in ZEITGEIST

  Blood Pack Gate Pass Gazette #8
  Caravanner Adventurer's Guide
  Carven Dungeon Delver's Guide
  Children of Zev Gate Pass Gazette #13
  Cinder Chaser Gate Pass Gazette #18
  Circusfolk Adventurer's Guide
  Collegiate  Adventurer's Guide
  Cosmopolitan Adventurer's Guide
  Crag-Keeper Simirengo Gate Pass Gazette #5
  Cubero Gate Pass Gazette #12
  Deep Dwarf  Adventurer's Guide
  Deep Gnome  Adventurer's Guide
  De Guerra  Adventures in ZEITGEIST
  Dialectician Adventures in ZEITGEIST
  Dragonbound  Adventurer's Guide
  Dragoncult  Adventurer's Guide
  Dreaming Wilds Gate Pass Gazette #4
  Drifter Voidrunner's Codex
  Earthen Artisan Gate Pass Gazette #18
  Eladrin Adventurer's Guide
  Elfaivaran Adventures in ZEITGEIST
  Enlightened Voidrunner's Codex
   Ethereal Scout Gate Pass Gazette #3
   Faceless Dungeon Delver's Guide
   Far-Flyer Simirengo Gate Pass Gazette #5
   Fey Court Gate Pass Gazette #4
  Forest Gnome Adventurer's Guide
  Forgotten Folx Adventurer's Guide
  Forsaken Adventurer's Guide
  Godbound Adventurer's Guide
  Grimlock Dungeon Delver's Guide
   Grovekept Gate Pass Gazette #26
  Harimau Adventures in ZEITGEIST
  High Elf Adventurer's Guide
  Hill Dwarf Adventurer's Guide
  Honorbound Voidrunner's Codex
  Imperial Adventurer's Guide
  Imperium Voidrunner's Codex
  Itinerant Adventurer's Guide
   Keeper of the Land Gate Pass Gazette #16
  Kithbáin Halfling Adventurer's Guide
   Lexican Gate Pass Gazette #20
  Lone Wanderer Adventurer's Guide
   Lunar Chrysalian Gate Pass Gazette #15
   Mariner A5E.tools
   Meld-Member Dungeon Delver's Guide
  Mercantile Voidrunner's Codex
  Militant Voidrunner's Codex
  Mischief Maker Dungeon Delver's Guide
   Moonkeeper Gate Pass Gazette #8
  Mountain Dwarf Adventurer's Guide
  Mustbairn Halfling Adventurer's Guide
  Nomad Adventurer's Guide
   Open-Air Ascetic Gate Pass Gazette #18
   Ostinad Horselord To Save A Kingdom
  Pedresco Adventures in ZEITGEIST
  Pre-Industrial Voidrunner's Codex
  Rebel Voidrunner's Codex
  Reef Singer Gate Pass Gazette #17
   Rover Gate Pass Gazette #14
  Rustic Voidrunner's Codex
  Settler Adventurer's Guide
   Sewer Rat

Dungeon Delver's Guide

  Shadow Elf Adventurer's Guide
   Sky-Seeker Simirengo Gate Pass Gazette #5
   Solar Chrysalian Gate Pass Gazette #15
  Spinner Cult Gate Pass Gazette #1
  Steamforged Adventurer's Guide
  Steelmarked Adventures in ZEITGEIST
  Stoic Voidrunner's Codex
  Stoic Orc Adventurer's Guide
  Stoneworthy Adventurer's Guide
  Stout Halfling Adventurer's Guide
   Sunless Mariner Dungeon Delver's Guide
  Technetronic Voidrunner's Codex
  Tinker Gnome Adventurer's Guide
  Tunnel Halfling Adventurer's Guide
  Tyrannized Adventurer's Guide
   Underbridge Gate Pass Gazette #24
  Underclass Voidrunner's Codex
   Underharvester Dungeon Delver's Guide
   Underlander Dungeon Delver's Guide
  Union Voidrunner's Codex
  Urbanite Voidrunner's Codex
  Villager Adventurer's Guide
  Virtual Voidrunner's Codex
  Warhordling Adventurer's Guide
  Warped Voidrunner's Codex
   Waterflow Gate Pass Gazette #18
  Wildling Adventurer's Guide
  Wood Elf Adventurer's Guide
   Zevanchist Gate Pass Gazette #13

Heritages

Heritages

Heritages
  Heritage >Description Source
  Birdfolk Winged, feathered avians able to glide or fly. Gate Pass Gazette #5
  Cervid Humanoid deerfolk, fleet of foot with mighty antlers Gate Pass Gazette #11
  Chrysalian Diminutive, insectoid fey that hail from the
Dreaming.
Gate Pass Gazette #15
  Constructed Artificial beings powered by a renewable energy source. Gate Pass Gazette #0
  Dragonborn Draconic humanoids with deadly breath weapons. Adventurer's Guide
  Dreamborn Fey folk with deep ties to the Dreaming. Gate Pass Gazette #4
  Dryadborn Those with ties to both dryads and mortals. Gate Pass Gazette #26
  Deva Reincarnated immortals with memories of past lives. Adventures in ZEITGEIST
  Doppelgänger Shapechangers who can adopt the appearance of others. Dungeon Delver's Guide
  Dwarf Hardy, long-lived folk with an innate ability to build. Adventurer's Guide
  Elf  Ancient beings with supernatural grace. Adventurer's Guide
  Galeoni Shark-people with powerful jaws. Gate Pass Gazette #9
  Garoul Wolf-people with hunting instincts and a connection to the wild. Gate Pass Gazette #8
  Gnoll Humanoid hyenas with strong jaws. Adventures in ZEITGEIST
  Gnome  Diminutive folk with innate magic. Adventurer's Guide
  Goblin Small, nimble goblinoids often reviled by others. Adventures in ZEITGEIST
  Halfling Brave folk who stand 3-feet tall. Adventurer's Guide
  Human Short-lived people with great potential. Adventurer's Guide
  Kobold Small, reptilian humanoids known as clever tricksters. Adventures in ZEITGEIST
  Lizardfolk Cold-blooded reptilian humanoids. Adventures in ZEITGEIST
  Madrai Dog-people who aren't great at bluffing at cards Gate Pass Gazetter #14
  Minotaur Humanoids with cloven hooves and the head of a bull. Adventures in ZEITGEIST
  Motley Patchwork folk with animal features. Dungeon Delver's Guide
  Mycelial Small fungus-folk resembling capped mushrooms. Dungeon Delver's Guide
  Oozefolk Jelly-like humanoids able to morph their shape. Dungeon Delver's Guide
  Oxfolk Bovine-esque people with large, curving horns. Gate Pass Gazette #16
  Orc Strong, tusked humanoids with primal instincts. Adventurer's Guide
  Pantheran Wildcat-like people from a range of climates. Gate Pass Gazette #28
  Planetouched Mortal beings with the immortal ancestry of fiends or angels. Adventurer's Guide
   Planetouched: Elementaari Mortal beings with the immortal ancestry of genies and other elementals Gate Pass Gazette #18
  Pode Octopus-like people with multiple tentacles. Gate Pass Gazette #9
  Ratling Rodent-like humanoids with an unknown origin. Dungeon Delver's Guide
  Rockborn Powerful folks made of stone. Dungeon Delver's Guide
  Shadowcast Creatures who are reflections of a counterpart on the material plane Gate Pass Gazette #23
  Spiderfolk A mysterious arachnoid people with extra arms. Gate Pass Gazette #3
  Trollkin Relations to the many kinds of troll. Gate Pass Gazette #24
  Zevite Outsiders from the astral planes who believe in living life to the fullest Gate Pass Gazette #13

 


Voidrunner Heritages

Void-heritage
  Heritage >Description Source
  Android Artificial beings with a variety of configurations. Voidrunner's Codex
  Axon Large, furry, bipedals known for their great strength. Voidrunner's Codex
  Grey Small cerebral aliens who possess innate psionic powers. Voidrunner's Codex
  Houseki Crystalline entities which grow all through their lifespan. Voidrunner's Codex
  Human Short-lived people with great potential. Voidrunner's Codex
  Hurroc Fierce, horned folk with evolved adrenal glands. Voidrunner's Codex
  Keridani Psionic insectoids. Voidrunner's Codex
  Naato Reptilian species with scales and a tail. Voidrunner's Codex
  Sipher Small hiveminded folk with innate links to planetary bodies. Voidrunner's Codex

 

 

Spinner Cult

Spinner Cult

While some Spinner cults are isolationist, just as many have woven themselves and their families into the thread of large cities. Regardless, such acolytes were pressured to be constantly alert to any small omen or sign of prophecy and to take them very seriously, and this pressure most likely still sticks with them long afterwards.

These cults are almost always started by a central figure who claims to have received a vision from the Fate Spinner herself. In rare cases,they may have even crossed over accidentally into the Silver Hollows and been sent back on a mission from the Fate Spinner or have communicated with one of her servants, such as a fateholder . Just as often, however, these central figures have no genuine tie to the Mother of Law and build the cult with the presumption that their devotion in starting a cult will be rewarded with visions. A member’s relationship to this central figure, who may have even changed or been replaced over their time in the cult, will heavily reflect their feelings on this past.

These cults are often cutthroat and confrontational. Those who follow the Fate Spinner know that only a slim fraction of them truly have a kind fate to look forward to, and as such, they sabotage one another and compete ruthlessly in search of signs that will prove they are one of the lucky few who will reach enlightenment. In truth, this prophecy is often self-fulfilling, as their willingness to sell one another out is most often their downfall. Much as large groups of spiders will devour one another, Spinner cults are held back by their own infighting.


Characters raised in spinner cults share a variety of traits in common with one another.

Necessary Skills. Survival in these cults is often dependent on the individual’s ability to spot even the flimsiest supposed omen and to anticipate (or obfuscate) betrayal. You gain proficiency in either Deception or Insight and either Investigation or Perception.

Cold Read. Getting ahead in Spinner cults often involves a carefully-applied mix of trickery and showmanship to appear prescient. When you first meet someone new and interact with them personally for at least 1 minute, you can ask the Narrator one question about them. This question must be a surface-level question about their personality or life, such as “do they have children?”, “what do they think of the Duke?”, or “what do they want right now?”. You have advantage on the next Deception, Persuasion or Insight check you make that uses this knowledge to benefit you.

Discreetly Armed. Even while armed, you know how to be discreet and nonthreatening. You gain an expertise die on checks made to persuade others to let you remain armed or to conceal weapons or items about your person.

Oracular Talent. You know one Divination cantrip or 1st-level Divination spell of your choice. If you choose a 1st-level spell, you can cast it once without spending a spell slot or providing material components, and must finish a long rest before you can do so again. Your spellcasting ability for this spell is Intelligence or Wisdom (whichever is highest).

Languages. You speak, read, write and sign in Common and Undercommon

Pagination