The Way of the Ice Pike

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The Way of the Ice Pike

Monks of the Way of the Ice Pike have developed mastery in the use of a magical spear called The Ice Pike. (This monastic tradition is unique to a specific character – Dawndra Norlandr – and a specific magical item – her Ice Pike) .

 

Background

Dawndra’s Ice Pike is, as far as she knows, a unique item in the Forgotten Realms. When she was discovered as an infant among the wreckage of a sailing vessel along the shores of Norland Isle, she was wrapped in white fur which was pinned closed with what appeared to be a hairpin made of ice, except it never melted. As Dawndra grew older and her brilliant white hair grew longer, the icepin always adorned her as a hairpin. Eventually, she discovered that she had a special attunment to the icepin, she could will it to increase in length. At first just the size of a dagger but later, as she spent her life attuned to the item, she could will it to become an 8 feet long spear. This is when she left her home in the Moonshae Isles and sought out a Monastic temple to train in the use of her Ice Pike.

 

Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

 

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Long Weapon Proficiency (Level 3)

The Monk gains weapon proficiency with Spears and Pikes. These weapons count as Monk Weapons and gain the Finesse property if wielded with two-hands  (Versatile) . The damage dice when wielding a spear, pike or lance is 2x the martial arts die. For example, at level 3 the monks Martial Arts die is 1d4. While wielding a spear with two hands, the martial arts die becomes 2d4. When the Martial Arts die increases to 1d6, the damage done with two-handed spear is 2d6 and so on.

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Sharp Defender (Level 3)

After taking the Dodge (or Patient Defense) action and you are attacked (Melee), you gain a Defender Reaction (in addition to normal Reaction). If the attack succeeds against you, the damage is halved. If the attack fails, you gain an attack of opportunity against the attacking enemy.

If a Ranged attack against you succeeds while you are taking the Dodge action, you can add your Proficiency Modifier to the Deflect Missiles roll to decrease damage.

 

Dodge (SRD): When you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage.

 

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Flurry of Frostbite (Level 3)

Anytime the monk uses Flurry of Blows and succeeds on both attacks, additional Cold damage (Martial Arts Die x2) is automatically applied on the second successful attack. This increases with the monks Martial Die and Monastic Tradition Level. (Level 1: 2d4, Level 6: 2d6, Level 11:  2d8, Level 17: 2d10).

 

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Creeping Icewound (Level 6)

Ki Cost: 2

You have further mastered the magical properties of the Ice Pike that flow through your ki. Your Ki-Empowered Strikes can inflict a spreading cold damage in the enemy target. Upon any successful unarmed attack, you can expend 2 Ki to inflict a Creeping Icewound. Target must make a Constitution saving throw (Ki save DC). On a failed saving throw the target takes  2d8 cold damage (half as much damage on a save). At the beginning of your next successive turn, target must save or take 4d8 Cold damage, and again on the next turn for 6d8 Cold damage. The effect ends after this.

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Frostvine Protector (Level 6)

Ki Cost: 2

As a bonus action, you can spend 2 ki point to create a protective layer of thin and wispy ice vines that shroud your body for the duration of 1 minute. Gain +1 AC and temporary hit points equal to your Wisdom modifier + your monk level.

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Ardent Defender (Level 6)

When taking the Dodge (or Patient Defense) and you are attacked you gain an extra Reaction (up to 3 total during the current round). If the attack succeeds against you, the damage is halved and you gain an attack of opportunity with advantage against the attacker. Additionally, any attacks made immediately after taking Dodge gain advantage.

 

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Stunning Spike Strike (Level 11)

When using the Stunning Strike feature, the target now has disadvantage on their constitution saving throw and upon a fail, they are not only stunned but take an additional 2d8 Force Damage.

 

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Frostvine Aggressor (Level 11)

Ki Cost: 2

Upon any successful Ice Pike attack, you can expend 2 Ki to inflict Frostvine Aggressor to the target. Target must make a Constitution saving throw (Ki save DC). On fail, vines of ice spread around their body, restraining their movement and inflicting 2d8 Cold Damage. At the end of the targets each turn they can attempt another save. On fail, another 2d8 Cold Damage is inflicted. The effect ends after 3 rounds.

 

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FeatName (Level 17)

Feat Description

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FeatName (Level 17)

Feat Description


The Way of Flowing Force

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Monk: The Way of Flowing Force

Monks of the Way of the Flowing Force have developed mastery of Ki-controlled movement to enhance their existing Monk abilities to a greater level. CommonMonk abilities become powerful feats in the control of a Monk who follows the Way of Flowing Force.  

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Fortis Strenth (Level 3)

The monastic tradition provides +2 to the characters Strength ability at each Monastic Level 3, 6 and 11. (Max 20)

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Flowing Flurry (Level 3)

The Monk gains the ability to extend their Flurry of Blows. Plus… Martial Weapons can now be used in addition to unarmed attacks with the Flurry of Blows feat. If the feat is used and both attacks are successful, a third attack flows from the first two – automatically succeeding (just roll for damage). This increases with Monastic levels. At Level 6, two extra attacks automatically succeed. At level 11, three extra attacks. At level 17, four extra attacks.

 

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Forceful Stick Fighting (Level 3)

The monk gains mastery of the nuances of fighting with a staff.

AC increases by 1 while wielding a staff with two hands.

 

At Level 6.

While you are wielding a staff with two hands and an opponent enters within the reach of your staff, they provoke an opportunity attack from you (uses your reaction for the turn).

At Level 11.

While you are wielding a staff with two hands you can attempt, as a bonus action, a sweeping maneuver against any target within 5 feet of you. The target must DC (8+prof+wis) Dex save else be knocked prone. If an ally is within 5 feet of you and is attacked with a melee attack, you can use your reaction to attempt the sweeping maneuver against your allies attacker.

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Flowing Zen (Level 6)

When you use the Dodge or Ready Action, you can use your Bonus Action to enter into a momentary meditative state. During this state, you double one Ki point. You must have at least 1 Ki to use this feature, though it does not expend Ki. This feature can only be used once per minute and only twice per day. At level 11, you double 2 Ki points.

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Forceful Deflector (Level 6)

You have spent weeks and weeks being fired upon by masters of the bow in your Monastic training and are now proficient in Deflect Missiles. Add your Proficiency Bonus to your reducing roll. Example: Level 6 Monk +4 (Dex) +6 (Level) +3 (Prof) = 13 + 1d10
If you successfully reduce the damage to 0, flow is engaged – you gain Advantage on the Reaction Attack. The attempt no longer costs a Ki point.

 

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Diverting Force (Level 6)

When an opponent with a melee weapon succeeds on an attack (non-surprise), the monk can use a Reaction to Block and potentially return a percentage of the damage as Force Damage.

1d10 Result
1 0% of damage is blocked
2-7 50% of damage is blocked
8-9 50% of damage is blocked and returned upon the attacker as Force dmg.
10 100% of damage is blocked and returned upon the attacker as Force dmg

 

 

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Superstunning Force (Level 11)

When a Stunning Strike is used successfully, an extra 2maD (Martial arts Die) force damage is inflicted on the target.

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FeatName (Level 11)

Feat Description

 

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FeatName (Level 17)

Feat Description

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FeatName (Level 17)

Feat Description

 


The Way of Fang-Fu

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The Way of Fang-Fu

Monks of the Way of Fang-Fu have developed mastery of acupuncture/acupressure techniques and specifically, how to deliver effective attacks against them. The attacks deliver Vital Energy Damage to the opponent – draining the vital energy from their bodies. The tradition focuses on small sharp weapons such as daggers, darts and needles. The features of this tradition only work against creature types for which the monk has developed expertise, starting with their own creature type.

 

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Vital Point Expertise (Level 3)

The monk begins with Vital Point Expertise in their own creature type (Humanoid)
Other types of monsters (13 total) can be studied and added to the expertise list.
Creature Type DCs

Aberrations (DC 18) ________ Beasts (DC 14)           ________
Celestials (DC 26)     ________ Constructs (DC 16)   ________
Dragons (DC 28)       ________ Elemental (DC 20)    ________
Fey (DC 18)                ________ Fiends (DC 22)          ________
Giants (DC 18)           ________ Humanoids (DC 0)    Expertise
Monstrosities (DC 18) ________ Oozes (DC 26)           ________
Plants (DC 14)            ________ Undead (DC 16)        ________

 

Expertise is developed through Medicine DC’s against creature types. A Bonus Action can be used to make a Medicine DC against a creature while in battle.

If successful, the next Attack action gain +1 against the specific creature and the Creature Types DC is lowered by 2.
Expertise can also be increased by 1 by doing a 10 min autopsy on dead creatures (once per creature).
First DC is according to table above.
If successful against a creature type (DC16, next DC will be lower by 2 (DC43). If failed, next DC will be lowered by 1 (DC15).
When DC reaches 0 – Vital Point Expertise for that creature type is accomplished and they become an “Easy Mark” for the monk to deal extra damage to.
Gaining expertise in 2 additional creature types will give proficiency to Medicine (Double if already)
Gaining expertise in 4 additional creature types will give double-proficiency to Medicine

 

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Easy Mark (Level 3)

Damage on successful attacks is increased, equal to characters current proficiency bonus, against creature types for which the monk has Vital Point Expertise only.

 

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Serpent Strikes(Level 3)

When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of ki-targeted strikes. There are three available Dart/Needle attacks that can be used as Bonus Actions

Serpents Hiss
Serpents Spit
Serpents Kiss

 

Monk must have Vital Point Expertise with the creature type
Blowgun Darts are ranged (25 feet max) \ Needles required unarmed melee distance.
Strikes are Subtle – meaning they can be used on a non-targeted opponent without drawing aggro. If the monk is hidden or if target is engaged with another PC the target will not know where the dart / needle came from, and if so, target will not even know the needle or dart has pierced them (they may go blind or deaf without knowing it was an attack). Strikes can also be used against an opponent the monk is actively engaged with.
DC = 8 + proficiency bonus + wisdom modifier
On failure, a condition is applied for 1dMD rounds (where MD is the current Martial Die). On Save, 1dMD – 1dMD rounds. (Roll 1dMD for duration, then 1dMDSound and minus result)
If Dart/needle was poisoned, the creature is poisoned for duration
(Poisoned) A poisoned creature has disadvantage on Attack rolls and Ability Checks.

 

  Serpents Hiss (Level 3)
The target is Deafened. (Deafened) A deafened creature can’t hear and automatically fails any ability check that requires hearing

 

  Serpents Spit (Level 6)
The target is Blinded. (Blinded) A blinded creature can’t see and automatically fails any ability check that requires sight.
Attack rolls against the creature have advantage. and the creature’s attack rolls have disadvantage,

 

Serpents Kiss (Level 11)
The target is paralyzed.  (Paralyzed) A paralyzed creature is incapacitated (An incapacitated creature can’t take actions or reactions.) and can’t move or speak.
The creature automatically fails Strength and Dexterity saving throws.
Attack rolls against the creature have advantage.
Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.

 

 

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Serpent Step (Level 6)

The Serpent Step adds snake-like deftness and deception to your footwork during battle. Dodge and Disengage become Bonus Actions. Additionally, when an attacker that you can see hits you with an attack (melee or ranged), you can use your Reaction to halve the damage against you.
Dodge – When you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you can make Dexterity saving throws with advantage.
Disengage – If you take the Disengage action, your movement doesn’t provoke opportunity attacks for the rest of the turn.

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Ki Rehab (Level 6)

After a successful Attack roll, a Bonus Action can be used to specifically target a strike which absorbs the Ki of the opponent if the monk has Vital Point Expertise with that creature type. Feature use does not expend any Ki points, but Monk must have at least 1 Ki remaining to use this feature – it cannot be used on 0 Ki.

Target must DC save (8+prof+wis) else lose some of their vital energy to the monk and take damage.
On target DC fail, monk receives Ki points equal to table below and target loses HP equal to Martial Arts die roll. On DC save – values are half’d.

Level 6 2 Ki Absorbed 2d4 Dmg
Level 11 4 Ki Absorbed 4d4 Dmg
Level 17 8 Ki Absorbed 8d4 Dmg

 

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Serpent Smites (Level 11)

After a successful Attack roll, a Bonus Action can be used to specifically target a strike which poisons the target. Creature must make a DC (8 +prof +wis) Saving Throw else be be poisoned for the next minute.

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Constrictor (Level 11)

You gain advantage on Strength Checks when implementing the Grapple Feat (if Grappler feat is not yet obtained – it is added with Constrictor feat.

 

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Little Fang (Level 11)

Darts and Needles count as martial arts weapons for damage. Rather than 1 hp damage on the Serpent Strikes, the player rolls the current martial die for damage.

 

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Ophidiophobia (Level 17)

Anytime one of the Serpent Strike attacks is successful – Frightened is also automatically applied and remains in effect for 1 hour.
Frightened    A frightened creature has disadvantage on Ability Checks and Attack rolls while the source of its fear is within line of sight. The creature can’t willingly move closer to the source of its fear.

 

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Kiss of Death (Level 17)

The “Serpents Kiss” feat now has the potential for additional damage. Each and every DC save fail will inflict double-damage. Starting on the 3rd DC save failure the target must make an additional DC save or else fall unconscious. (if 3rd DC save against paralysis fails and additional DC save succeeds, target remains conscious but paralyzed. Next round will repeat in the same manner)


Treyvigg Defense Feats

Feats Taught at Treyvigg Monastery

  • Keen Defender
  • Sharp Defender
  • Ardent Defender
  • Tranquil Defender

Keen DefenderWhen taking the Dodge (or Patient Defense) and you are attacked within melee range, you gain an extra Reaction during the current turn. If the attack succeeds, the damage is halved. If the attack fails by 5 or more, you gain an attack of opportunity. (Example, you have AC 18 and enemy attack roll is 13 or less – you can make an attack of opportunity on that enemy)Sharp DefenderWhen taking the Dodge (or Patient Defense) and you are attacked (Melee), you gain an extra Reaction during the current turn. If the attack succeeds against you, the damage is halved. If the attack fails, you gain an attack of opportunity against the attacking enemy.
Ardent DefenderWhen taking the Dodge (or Patient Defense) and you are attacked (Melee, Ranged, or Spell attack), you gain an extra Reaction during the current turn. If the attack succeeds against you, the damage is halved. You gain an attack of opportunity against the nearest enemy (within remaining movement).Tranquil DefenderWhen taking the Dodge (or Patient Defense) – no one knows what might happen. The Elders have not demonstrated this tactic to any but the Grand Masters.Dodge (SRD): When you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage.


Dungeon Master Tables

Dungeon Master Tables

Useful tables for 5E Dungeons and Dragons.

Magic Item Table A

d100

Magic Item

01–50

Potion of healing

51–60

Spell scroll (cantrip)

61–70

Potion of climbing

71–90

Spell scroll (1st level)

91–94

Spell scroll (2nd level)

95–98

Potion of greater healing

99

Bag of holding

0

Driftglobe

Magic Item Table B

d100

Magic Item

01–15

Potion of greater healing

16–22

Potion of fire breath

23–29

Potion of resistance

30–34

Ammunition, +1

35–39

Potion of animal friendship

40–44

Potion of hill giant strength

45–49

Potion of growth

50–54

Potion of water breathing

55–59

Spell scroll (2nd level)

60–64

Spell scroll (3rd level)

65–67

Bag of holding

68–70

Keoghtom’s ointment

71–73

Oil of slipperiness

74–75

Dust of disappearance

76–77

Dust of dryness

78–79

Dust of sneezing and choking

80–81

Elemental gem

82–83

Philter of love

84

Alchemy jug

85

Cap of water breathing

86

Cloak of the manta ray

87

Driftglobe

88

Goggles of night

89

Helm of comprehending languages

90

Immovable rod

91

Lantern of revealing

92

Mariner’s armor

93

Mithral armor

94

Potion of poison

95

Ring of swimming

96

Robe of useful items

97

Rope of climbing

98

Saddle of the cavalier

99

Wand of magic detection

100

Wand of secrets

Magic Item Table C

d100

Magic Item

01–15

Potion of superior healing

16–22

Spell scroll (4thlevel)

23–27

Ammunition, +2

28–32

Potion of clairvoyance

33–37

Potion of diminution

38–42

Potion of gaseous form

43–47

Potion of frost giant strength

48–52

Potion of stone giant strength

53–57

Potion of heroism

58–62

Potion of invulnerability

63–67

Potion of mind reading

68–72

Spell scroll (5thlevel)

73–75

Elixir of health

76–78

Oil of etherealness

79–81

Potion of fire giant strength

82–84

Quaal’s feather token

85–87

Scroll of protection

88–89

Bag of beans

90-91

Bead of force

92

Chime of opening

93

Decanter of endless water

94

Eyes of minute seeing

95

Folding boat

96

Heward’s handy haversack

97

Horseshoes of speed

98

Necklace of fireballs

99

Periapt of health

100

Sending Stones

Magic Item Table D

d100

Magic Item

01–20

Potion of supreme healing

21–30

Potion of invisibility

31–40

Potion of speed

41–50

Spell scroll (6thlevel)

51–57

Spell scroll (7thlevel)

58–62

Ammunition, +3

63–67

Oil of sharpness

68–72

Potion of flying

73–77

Potion of cloud giant strength

78–82

Potion of longevity

83–87

Potion of vitality

88–92

Spell scroll (8thlevel)

93–95

Horseshoes of a zephyr

96–98

Nolzur’s marvelous pigments

99

Bag of devouring

100

Portable hole

Magic Item Table E

d100

Magic Item

01–30

Spell scroll (8thlevel)

31–55

Potion of storm giant strength

56–70

Poti on of supreme healing

71–85

Spell scroll (9st level)

86–93

Universal solvent

94–98

Arrow of slaying

99-100

Sovereign glue

Magic Item Table F

d100

Magic Item

01–15

Weapon, +1

16–18

Shield,+ 1

19–21

Sentinel shield

22–23

Amulet of proof against detection and location

24–25

Boots of elvenkind

26–27

Boots of striding and springing

27–29

Bracers of archery

30–31

Brooch of shielding

32–33

Broom of flying

34–35

Cloak of elvenkind

36–37

Cloak of protection

38–39

Gauntlets of ogre power

40–41

Hat of disguise

42–43

Javelin of lightning

44–45

Pearl of power

46–47

Rod of the pact keeper, + 1

48–49

Slippers of spider climbing

50–51

Staff of the adder

52-53

Staff of the python

54-55

Sword of vengeance

56–57

Trident of fish command

58–59

Wand of magic missiles

60–61

Wand of the war mage, + 1

62–63

Wand of web

64-65

Weapon of warning

66

Adamantine armor (chain mail)

67

Adamantine armor (chain shirt)

68

Adamantine armor (scale mail)

69

Bag of tricks (gray)

70

Bag of tricks (rust)

71

Bag of tricks (tan)

72

Boots of the winterlands

73

Circlet of blasting

74

Deck of illusions

75

Eversmoking bottle

76

Eyes of charming

77

Eyes of the eagle

78

Figurine of wondrous power (silver raven)

79

Gem of brightness

80

Gloves of missile snaring

81

Gloves of swimming and climbing

82

Gloves of thievery

83

Headband of intellect

84

Helm of telepathy

85

Instrument of the bards (Doss lute)

86

Instrument of the bards (Fochlucan bandore)

87

Instrument of the bards (Mac-Fuimidh cittern)

88

Medallion of thoughts

89

Necklace of adaptation

90

Periapt of wound closure

91

Pipes of haunting

92

Pipes of the sewers

93

Ring of jumping

94

Ring of mind shielding

95

Ring of warmth

96

Ring of water walking

97

Quiver of Ehlonna

98

Stone of good luck

99

Wind fan

100

Winged boots

Magic Item Table G

d100

Magic Item

01–11

Weapon, +2

12–14

Figurine of wondrous power (roll d8)

1: Bronze griffon

2: Ebony fly

3: Golden lions

4: Ivory goats

5: Marble elephant

6-7: Onyx dog

8: Serpentine owl

15

Adamantine armor (breastplate)

16

Adamantine armor (splint)

17

Amulet of health

18

Armor of vulnerability

19

Arrow-catching shield

20

Belt of dwarvenkind

21

Belt of hill giant strength

22

Berserker axe

23

Boots of levitation

24

Boots of speed

25

Bowl of commanding water elementals

26

Bracers of defense

27

Brazier of commanding fire elementals

28

Cape of the mountebank

29

Censer of controlling air elementals

30

Armor, +1 chain mail

31

Armor of resistance (chain mail)

32

Armor of resistance (chain shirt)

33

Armor,+ 1 chain shirt

34

Cloak of displacement

35

Cloak of the bat

36

Cube of force

37

Daern’s instant fortress

38

Dagger of venom

39

Dimensional shackles

40

Dragon slayer

41

Elven chain

42

Flame tongue

43

Gem of seeing

44

Giant slayer

45

Clamoured studded leather

46

Helm of teleportation

47

Horn of blasting

48

Horn of Valhalla (silver or brass)

49

Instrument of the bards (Canaithmandolin)

50

Instrument ofthe bards (Cii lyre)

51

loun stone (awareness)

52

loun stone (protection)

53

loun stone (reserve)

54

loun stone (sustenance)

55

Iron bands of Bilarro

56

Armor, + 1 leather

57

Armor of resistance (leather)

58

Mace of disruption

59

Mace of smiting

60

Mace of terror

61

Mantle of spell resistance

62

Necklace of prayer beads

63

Periapt of proof against poison

64

Ring of animal influence

65

Ring of evasion

66

Ring of feather falling

67

Ring of free action

68

Ring of protection

69

Ring of resistance

70

Ring of spell storing

71

Ring of the ram

72

Ring of X-ray vision

73

Robe of eyes

74

Rod of rulership

75

Rod of the pact keeper, +2

76

Rope of entanglement

77

Armor, +1 scale mail

78

Armor of resistance (scale mail)

79

Shield, +2

80

Shield of missile attraction

81

Staff of charming

82

Staff of healing

83

Staff of swarming insects

84

Staff of the woodlands

85

Staff of withering

86

Stone of controlling earthelementals

87

Sun blade

88

Sword of life stealing

89

Sword of wounding

90

Tentacle rod

91

Vicious weapon

92

Wand of binding

93

Wand of enemy detection

94

Wand of fear

95

Wand of fireballs

96

Wand of lightning bolts

97

Wand of paralysis

98

Wand of the war mage, +2

99

Wand of wonder

100

Wings of flying

Magic Item Table H

d100

Magic Item

01–10

Weapon, +3

11–12

Amulet of the planes

13–14

Carpet of flying

15–16

Crystal ball (very rare version)

17–18

Ring of regeneration

19–20

Ring of shooting stars

21–22

Ring of telekinesis

23–24

Robe of scintillating colors

25–26

Robe of stars

27–28

Rod of absorption

29–30

Rod of alertness

31–32

Rod of security

33–34

Rod of the pact keeper, +3

35–36

Scimitar of speed

37–38

Shield, +3

39–40

Staff of fire

41–42

Staff of frost

43–44

Staff of power

45-46

Staff of striking

47-48

Staff of thunder and lightning

49–50

Sword of sharpnes

51–52

Wand of polymorph

53–54

Wand of the war mage, + 3

55

Adamantine armor (half plate)

56

Adamantine armor (plate)

57

Animated shield

58

Belt of fire giant strength

59

Belt of frost (or stone) giant strength

60

Armor, + 1 breastplate

61

Armor of resistance (breastplate)

62

Candle of invocation

63

Armor, +2 chain mail

64

Armor, +2 chain shirt

65

Cloak of arachnida

66

Dancing sword

67

Demon armor

68

Dragon scale mail

69

Dwarven plate

70

Dwarven thrower

71

Efreeti bottle

72

Figurine of wondrous power (obsidian steed)

73

Frost brand

74

Helm of brilliance

75

Horn ofValhalla (bronze)

76

Instrument of the bards (Anstruthharp)

77

loun stone (absorption)

78

loun stone (agility)

79

loun stone (fortitude)

80

loun stone (insight)

81

loun stone (intellect)

82

loun stone (leadership)

83

loun stone (strength)

84

Armor, +2 leather

85

Manual of bodily health

86

Manual of gainful exercise

87

Manual of golems

88

Manual of quickness of action

89

Mirror of life trapping

90

Nine lives stealer

91

Oathbow

92

Armor, +2 scale mail

93

Spellguard shield

94

Armor, + 1 splint

95

Armor of resistance (splint)

96

Armor, + 1 studded leather

97

Armor of resistance (studded leather)

98

Tome of clear thought

99

Tome of leadership and influence

100

Tome of understanding

Magic Item Table I

d100

Magic Item

01–05

Defender

06–10

Hammer of thunderbolts

11–15

Luck Blade

16–20

Sword of answering

21–23

Holy avenger

24–26

Ring of djinni summoning

27–29

Ring of invisibility

30–32

Ring of spell turning

36–38

Rod of lordly might

39–41

Vorpal sword

42–43

Belt of cloud giant strength

44–45

Armor, +2 breastplate

46–47

Armor, +3 chain mail

48–49

Armor, +3 chain shirt

50–51

Cloak of invisibility

52–53

Crystal ball (legendary version)

54-55

Armor, + 1 half plate

56-57

Iron flask

58-59

Armor, +3 leather

60-61

Armor, +1 plate

62-63

Robe of the archmagi

64-65

Rod of resurrection

66-67

Armor, +1 scale mail

68-69

Scarab of protection

70-71

Armor, +2 splint

72-73

Armor, +2 studded leather

74-75

Well of many worlds

76

Magic armor (roll dl2)

1-2: Armor, +2 half plate

3-4: Armor, +2 plate

5-6: Armor, +3 studded leather

7-8: Armor, +3 breastplate

9-10: Armor, +3 splint

11: Armor, +3 half plate

12: Armor, +3 plate

77

Apparatus of Kwalish

78

Armor of invulnerability

79

Belt of storm giant strength

80

Cubic gate

81

Deck of many things

82

Efreeti chain

83

Armor of resistance (half plate)

84

Horn ofValhalla (iron)

85

Instrument of the bards (OIIamh harp)

86

loun stone (greater absorption)

87

loun stone (mastery)

88

loun stone (regeneration)

89

Plate armor of etherealness

90

Plate armor of resistance

91

Ring of air elemental command

92

Ring of earthelemental command

93

Ring of fire elemental command

94

Ring of three wishes

95

Ring of water elemental command

96

Sphere of annihilation

97

Talisman of pure good

98

Talisman of the sphere

99

Talisman of ultimate evil

100

Tome of the stilled tongue


Roadside Shrine

Roadside Shrine

As you are traveling the roadway, you notice up ahead a small structure off the side of the way. It appears to be shrine. As you get closer, you see there is a walkway of paving stones from the roadway up to a rounded alter and a large table in front of it. The table is overflowing with coins and gems and other items of values. You estimate there must be near a thousand in gold pieces alone. The overall wealth just sitting out here must be ten times that.

There are markings around the arch-like surface of the shrine. They appear to be carvings of several different types of language, some are just pictograms. A religion check (DC10) reveals they are all prayers to an unknown god. Literally… they all seem to refer to the “God Unknown”.

The stone is imbued with powerful magic and will gift the PC’s with a blessing if they leave a donation, or will bestow a powerful curse on them if they dare to rob the shrine of any of its treasure.

Leave an Offering

Any amount of offering, even a single copper, will apply the blessing Salve.

Salve: Roll 2d8 and apply result as Temporary HP

Offering Amount

10gp or less, roll 1d6 against the following table

11-20 – roll 1d8

21-30 – roll 1d12

30+ Roll 2d12 and recv two blessings

50+ a magical weapon appears

The Duration of all spells (if applicable) is 24 hours.

Curse

If any takes any of the items from the shrine, Roll 1d8


roadside shrine

Nothing else right now… But later maybe they encounter someone there


boccobsblog.com
Road Shrine Adventure Site
4 – 5 minutes

This non-combat encounter can be placed along any road in your game world. It is suitable for a party of 1st to 7th level, though lower-level characters will receive the biggest boon. Also, if placed shortly after a combat encounter the players will benefit from the possible healing.

Background (for the DM)

Several years ago (since the first dirt paths were trod by humanoids) a small stone shrine appeared next to the road. No one is certain who carved it or created the stone though several wandering clerics have spent time next to it offering aid to weary travelers. The stone is imbued with powerful magic and will gift the PC’s with a blessing if they leave a donation, or will bestow a powerful curse on them if they dare to rob the shrine of any of its treasure.

Description (read aloud to players)

A foot or two from the road sits a large gray stone worn and weathered. The stone is roughly five feet tall, seven feet in diameter. The stone is covered in dozens of messages left by other travelers written in white chalk or black charcoal. A rough shelf has been cut out of the center of the stone (about three feet from the ground) that is three feet deep. The stone alcove is covered in numerous piles of small treasure left like offerings on an altar. Coins, gems, flowers, and incense litter the small stone shelf. Among the treasure sits a small brass bowl filled with pieces of white chalk and black charcoal.

A DC 10 Search check reveals that there is 568 gold pieces in assorted coins and gems.

A DC 10 Knowledge Religion check reveals this to be a roadside shrine to a nature or travel god (or any deity fitting for your setting).

A DC 15 Knowledge Religion check reveals that this shrine is imbued with divine energy and has several spells keyed to it. (It is impossible to determine the exact spells stored in the altar)

Beneficial Effects

Should a PC place an offering on the altar they will receive a blessing whose strength will be determined by the market value of the offering.

1 copper – 10 gold

Roll d6 (assume a level caster of 1)

Cure Minor Wounds (ignore if PC is uninjured)
Guidance
Light (ignore if PC has lit source of light
Resistance
Guidance
Guidance

11 – 25 gold

Roll d8 (Assume a caster level of 1)

Bless
Cure Light Wounds (9hp, reroll if PC is uninjured)
Divine Favor
Magic Stone (3 appear)
Magic Weapon (reroll if PC has a magic weapon)
Protection from Evil
Sanctuary
Shield of Faith

25 – 50 gold

Roll d8 (Assume a caster level of 3)

Aid
Aid
Align Weapon
Bear’s Endurance
Bull’s Strength
Cure Moderate Wounds (19hp, reroll if PC is uninjured)
Delay Poison (reroll if PC is not poisoned)
Eagle’s Splendor
Owl’s Wisdom
Lesser Restoration (ignore if PC has not sustained ability damage)

51- 100 gold

Roll d8 (assume a caster level of 5)

Create Food and Water
Cure Serious Wounds (ignore if PC is uninjured)
Magic Circle Against Evil
Magic Vestments
Prayer
Remove Blindness/Deafness (ignore if PC is not afflicted)
Remove Curse (reroll if PC is not cursed)
Remove Disease (reroll if PC is not Diseased)

Detrimental Effects

If a player should choose to steal from the shrine, roll on the table below. A kind DM may wish to add a warning, perhaps a DC 10 Spot or Search check reveals a skeleton laying in the tall grass near the shrine gripping a small gemstone in its hand. Summoned creatures attack the thief and fight until death.

Roll a d12 (Assume a caster level of 7.)

Bane
Inflict Light Wounds
Doom
Inflict Moderate Wounds
Summon Monster II
Bestow Curse
Blindness
Contagion
Inflict Serious Wounds
Summon Monster III
Poison
Summon Monster IV

Shrine PDF


The Way of the White Circlet

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The Way of the White Circlet

This Monk Subclass is unique to a specific character – Leely Roven’ris. Born deep within The High Forest on a Midsummer Night, the wood elf (along with her twin sister) were blessed by a goddess as they physically entered the world. Mielikki herself fashioned a White Circlet to the forehead of Leely and named her a Protector – a future member of the Vandor Aegis. The parents promised their twin daughters to the service of Mielikki and when they were weaned, gave them over to The Wild Queens Temple for preparation. Leely spent the first 30 years of her life in the temple training. As she grows in strength and power, so does the White Circlet affixed to her forehead. This subclass details the feats and magical abilities that result.

 

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Sublime Weave Feat (Level 3)

Leely’s White Circlet gifts her with the ability to weave enchanted cloth – specifically with silk materials. The resulting silk robes are attuned to the White Circlet and acquire magical properties while connected.

The magical abilities are only available to the one wearing the Magic Circlet which created it. The strength of the magic depends on the type of silk used to create it.

 

Normal Silk (Tier 1)

AC Bonus +1

Chameleon – garments can color change and shape change at the will of their wearer – can be flowing robes or the material can draw skin tight for combat. At Tier 1, wearer has a bonus +2 to Stealth checks to hide.

Light Mantle – The garment is able, upon the will of its wearer, to glow with white light as if affected by the Light Spell. The sheds bright light in a 20-foot radius and dim light for an additional 20 feet until the wearer of the White Circlet no longer wills it.

 

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Leely’s Serpier Sword (Level 3)

Weapon (Rapier)  Legendary (requires the Frost Diamond White Circlet given by Mielikki )

1d8 Piercing Damage

As a newborn, still wet of birth, Leely was gifted, by Mielikki herself, with a straight sword fashioned of white adamantine. The blade is incredibly strong, but also quite flexible and able to snake its way under armor and scales. The scabbard is crafted with frostoak and inlaid with mithril in beautiful knot designs – the scabbard is strong enough to be used as a weapon (bludgeoning) itself. Blade is a strikingly white adamantine unlike any metal seen before.

The Mithril in the wood acts as a bank of sorts. Leely can fill the bank with Radiant energy to a maximum equal to her current hit dice. (Example 4d8 Hit Dice = 4 charges of 1d8 each) This can happen in one of two ways: direct sunlight or by being attacked with Radiant damage. Example, at level 4, Leely has 4d8 Hit Dice. When using Attack action she can add a potential 1d8 Radiant Damage to the blade or scabbard during attack. She can also use “Radiant Touch” and unleash Radiant damage with physical contact through her hands. With a full ‘bank’ at level 4, she can use this ability 4 times.

As Leely grows stronger in skill and strength, so does the magic of the Frost Diamond White Circlet in her crown, and the weapon attached to it.

At Tier 1 (Levels 1-4)

Magic Weapon +1

Add 1d8 (HD) Radiant Damage to Attack  (uses one charge)
Healing Touch: – 1d8 HP restored on touch to target other than self (uses one charge)

At Tier 2 (Levels 5-10)

Magic Weapon +2

Add up to 2d8 Radiant Damage to Attack

After successful attack from this weapon, creature must roll Con Save (DC = Ki Save) or become Vulnerable to Necrotic Damage

Fear Glow: If a creature takes more than 8 radiant damage from the sword, their body begins to glow, it sheds bright light in a 10-foot radius and dim light for an additional 10 feet. Undead and Fiend creatures flee from the bright light radius area.

Healing Touch:– 2d8 HP restored on touch to target other than self (uses one charge)

At Tier 3 (Levels 11-16)

Magic Weapon +3

Add up to 4d8 Radiant Damage to Attack

Healing Touch: – 3d8 HP restored on touch to target other than self (uses one charge)
Creature becomes Vulnerable to Necrotic Damage

At Tier 4 (Levels 17+)

TBD

 

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Radiant Reaction (Level 3)

Leely gains a special reaction when a melee attack against her fails by more than 5. (Example, attack role of 10 against Leelys AC of 17). Leely is able to expel one Radiant Touch Damage (1d8). If she releases the damage into the face of the opponent, they are blinded for 1d4+1 rounds .

 

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Companion and Mount (Level 3)

Mielikki’s Magic Circlets allowed the young twins to bring magical companions into being.

Leely’s companion is a male Dire White Wolf (Alyan)

Her companion is are psychically linked to Leely. Whether they appear as representations of some sentience within the circlets, or simply as an extension of the bearer is unknown. They appear at times to have their own will but never actually conflict with the will of the circlet bearer.

Alyan is not a combat companions and cannot inflict physical (at least not at Level 3). He is not physically material, more like an illusion… that is… to everyone except Leely. Leely can feel him and interact physically with Alyan and can even ride upon his back as a mount. (Speed 60ft)

The companion can been seen when they wish to and can see their surroundings. Alyan does not speak language, but can communicate with the bearer of the White Circlet in silent emotional ways.

 

(Leely and Ileel will learn to actually scry through the eyes of their companions at Teir2)

 

 

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FeatName (Level 6)

Feat Description

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FeatName (Level 6)

Feat Description

 

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FeatName (Level 11)

Feat Description

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FeatName (Level 11)

Feat Description

 

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FeatName (Level 17)

Feat Description

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FeatName (Level 17)

Feat Description


Background: Monastic

(5e Homebrewed Background)

 

Monastic

At a young age you were brought to the monastery. You have little to no memory of your old life except for a signet that arrived with you. You have trained with your monastery brothers and sisters for as long as you can remember, finding family among other abandoned children. Your training has honed your mind and body. You have developed an exceptional ability for focus and discipline and your body is naturally capable of feats most others would find magical.

This background is specific to Monks. It is for The Monk who has spent most of his childhood and all his adult life in the monastery. Work with your DM to flesh out your specific monastery. Add what races and Genders are members. Add its location and area of influence.

Skill Proficiencies: Athletics, Acrobatics, +1 of choice

Tool Proficiencies: One type of Artisan’s Tools (Choose one appropriate for your monastery)
Languages: Two of your choice

Equipment: A set of artisan’s tools, Signet of your past, Simple Robes, Pouch with 10 GP.

 

Feature: Monastic Skill Swap

Not all Monasteries are willing to teach students from other schools or monasteries, but many are and if your monastery is one which teaches outside students, there is a large network of monasteries and schools willing to teach you. (Learn new Feats or Tactics)

 

Feature: Monastic Influence

While in the area where the monastery has influence, people will tend to be helpful and friendly to the monk and his party.

 

Suggested Characteristics

Monks tend to be quiet around strangers but within the walls of their monastery they tend to be a lot more open. Again this may depend on exactly what type of monastery the player and DM create(ie. vows of silence, monastic brewery, exct.)

d8 Personality Trait
1 I am like a leaf in the wind. I go where ever the road takes me. Life just “happens”, and I am content to let it.
2 I am as a mountain. I am hard and unmovable. I am the rock that my friends lean on, and I feel grounded that it is so.
3 I am a peaceful forest lake. I am serene with my thoughts and my tranquility overflows unto those around me.
4 I am the living flame. My fire and vigor ignites those around me.
5 I am one with myself. I strive for balance in all things. I work hard but play just as hard.
6 I am shattered. Something has happened that has shaken my beliefs and I will not find peace until I can face what has happened.
7 I have never found a problem that a good boot to the head could not cure.
8 I am a fraud. I pretend to feel all this spiritual stuff but it is beyond me. I can punch and kick with the best of them but all this inner peace stuff is just not happening. Oh well, maybe one day.
d6 Ideal
1 Brotherhood. I never feel alone as long as I know my brothers (and/or sisters) are out there. (Any)
2 Pacifist. My skills are only to be used for defense. I will not kill my opponent unless it is unavoidable. (Good)
3 Traditions. I will uphold the traditions of my monastery and show respect to my masters and my brothers (Lawful)
4 Power. All this training and meditation is just a means to an end. (Evil)
5 Unchained. I am a free spirit, roaming the land and bringing change. (Chaotic)
6 Meditation. In order to understand the world, I must first understand myself. (Any)
d6 Bond
1 I have a duty to my order and will stand with them in all things.
2 I have received enlightenment but the world is still in darkness. I must bring enlightenment to others.
3 The strong have a duty to protect those who can not protect themselves.
4 I lost a brother in battle and I feel it was my fault.
5 I strive to bring balance to the land.
6 I love my brothers but I can not help but wonder who my parents were or why they brought me to the monastery. Hmmmmm…
d6 Flaw
1 I feel the need to meditate three times a day to purify my thoughts.
2 I am extremely uncomfortable around (person they are attracted to, specific race, nobility, exct.)and find myself stammering, blushing, and loose all my composure.
3 I panic in large cities and usually try to avoid them.
4 I have no respect for those who do not respect themselves.
5 I left my monastery after a bad argument with my master. I am NEVER going back.
6 My way of peace and meditation is the only way. Those who travel with me must meditate with me at least once a day or I will refuse to help

 

 


Way of the Arcanax

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Way of the Arcanax

The Arcanax – an elusive and mysterious stoat like creature with immense butterfly-like wings. (homebrew mod from the Werynax from Tome of Beasts) Mo Ka Bu encountered one of these large magical monstrocities while wandering the Endless Wastes. Rather than killing him, the Arcanax inexplicably healed him and then, like an elephant sized puppy dog, followed him whereever he wandered. Mo Ka Bu and the Arcanax became magically attuned to one another. A year later, it became clear that the Arcanax was reaching the end of its life, but it embued Mo Ka Bu with knowledge that would allow it to live on in an enchanted item. After it died, Mo Ka Bu followed the plans given to him telepathically and he fashioned a small round shield from the leather of its hide, layered the surface of the shield with the vibrant material of its wings, and then embedded the tip of one of the creatures tusks into the center of the shield. The Arcanax magically grafted its own sentience into the shield. The attunment bond between Mo Ka Bu and the Arcanax is now permanent. Its magical abilities have become Mo Ka Bu’s abilities.

 

 

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Targ of the Arcanax (Tier 1)

The Targ is a small round leather shield. It is more a weapon than a typical fighters shield. It provide its user with +1 AC. It is considered a Monk Weapon and the Martial Arts dice applies to attacks made with it. The Targ is essentially a Force weapon which can do multiple types of damage. When used in a Bashing attack, it does Bludgeoning damage. It can also be used as a circular sword inflicting Slashing damage.

 

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Fist of the Arcanax (Tier 1)

The magical power of the Arcanax flows through you. Your unarmed strikes are enhanced with additional Force damage (equal to 1 Martials Arts Die) and count as magical with +1 bonus to attack and damage.

On a Critical Attack roll, Arcane Bombardment is triggered. Your strike unleashes an explosion of multicolored arcane energy. Each creature within 15 feet of the strike must make a Dex Saving throw (Ki Save DC). (Allies have advantage on the save). On failure, every creature takes 3d6 Force Damage and is stunned until the end of your next turn. At Tier 2 this increases to 6d6 Force Damage. On Save, damage is halved with no Stun affect.

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Bite of the Arcanax (Tier 1)

Spend 1 Ki and use a Bonus Action to charge the Targ with the Bite of the Arcanax. The next time (within 1 min) there is a melee attack against you, the spirit of the Arcanax bites for 2d8 Force Damage. (Reaction Attack)

This increases by 1d8 with each Tier Advancement

 

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Life of the Arcanax (Tier 1)

At the start of each day, the Arcanax fills you with Natures Healing. You gain Temporary HP with each dawn equal to Hit Die * Proficiency Level – for example – Hit Die is 1d8 and proficiency bonus is 2 so roll 2d8 for Temp HP.

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FeatName (Tier 2)

Feat Description – include spell slot absorb – this adds ki points to user

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Battlefield Combatants  (Tier 2)

1ki. The Shield of the Arcanax floats up and emits a field which encompasses the monk and one enemy target within 15 ft. The two are transported in their minds to a battlefield somewhere among the many planes. (mimc the courtyard scene in Hero + the various battelfields in fighter games like Street Fighter. Write up a dozen or so short descriptions into a table and roll against them to describe the setting) The two combatants battle it out, while never actualy making any contact in the real world. Both combatants roll their primary attack roll – the highest result wins. Repeat until one of the combatants wins 5 times – at which point the imagined battlefield fades away. The loser of the takes 2d8 Psychic Dmg and the winner gains advantage on every attack roll against them.