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Blood Maggot Infestation

Blood Maggot Infestation

A creature can be infected with blood maggots either by the egg-depositing attack of a corpse fly, the actions of a gorger zombie, or simply by the maggots themselves looking for more food. Once infected, the host takes 4 (1d4 + 2) piercing damage each time it finishes a long rest .

Additionally, it must make a DC 11 Constitution saving throw or suffer one level of fatigue that cannot be removed by a long rest until the blood maggot is removed. The DC for the save increases by one for each additional infesting maggot. If the host successfully passes three consecutive Constitution saving throws, the blood maggot dies and is harmlessly expelled from the body, at which point the host can recover and rest normally. Should the host die while infected, it rises as a gorger zombie 1 minute later.

A blood maggot infestation can be magically removed with lesser restoration . Otherwise, they can be surgically removed with a DC 13 Medicine check, which deals 4 (1d4 + 2) damage per attempt, regardless of success. Each infecting maggot requires its own check to remove.

Fey Court

Fey Court

Civilizations in the Dreaming can seem absurd, but they have their rulers just as in the Waking. Whether having their servants serve as living croquet hoops, leading musical numbers after kidnapping babes, or cursing peasants with donkey heads just for a laugh, the fey courts tend to seem capricious. Seldom, however, are they murderous as long as you play along with their games, and so those who live under their rule are often clever or obsequious to stay in favor.

Another ubiquitous trait of these fey citizens is how they emulate the customs and livelihoods of the nearby peoples in the Waking. Many have the trappings of a job, though payment takes odd forms: favors are common, and trinkets of the Waking have quite the cachet.


Characters raised in the fey court culture, even if they’re not fey themselves, share a variety of traits in common with one another.

Casual Charm. You know the friends cantrip.

Court Games. You are proficient in one of the following: Culture, Deception, Insight, Performance, Persuasion, or Stealth.

Other Games, Too. You are proficient with one musical instrument or gaming set of your choice.

Not It. When a creature makes an attack roll with disadvantage against you, but before the outcome is known, you can use your reaction to roll an additional d20 and select which of the 3 the attacker uses. Once you have used this trait, you cannot use it again until you finish a long rest .

Languages. You can speak, read, write, and sign Common, Sylvan, and one other language.

Dreaming Wilds

Dreaming Wilds

Far from cities, the wilds of the Dreaming are lush with the weird and beautiful. Fey here easily live in harmony with nature, making their homes in flower bulbs or riding friendly tortoises across painted deserts. Some take offense to the folk of the Waking, perhaps simply sabotaging their tools and wagons, but occasionally luring children with sweets and then over time turning  them into gremlins.


Characters raised in the Dreaming wilds culture, even if they’re not fey themselves, share a variety of traits in common with one another.

Home on the Range. Choose a region: Feywood, Flowing River, Frozen Wastes, Lofty Mountains, Parched Sands, Rolling Grasslands, Tangled Forest, Unrelenting Marsh. You can move normally through non-magical difficult terrain in your chosen region. Additionally, you gain proficiency in one of the following: Animal Handling, Nature, Survival. You gain an expertise die on checks with the chosen skill in your chosen region.

Music of the Wilds. You gain proficiency with one musical instrument.

Nature Provides. In nearly any natural landscape, you do not require Supply each day of a journey. You always find just enough food and drink to sustain you, so your only real concern is dying of boredom. This benefit can never provide Supply for others.

Likewise, once per day you can turn a rock, plant, or animal part into a mundane piece of survival gear or a tool kit worth up to 10 gold pieces, though this does not grant proficiency with the tool kit. It reverts to its original form after 24 hours or 10 minutes after the item leaves your possession, whichever comes first. You cannot produce Supply using this trait and must still provide the raw materials to craft an item.

Wilds as Weapon. You know one of the following cantrips: acid splash , pestilence , produce flame , ray of frost , shillelagh , shocking grasp .

Your spellcasting ability for these spells is Intelligence, Wisdom, or Charisma (whichever is highest).

Languages. You can speak, read, write, and sign Common and Sylvan.

Titania

Titania

Challenge
str
dex
con
int
wis
cha

Tarzan

Tarzan

Challenge
str
dex
con
int
wis
cha

Pagination