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100% found this document useful (2 votes)
2K views40 pages

Arcadia 22 Color

Uploaded by

veangous
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

Design & Production MCDM Contract QA

Managing Editor Senior Tester


Hannah Rose Spencer Hibnick
Lead Developer Testers
James Introcaso Nathan Clark
Cassandra “Dig” Crary
Production & Playtest Director
Alecson de Lima Junior
Lars Bakke
James Dewar
Editors Anna Guimarães
Scott Fitzgerald Gray, Sadie Lowry Alex Hencinski
Authors
Will Doyle, Scott Fitzgerald Gray, V.J. Harris MCDM Team
Lars Bakke: Development & Production
Layout
Jerod Bennett: Technology
Jen McCleary
Grace Cheung: Art
Title Logo Matt Colville: Writing & Design
Tom Schmuck Nick De Spain: Art & Art Outsource Management
Accessibility Jason Hasenauer: Art & Art Direction
Chris Hopper James Introcaso: Lead Game Designer
Hannah Rose: Managing Editor
Community Coordinator
John Champion Playtesting
Customer Support Playtest Coordinators
Bobby McBride Alex Adkisson, Casey Bell, Madeleine Bray, Janek
Dalkowski, davidqshull, AJ Metzger, Roman
Illustration Penna, Nick Pierson, Joel Russ, Clayton Salamon,
Cover Art Jarrad Tait, Matthew Vansprang, Aaron Flavius
Martin Sobr West

Interior Illustrators Playtesters


“Heroic Champions”: Patrik Hell Natalie Boles, Nick Borowski, James Cook, Meg
“Parentage and Upbringing”: Bruno Machado Hanna, Daniel Lake, Nathan Lee, Sage
“Tools of the Trapmaster”: Alejandro Pacheco

Join us on the MCDM Discord server, where you can chat with others about ARCADIA and more!
[Link]/discord

Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License
version 1.0a, Section 1(e), and are not Open Content: All content which is not included in the Systems Reference
Document version 5.1 or has otherwise been specifically designated as Open Game Content, including Heroic
Champions, Parentage and Upbringing, Tools of the Trapmaster, all Trademarks, registered trademarks, proper names
(including the names of characters, place names, monsters, organizations, new spells, new abilities, etc.), dialogue,
plots, story elements, locations, characters, artwork, graphics, sidebars, and trade dress.

Arcadia  | Issue 22  |  November 2022


1 Letter from The Editor
Hannah Rose

2
Character Options Rules
Heroic Champions
Will Doyle
Powerful new classes for parties of one

16
Ancestries Rules
Parentage and Upbringing
V.J. Harris
Tiefling and gemstone dragonborn character options

29
Magic Items
Tools of the Trapmaster
Scott Fitzgerald Gray

36
Seventeen new magic items crafted by the greatest thief the world has ever seen

Resources

Issue 22  November 2022

Arcadia  | Issue 22  |  November 2022


Letter from The Editor
One of my favorite things to do as a GM is give The classes in Will Doyle’s “Heroic Champions”
my players cool stuff—and sometimes even make support stories with lone heroes so the GM can
it myself. Can’t decide which of the two aasimar easily run any adventure for a single player. Group
ancestry options fits your character better? Hey, roleplaying and found family are usually some of my
that’s the perfect opportunity for me to whip up a favorite aspects of TTRPG campaigns, but now I
custom third option. Your warlock hasn’t gotten also really want to play a heroic warrior in a one-
any cool magic items? Let me pick something out, on-one game—it’s a fantastic archetype and story to
reflavor it to fit your character, and drop it in an explore, but one that’s not possible in a multiplay-
upcoming session. er campaign. Plus, scheduling would be so much
Rolling for random treasure is great, and has easier.
the advantage of not requiring any prep. Adding V.J. Harris, the coauthor of several popular sup-
unexpected elements is a core part of RPG story- plements for alternate ancestry rules in fifth edition,
telling; maybe you never planned on adding a wand brought their expertise to ARCADIA and created
of wonder to your campaign, but a few sessions “Parentage and Upbringing.” These character op-
later, the whole table is cheering on the rhinoceros tions for psionic gemstone dragonborn and tieflings
rampaging through the ranks of their very confused with connections to specific devils and demons pro-
foes. On the other hand, selecting specific magic vide great story seeds for a GM. Personally, I love
items or making custom character options are great tieflings for the aesthetic, but I find the racial traits
ways to seed narrative elements and backstory in the core rules pretty boring. If you have a player
secrets, or to give the party useful tools before they who’s interested in making a psionic or tiefling
even know they’ll need them. (One of my players character, definitely check this one out.
will eventually discover the clue hiding in her cus- Finally, veteran adventurer Scott Fitzgerald Gray
tom ancestry, I’m sure of it.) emerges from his editor’s lair (beware of lexico-
Whether or not you like designing things yourself, graphical traps and syntactical ambushes) with
it’s always fun to give a player something special “Tools of the Trapmaster.” This treasure chest of
and suited to their character. It reflects the fact that magic items created by the world’s most successful
your game isn’t interchangeable with any other thief is perfect for intrigue and heist campaigns,
campaign: it’s unique to your group, and no one dungeon crawls, and characters liable to get them-
else could replicate the stories you tell together, the selves in hilarious trouble by stumbling into traps
inside jokes you create, or the bonds your charac- or trying to use any item they come across. I want
ters (and you) forge with each other. Perhaps this to give my players a pair of shadow ropes just to
is my GM love language—an act of service, putting see what clever uses they dream up.
time and thought into choosing or creating things We’re coming up on two full years of ARCADIA!
for each character. It feels like forever and no time at all (and no, that’s
This month’s ARCADIA articles are full of things not just my chronurgy wizard talking). Perhaps
to give your players: three streamlined but epic at next month’s solstice, we’ll take the chance to
classes designed for one-on-one games, customiz- celebrate what’s filled the pages of ARCADIA so
able ancestry options, and tricksy magic items. far—and drop a few hints for what’s yet to come.

De somnio ad itinere,
Hannah Rose
Managing Editor

Arcadia  | Issue 22  |  November 2022 1


HEROIC
CHAMPIONS Powerful new classes for parties of one

by Will Doyle

L
one heroes are a staple of fantasy storytelling: hit points at each level, wider proficiency in skills and
daring swashbucklers questing for gold and saving throws, and increased options for magic item
glory, with only their swords, lances, or attunement. Once you’ve chosen a heroic class, you can’t
wands as backup. Tales of wandering heroes multiclass your character into another heroic class or a
stir our imaginations—from Conan to Galahad and regular class.
the Witcher—and “duet games” between one player Heroic classes aren’t designed to be played alongside
and a GM offer rich opportunities for roleplay and characters of traditional classes in a party, as they’re
character development. Unfortunately, such concepts overwhelmingly powerful by comparison. They’re made
can be difficult to realize in fifth edition, as the game for duet play only. Published adventures designed for
is optimized around group dynamics. Encounters are four or five players can be run for a heroic champion
typically designed for complimentary class roles, making with very little modification, but GMs should take care
published adventures tricky to run as-is for duet play. when awarding magic items. For example, a vorpal
The GM is often forced to introduce sidekick characters sword in the hands of a heroic warrior can feel like the
or scale down encounters to such an extent that their equivalent of multiple characters in a standard party
wonder is lost. each carrying such a weapon, with potentially devas-
“Heroic Champions” provides new character options tating results.
for duet play in fifth edition. Using these rules, a player
can create a larger-than-life hero for one-on-one games
with their GM. Each of the heroic classes presented
Common Class Features
herein—the heroic warrior, the heroic spellcaster, and the
In addition to their individual features, each heroic class
heroic trickster—is designed to be as capable as a party
shares the following features.
of four adventurers, allowing the GM to run most pub-
lished adventures without adjusting difficulty or adding
sidekicks.
Heroic Exploits
1st-Level Heroic Champion Feature
You learn to perform three special stunts that allow
Using Heroic Classes you to take special actions or gain unique advantages,
sometimes during your turn and sometimes on another
When making a character, simply choose a heroic class creature’s turn. These heroic exploits are chosen from
in place of a regular class. Determine your ability scores the list available to your heroic class, and require no
and choose your race and background as you normally action to perform. You can use the same heroic exploit
would. Heroic classes are defined by their powerful more than once during a round, and you can use more
class features, three of which are common to each class: than one exploit per turn, but you can’t use the same
Heroic Exploits, Heroic Fortune, and Heroic Recovery. exploit more than once on the same turn (yours or
In addition to those features, heroic classes gain extra another creature’s). You can’t use heroic exploits while

Arcadia  | Issue 22  |  November 2022 2


incapacitated, surprised, or otherwise unable to take Ability Score Improvement
actions. You regain all uses of your heroic exploits at the 4th-Level Heroic Champion Feature
start of your turn.
You learn one additional heroic exploit of your choice When you reach 4th level, and again at 8th, 12th, 16th,
at 7th level and 14th level. Additionally, each time you and 19th level, you can increase one ability score of
gain a level, you can choose one of the heroic exploits your choice by 2, or you can increase two ability scores
you know and replace it with another heroic exploit of your choice by 1. As normal, you can’t increase an
from the list available to your heroic class. ability score above 20 using this feature.

Heroic Recovery Hit Points and Healing


1st-Level Heroic Champion Feature Carefully utilizing your Heroic Exploits, Heroic Fortune,
and Heroic Recovery features during combat can help
You are able to draw on reserves of stamina, determina- your character evade attacks and minimize damage. But
tion, and supernatural power to heal yourself and shrug as an additional counter to being the sole focus of enemy
off debilitating conditions. At any point during your turn attacks, heroic characters are gifted with greater reserves
(no action required), you can regain hit points equal of hit points and additional Hit Dice to heal themselves
to your Constitution score (not your modifier), plus when resting.
five times your heroic class level. In addition, you end At 1st level, your character has two Hit Dice, with
any of the following conditions affecting you: blinded, the die type determined by your class. You start with hit
deafened, incapacitated, paralyzed, petrified, poisoned, points equal to the sum of the highest roll of both dice
or stunned. Once you use this feature, you must finish a plus your Constitution score (not your modifier). Each
short or long rest before you can use it again. time you advance to a new level, you gain two additional
You can use Heroic Recovery two times between rests Hit Dice and your hit point maximum increases by an
when you reach 6th level, three times when you reach amount equal to the highest roll of both dice plus your
13th level, and four times when you reach 18th level. Constitution score. For example, a heroic warrior (two
Regardless of how many uses you have, you can use d12 hit dice) has a Constitution score of 16, giving them
Heroic Recovery only once per turn. a hit point maximum of 40 at 1st level, which rises to 80
at 2nd level. During a short rest, you can spend one or
Heroic Fortune more Hit Dice to regain hit points, up to your character’s
2nd-Level Heroic Champion Feature maximum number of Hit Dice.
You are blessed with an uncanny ability to escape harm.
When you fail a saving throw or are hit by an attack, Starting Gold
you can reroll the saving throw or force the attack Each heroic class has a list of suggested equipment that
that hit you to be rolled again, then choose either roll, you can select alongside the equipment granted by your
potentially changing the outcome of the saving throw background. If you forgo this starting equipment, as well
or attack. Additionally, if you reroll a saving throw, the as the items offered by your background, you start with
roll you choose gains a bonus equal to your level. If you 5d4 × 10 gp to buy your equipment.
reroll an attack made against you, the roll you choose
takes a penalty equal to your level.
You can use this feature three times, but can use it only
once on a specific saving throw or attack roll. When you
finish a short or long rest, you regain all expended uses.
You can use Heroic Fortune four times between rests
when you reach 9th level, and five times when you reach
15th level.

Arcadia  | Issue 22  |  November 2022 3


Heroic Warrior Class Features
As a heroic warrior, you gain the following class features:
You’re the sort of warrior who inspires songs: a master
fighter capable of incredible feats of strength and pos-
Hit Points
Hit Dice: 2d12 per heroic warrior level
sessed of a knack for surviving overwhelming odds. In
Hit Points at 1st Level: 24 + your Constitution score
battle, you race between foes, striking down enemies
Hit Points at Higher Levels: 24 + your Constitution score
like wheat before the scythe. Your talents could be hard
per heroic warrior level after 1st
earned on the battlefield or blessed through magical or
divine intervention. Regardless of their origin, though, Proficiencies
those talents provide all you need to survive a life of Armor: All armor, shields
perilous adventure. Weapons: Simple weapons, martial weapons
Tools: None
Quick Build Saving Throws: Strength, Dexterity, Constitution,
You can make a heroic warrior quickly by following Wisdom
these suggestions. First, make Strength your highest Skills: Choose four skills from Acrobatics, Animal
ability score, followed by Dexterity or Constitution. Handling, Athletics, Insight, Intimidation, Nature,
Second, choose the soldier background. Third, choose Perception, and Survival
Overwhelming Attack, Sudden Strike, and Valiant Might
as your starting heroic warrior exploits.

Heroic Warrior
Proficiency
Level Features
Bonus
1 +2 Heroic Exploits, Heroic Fighting, Heroic Recovery, Extra Attack
2 +2 Heroic Fortune (three uses)
3 +2 Mythic Expertise
4 +2 Ability Score Improvement, Adventurer’s Knack
5 +3 Extra Attack (4), Mighty Stride
6 +3 Heroic Recovery (two uses)
7 +3 Heroic Exploits (4)
8 +3 Ability Score Improvement, Faithful Steed
9 +4 Heroic Fortune (four uses)
10 +4 Living Legend
11 +4 Extra Attack (5)
12 +4 Ability Score Improvement, Mythic Resistance
13 +5 Heroic Recovery (three uses)
14 +5 Heroic Exploits (5)
15 +5 Heroic Fortune (five uses), Mythic Resistance improvement (2)
16 +5 Ability Score Improvement, Legendary Tribute
17 +6 Extra Attack (6)
18 +6 Heroic Recovery (four uses), Mythic Resistance improvement (3)
19 +6 Ability Score Improvement
20 +6 Indomitable Champion

Arcadia  | Issue 22  |  November 2022 4


Magic Item Attunement Adventurer’s Knack
You can attune to any number of magic items. You can 4th-Level Heroic Warrior Feature
also attune to magic items that require attunement by a
Innate instincts grant you an uncanny ability to evade
barbarian, fighter, monk, paladin, or ranger.
traps and overcome challenges. You have advantage
Equipment on saving throws made to avoid or resist traps. If you
You start with the following equipment, in addition to succeed on a saving throw to resist a trap, you avoid all
the equipment granted by your background: its adverse effects, including damage.
Additionally, you can cast the augury spell as a bonus
• Your choice of chain mail; or leather armor, a action, requiring no material components. You can cast
longbow, and 20 arrows that spell with this feature once, regaining the ability to
• Your choice of a martial weapon and a shield; or two do so when you finish a long rest.
martial weapons
• Your choice of a light crossbow and 20 bolts; or four
javelins
• Your choice of a dungeoneer’s pack or an explorer’s
pack

Heroic Fighting
1st-Level Heroic Warrior Feature
Your fighting skills are exemplary. In combat, you can
make opportunity attacks without using your reaction,
and a creature provokes an opportunity attack from you
when they move 5 feet or more while within your reach.

Extra Attack
1st-Level Heroic Warrior Feature
You can attack three times instead of once whenever you
take the Attack action. The number of attacks you
make using the Attack action increases to four
when you reach 5th level, five when you reach
11th level, and six when you reach 17th level.

Mythic Expertise
3rd-Level Heroic Warrior Feature
Your prowess with your chosen weapons is
legendary. Choose three weapons that you are
proficient with, such as the morningstar, longbow,
or greataxe. When you hit a creature with an
attack using those weapons, you gain a bonus to
the damage roll equal to your proficiency bonus.
Each time you gain a level in this class, you can
choose to replace one of these weapons with
another weapon with which you are proficient.

Arcadia  | Issue 22  |  November 2022 5


Mighty Stride poison, psychic, radiant, or thunder. You gain resistance
5th-Level Heroic Warrior Feature to a second damage type from the list when you reach
15th level, and a third when you reach 18th level. Each
Your speed increases by 10 feet, and you have advantage time you gain a level in this class, you can choose to
on Strength (Athletics) checks made to escape a grapple. replace one of your chosen damage types with another
Additionally, you can take the Dash or Disengage from the list.
action as a bonus action. Whenever you take the Dash
or Disengage action, you can move through the space of
hostile creatures regardless of their size.
Legendary Tribute
16th-Level Heroic Warrior Feature

Faithful Steed You receive legendary gifts for your achievements in


8th-Level Heroic Warrior Feature battle. Whenever you defeat an enemy with a challenge
rating equal to or greater than your level (or with a level
You know the find steed spell, and can cast it to summon equal to or greater than your own, for creatures that
a steed that takes the form of a pegasus or a griffon. In don’t have a challenge rating), you can call for tribute
addition to the normal features of the steed summoned from your local lord, mythical patron, or divine power.
by that spell, your faithful steed has the following The next time you finish a short or long rest, you gain
features: one of the following magic items of your choice: a suit of
• While you are mounted on your steed, they gain the +2 armor, a +3 shield, a +3 weapon, an amulet of health,
benefit of your Mighty Stride feature. boots of speed, a cloak of displacement, a figurine of
• Your steed, along with anything they are wearing or wondrous power, a flame tongue, a helm of teleporta-
carrying, can teleport up to 30 feet to an unoccupied tion, a ring of evasion, a ring of free action, a rod of
space they can see as a bonus action. You teleport with rulership, a sun blade, or a vicious weapon. For an item
your steed if you are mounted on them. Your steed can that comes in a variety of forms, you choose the form.
teleport this way once, and regains the ability to do so You can have only one such item at a time. The item
when you finish a long rest. remains in your possession until you finish a long rest, or
Once you cast the spell to summon a steed this way, you until it is replaced by receiving another tribute, at which
can’t cast it again until you finish a long rest. point it disintegrates.

Living Legend Indomitable Champion


10th-Level Heroic Warrior Feature 20th-Level Heroic Warrior Feature

News of your deeds precedes you wherever you travel, Your enemies are cowed by your glory. Whenever an
and your presence inspires awe in all you meet. As an enemy attacks you with a melee weapon or an unarmed
action, you can activate one of the following powers: strike, they have disadvantage on the attack roll.

• For 1 minute, you have advantage on Charisma


(Intimidation or Persuasion) checks made against one
Heroic Exploits
The following exploits can be taken by the heroic
creature you can see.
warrior as part of the Heroic Exploits feature, and are
• Each creature within 30 feet of you that can see you
presented in alphabetical order.
must make a Wisdom saving throw (DC equals 8 +
your proficiency bonus + your Charisma modifier). Heroic Riposte
On a failed save, a creature is frightened of you for When a creature misses you with a melee weapon attack,
1 minute. If the creature ends their turn in a location you can use this exploit to make a melee weapon attack
where they don’t have line of sight to you, they can with advantage against the creature. You can draw a
repeat the Wisdom saving throw. On a successful save, weapon as part of this attack.
the creature is no longer frightened of you.
You can use each power once, regaining its use when you Overwhelming Attack
finish a long rest. Before you make a weapon attack on your turn, you can
use this exploit to attack with overwhelming force. If the
attack hits, it becomes a critical hit.
Mythic Resistance
12th-Level Heroic Warrior Feature Precision Strike
You gain resistance to one of the following damage types When you make a weapon attack on your turn, you can
of your choice: acid, cold, fire, force, lightning, necrotic, use this exploit to gain advantage on the attack roll.

Arcadia  | Issue 22  |  November 2022 6


Rapid Shot Heroic Spellcaster
When you hit a creature with a ranged weapon attack,
you can use this exploit to make an additional ranged Every few generations, a prodigy arises among magic-
weapon attack against another creature that you haven’t users: a hero with an unearthly talent for weaving spells.
already attacked this turn. If your weapon has the You are one of those heroes, your powers not bound by
loading property, you ignore it for the rest of this turn. tome, blood, or ceremony. Rather, you draw magic from
the depths of your own soul. In some worlds, people
Sudden Strike
call casters like you “Chosen”—mortals blessed with
When a creature you can see ends their turn, you can use
the spirits of gods. Capable of channeling both arcane
this exploit to make a weapon attack against them. You
and divine magic, you are destined to etch your name in
can draw a weapon as part of this attack.
legend.
Thundering Strike
When you hit a creature with a melee weapon attack
on your turn, you can use this exploit to shake the
ground around the target. Each Large or
smaller creature except you within 5 feet
of the target creature must succeed on a
Dexterity saving throw (DC equals your
attack roll or 10, whichever is higher)
or fall prone and take 1d6 thunder
damage.

Valiant Might
When you take damage from
another creature’s attack, you can
use this exploit to gain temporary hit
points equal to half the damage taken.

Warrior’s Challenge
On your turn, you can use this exploit to make a
Charisma (Intimidation) check. Each creature within
30 feet of you that can see or hear you must make
a Wisdom saving throw (DC equals your check or
10, whichever is higher). On a failed save, a creature
moves their speed toward you using the safest route
possible. If they can’t reach you without entering
hazardous terrain, they don’t move.

Warrior’s Charge
You can use this exploit to increase your speed by
10 feet until the end of your turn. If you move at
least 10 feet in a straight line during your turn,
you gain advantage on the next melee weapon
attack you make before the end of your turn.

Whirlwind Attack
When you hit an enemy with a melee weapon attack
on your turn, you can use this exploit to target every
other enemy within your weapon’s reach. You use your
original attack and damage rolls for each subsequent
attack.

Arcadia  | Issue 22  |  November 2022 7


Quick Build the sage background. Third, choose Eldritch Might,
You can make a heroic spellcaster quickly by following Evasive Magic, and Sudden Spell as your starting heroic
these suggestions. First, make Wisdom your highest spellcaster exploits.
ability score, followed by Constitution. Second, choose

Heroic Spellcaster
—Spell Slots per Spell Level—
Level Proficiency Features Cantrips Spells 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Bonus Known Known
Heroic Exploits,
1 +2 Heroic Recovery, 5 6 4 — — — — — — — —
Heroic Spellcasting
Heroic Fortune
2 +2 5 7 5 — — — — — — — —
(three uses)
3 +2 Radiant Orbs 5 8 6 4 — — — — — — —
Ability Score
4 +2 Improvement, 6 9 6 5 — — — — — — —
Arcane Flight
5 +3 Repeated Casting 6 10 6 5 4 — — — — — —
Heroic Recovery
6 +3 6 11 6 5 5 — — — — — —
(two uses)
7 +3 Heroic Exploits (4) 6 12 6 5 5 2 — — — — —
Ability Score
8 +3 Improvement, 6 13 6 5 5 3 — — — — —
Divine Might
Heroic Fortune (four
9 +4 6 14 6 5 5 4 2 — — — —
uses)
10 +4 Legendary Spell 6 15 6 5 5 4 3 — — — —
Repeated Casting
11 +4 7 16 6 5 5 4 3 2 — — —
(two targets)
Ability Score
12 +4 Improvement, Cloud 7 17 6 5 5 4 3 2 — — —
Castle
Heroic Recovery
13 +5 7 18 6 5 5 4 3 2 2 — —
(three uses)
14 +5 Heroic Exploits (5) 7 19 6 5 5 4 3 2 2 — —
Heroic Fortune (five
15 +5 7 20 6 5 5 4 3 2 2 2 —
uses)
Ability Score
Improvement,
16 +5 7 20 6 5 5 4 3 2 2 2 —
Archmage’s
Summons
Repeated Casting
17 +6 7 20 6 5 5 4 3 3 2 2 2
(three targets)
Heroic Recovery
18 +6 7 20 6 5 5 4 3 3 2 2 2
(four uses)
Ability Score
19 +6 7 20 6 5 5 4 3 3 3 2 2
Improvement
20 +6 Legendary Item 7 20 6 5 5 4 3 3 3 2 2

Arcadia  | Issue 22  |  November 2022 8


Class Features spell’s level or higher. You regain all expended spell slots
As a heroic spellcaster, you gain the following class when you finish a long rest.
features. For example, if you know the 1st-level spell cure
wounds and have a 1st-level and a 2nd-level spell slot
Hit Points available, you can cast cure wounds using either slot.
Hit Dice: 2d8 per heroic spellcaster level
Hit Points at 1st Level: 16 + your Constitution score Spells Known of 1st Level and
Hit Points at Higher Levels: 16 + your Constitution score Higher
per heroic spellcaster level after 1st You know six 1st-level spells of your choice from the
cleric or wizard spell list. The Spells Known column of
Proficiencies the Heroic Spellcaster table shows when you learn more
Armor: Light armor cleric or wizard spells of your choice. Each of these spells
Weapons: Simple weapons must be of a level for which you have spell slots. For
Tools: None example, when you reach 3rd level in this class and gain
Saving Throws: Dexterity, Constitution, Intelligence, 2nd-level spell slots, you can learn one new spell of 1st
Wisdom or 2nd level.
Skills: Choose four skills from Arcana, History, Insight,
Investigation, Medicine, Nature, Perception, and Spellcasting Ability
Religion Wisdom is your spellcasting ability for your spells, and
you use Wisdom whenever a spell refers to your spell-
Magic Item Attunement casting ability. You use your Wisdom modifier when
You can attune to any number of magic items. You can setting the saving throw DC for a spell you cast and
also attune to magic items that require attunement by a when making an attack roll with one.
bard, cleric, druid, sorcerer, warlock, or wizard.
Spell save DC = 8 + your proficiency bonus
+ your Wisdom modifier
Equipment
Spell attack modifier = your proficiency bonus
You start with the following equipment, in addition to
+ your Wisdom modifier
the equipment granted by your background:
• Your choice of a light crossbow and 20 bolts; or any Spell Replacement
simple weapon When you finish a short or long rest, you can choose one
• Your choice of a holy symbol or an arcane focus of the spells you know and replace it with another spell
• Your choice of a scholar’s pack or an explorer’s pack from the cleric or wizard spell list. The new spell must be
• Leather armor, any simple weapon, and two daggers of a level for which you have spell slots.

Spellcasting Focus
Heroic Spellcasting You can use an arcane focus or a holy symbol as a spell-
1st-Level Heroic Spellcaster Feature
casting focus for your spells. Either focus works for all
You are a natural master of magic, capable of drawing your spells.
on the innate power of your soul to weave powerful
spells. Whenever you gain a new spell, you can choose Radiant Orbs
from either the wizard or the cleric spell list. 3rd-Level Heroic Spellcaster Feature
Cantrips Your arcane power manifests around you as whirling
You know five cantrips, chosen from either the cleric or orbs of light. As an action, you can conjure one radiant
wizard spell list. You learn additional cantrips of your orb for every unused spell slot you currently have. The
choice at higher levels, as shown in the Cantrips Known orbs circle around your body, shedding dim light in a
column of the Heroic Spellcaster table. 5-foot radius around you. You can dismiss the orbs at
will (no action required).
Spell Slots While one or more orbs are present, you can use a
The Heroic Spellcaster table shows how many spell slots bonus action to expend a spell slot and activate one of
you have to cast your spells of 1st level and higher. To the following effects:
cast one of your spells, you must expend a slot of the • Increase the spell save DC of the next spell you cast by
an amount equal to the level of the spell slot expended.

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• Gain a bonus to the next ability check or saving throw 5th-level spell you know, which doesn’t count against the
you make equal to the level of the spell slot expended. number of spells you know.
• Reduce the next instance of damage you take by 1d8 When you cast the legendary spell, the effects of both
per level of the spell slot expended (to a minimum 0 combined spells occur sequentially as part of the same
damage). action, resolving in any order you choose. The new spell
Each effect lasts until it is triggered or replaced by uses all the components of both spells, and the material
another effect. All effects end when you finish a short or components for both spells must be available for you to
long rest, or if you fall unconscious. cast the spell.
After a short or long rest, you can choose to replace
your legendary spell with another legendary spell of your
Arcane Flight own invention.
4th-Level Heroic Spellcaster Feature
You have the power of arcane flight, gaining a magical Cloud Castle
flying speed of 30 feet and the ability to hover. If you are 12th-Level Heroic Spellcaster Feature
incapacitated while flying, you fall.
You can perform a 10-minute ritual to conjure a castle in
the sky, which appears 1,000 feet above you. The castle
Repeated Casting has any layout you choose, provided the entire structure
5th-Level Heroic Spellcaster Feature
fits within a 100-foot cube. It can be divided into as
You can hurl the same spell at multiple foes with a single many floors as you like, provided each room contained
casting. When you cast a spell on your turn that doesn’t within is at least 5 feet on each side. The castle has no
have an area of effect and doesn’t have a range of self, furnishings, but can be fitted with doors, archways, and
you can target an additional creature in range with the staircases. The castle’s stonework is magical and can’t
same spell. For example, a hold person spell cast using be damaged. While you are inside your castle, you can
a 2nd-level spell slot can target two creatures as long as mentally command it to move through the air at a speed
each is within 60 feet of you. of 20 miles per hour.
The number of additional targets increases to two Once you conjure a cloud castle, you can’t conjure
when you reach 11th level, and three when you reach another one until you finish a long rest. You can have
17th level. only one cloud castle active at a time. If you summon a
new castle, your old castle disintegrates, dropping any-
Divine Might thing currently held inside it.
8th-Level Heroic Spellcaster Feature
You are surrounded by a magical aura that radiates Archmage’s Summons
divine power. You have advantage on Charisma 16th-Level Heroic Spellcaster Feature
(Intimidation) checks, and when you speak, you can You can perform a 5-minute ritual to conjure an illusory
cause your booming raised voice to be heard clearly at a duplicate of a particular creature you have seen before,
distance of up to 1 mile. and which is currently on the same plane of existence
Additionally, you know the command spell, which as you. When the ritual is complete, the target becomes
doesn’t count against your number of spells known. aware of your intent and can make a Wisdom saving
You can cast command without expending a spell slot, throw against your spell save DC to resist your attempt
targeting each creature of your choice within 30 feet of to duplicate them. On a successful save, the ritual fails.
you with the same command, and causing each target The duplicate appears in an unoccupied space within
potentially affected by the spell to automatically fail 10 feet of you, and lasts for 10 minutes or until you
their saving throw. You can cast the spell this way once, dispel it as a bonus action. The targeted creature can see,
regaining the ability to do so when you finish a long rest. hear, and talk through their duplicate, and can move the
duplicate as if it were their body. However, the duplicate
Legendary Spell can’t touch anything or affect their surroundings.
10th-Level Heroic Spellcaster Feature
You invent your own legendary spell. Choose one spell Legendary Item
of up to 3rd level and one 1st-level spell, both of which 20th-Level Heroic Spellcaster Feature
are from the cleric or wizard spell lists and have a casting You can craft a unique magic item. Choose one spell of
time of 1 action. These spells combine into a single up to 6th level and three spells of up to 3rd level, all of

Arcadia  | Issue 22  |  November 2022 10


which are from the cleric or wizard spell lists and have a Iron Resolve
casting time of 1 action. These spells are imbued into any When you make a Constitution, Intelligence, or Wisdom
item of your choosing that can be held. saving throw, you can use this exploit to gain advantage
While holding the item, a creature (including you) on your save.
can cast any of the spells imbued into it, using your
spellcasting ability modifier, spell save DC, and spell Potent Casting
attack modifier. If an imbued spell has a casting time of When you cast a spell that forces one or more creatures
1 action, it can be cast as 1 bonus action. If an imbued targeted by the spell to make saving throws, you can use
spell requires concentration, the creature must concen- this exploit to impose disadvantage on those saves.
trate on it.
The item has 10 charges, and regains all expended Potent Healing
charges daily at dawn. The creature holding the item When you cast a spell that requires you to roll dice to
must spend 1 charge to cast a spell of up to 3rd level, or restore hit points to a creature, you can use this exploit
3 charges to cast a spell of 4th, 5th, or 6th level. to reroll any or all of those healing dice once and use
At the end of a long rest, you can choose to replace either roll.
your legendary item with another legendary item of
Precision Casting
your own invention, even if the original item has been
When you make a spell attack, you can use this exploit
destroyed or lost.
to gain advantage on the attack roll.

Heroic Exploits Sudden Spell


The following exploits can be taken by the heroic spell- When an enemy you can see ends their turn, you can use
caster as part of the Heroic Exploits feature, and are this exploit to cast a spell of 3rd level or lower that can
presented in alphabetical order. be cast as an action, a bonus action, or a reaction.

Controlling Magic Quickened Casting


When you cast a spell that deals damage, you can use When you cast a spell that has a casting time of 1 action,
this exploit to push each creature damaged by the spell you can use this exploit to change the casting time to 1
up to 10 feet away from the spell’s point of origin. A bonus action for that casting.
Large or smaller creature affected by this exploit falls
prone at the end of this movement.
Heroic Trickster
Eldritch Might
When you cast a spell of 1st level or higher that deals Legendary heroes often face down overpowering odds
damage, you can use this exploit to cause the spell to with little more than a winning smile, a witty quip, and
deal extra force damage equal to 1d6 per level of the a pocketful of luck. You’re cut from this cloth: a roguish
spell. daredevil who relies on flashes of inspiration and a broad
range of skills to overcome almost any problem. What
Empowered Cantrip you lack in combat or magical prowess, you more than
When you cast a cantrip that deals damage, you can use make up for with cunning and charisma.
this exploit to maximize the damage. If the spell calls for
a saving throw to avoid taking damage, the creature still Quick Build
takes half the cantrip’s damage on a successful save, but You can make a heroic trickster quickly by following
suffers no additional effect from the cantrip. these suggestions. First, make Dexterity your highest
ability score, followed by Charisma. Second, choose the
Evasive Magic
folk hero background. Third, choose Cunning Attack,
After taking damage from a creature’s attack, you can
Cunning Dodge, and Trickster’s Strike as your starting
use this exploit to teleport up to 15 feet to an unoccu-
heroic trickster exploits.
pied space you can see.

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Heroic Trickster
Level Proficiency Bonus Features
1 +2 Heroic Exploits, Heroic Recovery, Heroic Tricks
2 +2 Heroic Fortune (three uses)
3 +2 Trickster’s Mark
4 +2 Ability Score Improvement, Case the Joint
5 +3 Arcane Dabbler, Heroic Tricks (d8)
6 +3 Heroic Recovery (two uses)
7 +3 Heroic Exploits (4)
8 +3 Ability Score Improvement, Lost in the Crowd
9 +4 Heroic Fortune (four uses)
10 +4 Mass Forget, Heroic Tricks (d10)
11 +4 Arcane Dabbler (4th-level spell)
12 +4 Ability Score Improvement, Hero of a Thousand Faces
13 +5 Heroic Recovery (three uses)
14 +5 Heroic Exploits (5)
15 +5 Heroic Fortune (five uses), Heroic Tricks (d12)
16 +5 Ability Score Improvement, Trickster’s Highway
17 +6 Arcane Dabbler (5th-level spell)
18 +6 Heroic Recovery (four uses)
19 +6 Ability Score Improvement
20 +6 Master Manipulator

Class Features Equipment


As a heroic trickster, you gain the following class You start with the following equipment, in addition to
features. the equipment granted by your background:
• Your choice of a rapier, a longsword, or any simple
Hit Points weapon
Hit Dice: 2d10 per heroic trickster level
• Your choice of a shortbow and 20 arrows; or a sling
Hit Points at 1st Level: 20 + your Constitution score
and 20 sling bullets
Hit Points at Higher Levels: 20 + your Constitution score
• Your choice of a component pouch or an arcane focus
per heroic trickster level after 1st
• Your choice of a burglar’s pack, an entertainer’s pack,
Proficiencies or an explorer’s pack
Armor: Light armor, shields • Leather armor and a dagger
Weapons: Simple weapons, hand crossbows, longswords,
rapiers, shortswords Heroic Tricks
Tools: Thieves’ tools 1st-Level Heroic Trickster Feature
Saving Throws: Dexterity, Constitution, Wisdom, Charisma By relying on flashes of inspiration, you can perform a
Skills: Choose any six wide range of heroic tricks. You have a number of trick-
ster dice equal to three plus your proficiency bonus. Each
Magic Item Attunement
heroic trickster die is a d6. The die becomes a d8 at 5th
You can attune to any number of magic items, and you
level, a d10 at 10th level, and a d12 at 15th level.
ignore any attunement restrictions for those items.

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You can spend any number of trickster dice when • The GM must describe the terrain ahead of you, up to
making an ability check, attack roll, damage roll, or a distance of 50 feet away from you. The terrain must
saving throw to gain a bonus to that roll equal to the be directly accessible to your current location even
total of all trickster dice rolled. Additionally, you can if you can’t see it—reachable by a door or staircase,
spend trickster dice when taking the Attack action to around a corner, and so forth. Hidden features such
make one extra attack per die spent. as secret doors and traps, as well as what lies beyond
A trickster die is expended when you use it. You regain them, are revealed with this feature.
a trickster die whenever you succeed by 10 or more
on an attack roll, an ability check, or a saving
throw. Additionally, you gain trickster dice
for successfully using certain heroic trickster
exploits (as noted in the “Heroic Exploits”
section below). When you finish a short or long
rest, you regain all spent trickster dice.

Trickster’s Mark
3rd-Level Heroic Trickster Feature
You can subtly focus your guile on a single creature.
As a bonus action, choose one creature within 30
feet of you that can hear you. With a few beguiling
words of magic, that creature becomes your trick-
ster’s mark for 1 minute or until you use this feature
again to make a different creature your mark. You
have advantage on attack rolls against your mark, and
you have advantage on Charisma checks made to influ-
ence your mark’s behavior, demeanor, and attitude.
If you use your Trickster’s Mark against the same
creature for seven consecutive days, it is charmed by you
until you do anything harmful to it.

Case the Joint


4th-Level Heroic Trickster Feature
Using a combination of divination and guile, you know
how to scout dangerous locations ahead of entering
them. To use this feature, you must spend 8 hours
camped within 1 mile of a castle, a dungeon, a settle-
ment, or some other potentially dangerous site. If you
enter the site anytime in the following 24 hours, you can
utilize the following powers as you explore the site, using
each power up to two times and requiring no action:
• A nonmagically locked door is automatically unlocked
by you.
• A creature you encounter is treated as charmed by you
for 24 hours, provided they have a challenge rating
lower than your level (or a level lower than your own,
for creatures that don’t have a challenge rating). The
creature perceives that you are able to provide them
with something they want or need, such as money or
words of encouragement. The creature is begrudgingly
friendly to you until you do anything harmful to them,
but they try to avoid letting any of their allies know
about your arrangement.

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Arcane Dabbler change your appearance back to your normal form (no
5th-Level Heroic Trickster Feature action required).
If you are attacked while you are transformed and
You learn three cantrips of your choice from any class’s within 5 feet of the creature you look like, you can use
spell list, as well as one 3rd-level spell of your choice a reaction and expend a trickster die to make the attack
from any class’s spell list. You can cast this spell once, target the original creature instead.
and can do so again when you finish a short or long rest.
Charisma is your spellcasting ability for these spells,
and you use Charisma whenever a spell refers to your
Trickster’s Highway
16th-Level Heroic Trickster Feature
spellcasting ability. You use your Charisma modifier
when setting the saving throw DC for a spell you cast You gain access to a magical network of ethereal tunnels
and when making an attack roll with one. known as the Trickster’s Highway. As an action when
you open a door, you can transport yourself and one
Spell save DC = 8 + your proficiency bonus
willing creature that you are touching into the threshold
+ your Charisma modifier
of any doorway you have been through before that is on
Spell attack modifier = your proficiency bonus
the same plane of existence as you. Once you use this
+ your Charisma modifier
feature, you can’t use it again until you finish a long rest.
You learn a 4th-level spell of your choice from any class’s
spell list when you reach 11th level, and a 5th-level spell
when you reach 17th level. You can cast each of these
Master Manipulator
20th-Level Heroic Trickster Feature
spells once, and can do so again when you finish a short
or long rest. Your ability to manipulate allies and enemies alike is leg-
endary. You have advantage on all Charisma checks, and
if you have proficiency in the Deception, Intimidation,
Lost in the Crowd
or Persuasion skills, your proficiency bonus is doubled
8th-Level Heroic Trickster Feature
for ability checks using those skills. When you expend
If you end your turn within 5 feet of a creature, you can trickster dice to modify a Charisma check, you use the
teleport to an unoccupied space within 5 feet of a dif- maximum of each die, rather than rolling.
ferent creature you can see. In addition, you can attempt
to hide even when you are obscured only by a creature
that is your size or larger. Heroic Exploits
The following exploits can be taken by the heroic
Mass Forget trickster as part of the Heroic Exploits feature, and are
10th-Level Heroic Trickster Feature presented in alphabetical order.
You can perform a 10-minute ritual to modify the Cunning Attack
memories of each creature within a site that you have When you hit an enemy with a weapon attack and you
previously scouted using your Case the Joint feature. have advantage on the attack roll, you can use this
For 24 hours, fifty creatures of your choice within the exploit to deal extra damage to the target equal to 1d6
site that have seen you, interacted with you, or that you per heroic trickster level.
know have heard of your presence forget that you were
there. If a creature’s altered memories are challenged in Cunning Dodge
any way, they make a Wisdom saving throw against your When an enemy hits you with an attack, you can use
Arcane Dabbler spell save DC. On a successful save, the this exploit to make a Dexterity saving throw with a DC
creature recalls their knowledge of you. equal to the total of the attack. On a successful save, the
attack misses and you gain a trickster die. Additionally,
Hero of a Thousand Faces if another enemy is within 5 feet of you, you can choose
12th-Level Heroic Trickster Feature to have the attack target them instead.
You can magically change your appearance to mimic Hide on the Run
a nearby creature. As a bonus action, you choose a On your turn, you can use this exploit to take the Dash
Medium or Small creature that has a humanoid shape or Disengage action. At the end of your movement on
within 5 feet of you and transform yourself into a dupli- the same turn, you can take the Hide action.
cate of their form, as per the Change Appearance feature
of the alter self spell. At any time on your turn, you can

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Distracting Quip should use the following guidelines when running a game
When an enemy that can hear you makes an ability for a character with a heroic class.
check, a ranged weapon attack, or a saving throw, you
can use this exploit to impose disadvantage on the roll. If Swarming Heroic
the roll fails, you gain a trickster die.
Champions
Heroic Evasion Each of the heroic classes gains features that enable
When you are subjected to an effect that allows you to powerful movement during combat. Even so, a heroic
make a Dexterity saving throw to take only half as much champion can easily get swarmed by enemies, especially
damage, you can use this exploit to gain advantage on at lower levels, which can be frustrating for players.
the save. On a successful save, you take no damage and Compensate for this by spreading out enemies during
gain a trickster die. On a failure, you take only half as combat, then using ranged attacks or taking the Ready
much damage. action to prepare attacks against a character who steps
too close.
Sly Flourish
When you miss with a melee weapon attack, you can use Battling Legendary
this exploit to make another attack against the same foe.
If you hit with the follow-up attack, you gain a trickster Monsters
die. Because legendary actions trigger between the turns of
multiple characters, creatures with legendary actions
Trickster’s Distraction won’t get to use them all against a heroic champion. To
On your turn, you can use this exploit to make a compensate for this, let a creature with legendary actions
Charisma (Deception) check. Each creature within use more than one legendary action at the end of the
30 feet of you that can see or hear you must make a heroic champion’s turn.
Wisdom saving throw (DC equals your check or 10,
whichever is higher). If a creature fails the save, you are Saving Unconscious
invisible to that creature until the start of your next turn,
or until you attack or cast a spell. Characters
All heroic champions excel in combat, but they have no
Trickster’s Knack allies to stabilize or revive them if they fall unconscious.
When you make a Charisma check or a Dexterity, When preparing an adventure, consider options for con-
Intelligence, or Charisma saving throw, you can use this tinuing the story if the hero is knocked unconscious by
exploit to gain advantage on the roll. On a success, you hostile creatures, including any of the following options:
gain a trickster die.
• The enemies stabilize and capture the character for
Trickster’s Strike interrogation, chaining them up in their stronghold or
When a creature you can see ends their turn, you can use parading them as a trophy. Opportunities for escape
this exploit to make a weapon attack against them. If soon arise.
you hit, you gain a trickster die. • The character is rescued—or captured—by a rival
faction, whose members drive away the original
Wall Running assailants.
On your turn, you can use this exploit to gain a climbing • The character is left for dead and awakens on the
speed equal to your walking speed until the end of your battlefield, missing some of their gear.
turn. While using this climbing speed, you can climb • The enemies stabilize the character and use magic to
difficult surfaces, including upside down on ceilings, siphon away some of their heroic essence, but they are
without needing to make an ability check. too fearful of divine retribution to rob or kill them.
The character loses one level of experience.

GM Tips Optionally, a GM can rule that a heroic champion auto-


matically rolls a 20 on death saving throws, but can fall
Though a single heroic champion is meant to stand up to unconscious a maximum of three times per adventure (or
threats that an entire party would face, playing with just per character level). After that, they’re out of luck!
one character presents some unusual challenges. GMs

Arcadia  | Issue 22  |  November 2022 15


PARENTAGE
AND UPBRINGING
Tiefling and gemstone dragonborn character options

by V.J. Harris
Content Warning: This article contains elements of body horror.

“The essence of the Time Ender flows through me. I manifest but a fraction of her
power, yet it is greater than that of any who have stood before me. Fear me. For I
herald the coming of the Würm of the World’s End.”

—Krorthalaar, Scion of Cthrion Uroniziir

W
hen a player sits down to create a dragonborn’s psionic options. Everything here is compat-
character, they often select the ancestry ible with both volumes of An Elf and an Orc, and with
that grants them the mechanical traits the 5e-alternate game system Those Who Wander.
that best support their class, not the one I hope this article expands your mind and opens up a
that best fits their story. This approach leads to some world of possibilities for new characters!
unrealistically homogeneous characters, supports fifth
edition’s inherent bioessentialism, and doesn’t offer the Parentage Traits
player fun choices. In the real world, many people aren’t
just the product of a single culture. A person’s parentage When you use the methods detailed in this article to
and their upbringing create their unique strengths. This make a character, instead of picking an ancestry at
article allows you to create a character with traits not character creation, you choose two parentages and one
just from a single ancestry, but from two parents and an upbringing (detailed below). For parentage traits, you
upbringing. have a pool of 16 points with which you can buy traits
The original concept of using parentage and from two parentages of your choice. Both parentages
upbringing for character creation is found in the fifth can be the same, if you want to play a character with a
edition supplements An Elf and an Orc Had a Little single ancestry, or you can mix and match. Typically,
Baby Volume I and Volume II. Those works present these points are split down the middle if you select two
alternative parentage options for many of the game’s different parentages, but they don’t have to be.
official ancestries. You can also take on detrimental parentage traits,
This article follows that tradition, presenting options which give you more points to spend on beneficial traits
for dragonborn characters connected to the gemstone as indicated by their negative cost.
dragons found in the upcoming The Talent and
Psionics, and options for tieflings with connections to
the devils and demons of Kingdoms & Warfare. These
Default Traits
Unless stated elsewhere, your tiefling or gemstone drag-
links are provided for those who want to learn more,
onborn ancestry means you have a walking speed of 30
but you don’t need any of these products to make use
feet. Tieflings live for a little over a century, and gem-
of this article, which provides rules for the gemstone
stone dragonborn live to be around 115 years old.

Arcadia  | Issue 22  |  November 2022 16


Gemstone Dragonborn Crystal Armor (6 Points). You have vibrant, glowing
crystals embedded in your scaled skin. When you aren’t
Parentage wearing armor, your AC is 13 + your Dexterity modifier.
The first gemstone dragonborn were the result of You can use your natural armor to determine your AC if
powerful psionic rituals performed by gemstone the armor you wear would leave you with a lower AC.
dragons—near-mythical creatures manifesting potent A shield’s benefits apply as normal while you use your
powers of the mind. Rarer than the metallic and chro- natural armor.
matic dragonborn, many gemstone dragonborn take up Natural Psionics (6 Points). You learn one 1st-order
the call of adventuring to learn more about their origins. psionic power of your choice from the following list:
Any character with a gemstone dragonborn parent apparition, concussive slam, flame’s master, illuminator,
can choose from the base traits below, and can choose invisible force, psionic bolt, psychic stab, rewrite, or
additional traits based on their parent’s draconic time thief. Your manifestation ability for this power is
ancestry: amethyst, emerald, ruby, sapphire, or topaz. Intelligence, Wisdom, or Charisma, which you choose
Alternatively, a character’s dragonborn parent might when you select this trait. You can select this trait only
have been a descendant of the singular and mighty Onyx once.
Dragon, Cthrion Uroniziir. See “Powers and Psionics” at the end of this article
for details on these powers, and a quick overview of the
rules for using them.
Psychic Vulnerability (−3 Points). You have vulnera-
bility to psychic damage.
Tail (3 Points). Your tail is a natural weapon, which
you can use to make unarmed strikes. If you hit with an
unarmed strike using your tail, you deal bludgeoning
damage equal to 1d6 + your Strength modifier, instead of
the normal damage for an unarmed strike.
Telepathy (3 Points). You can communicate telepathi-
cally with any creature you can see within 30 feet of you.
You don’t need to share a language with the creature for
them to understand these messages, but they must be
able to understand at least one language.

Amethyst Dragonborn Parentage


Just like the amethyst dragons who first created them,
amethyst dragonborn can use psychic feedback to rebuke
enemies that harm them.
Feedback (3 Points). As a reaction when you take
damage from a creature within 30 feet of you that you
can see, you force the creature to make an Intelligence
saving throw (DC 8 + your proficiency bonus + your
choice of Intelligence, Wisdom, or Charisma modifier).
The creature takes 3d6 psychic damage on a failed save,
or half as much damage on a successful one. Once you
use this trait, you can’t use it again until you finish a
short or long rest.

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Emerald Dragonborn Parentage Bite (3 Points). Your teeth are natural weapons, which
Emerald dragonborn inherit their original creators’ you can use to make unarmed strikes. If you hit with
ability to disrupt spellcasters with psionic distractions. an unarmed strike using your teeth, you deal piercing
Interference (3 points). As a reaction when a creature damage equal to 1d6 + your Strength modifier, instead of
within 30 feet of you that you can see takes damage the normal damage for an unarmed strike.
from a spell or power, you disrupt the effect. Roll a d12 Claws (3 Points). Your claws are natural weapons,
and add your level, then reduce the damage the creature which you can use to make unarmed strikes. If you
takes by the total. Once you use this trait, you can’t use hit with an unarmed strike using your claws, you deal
it again until you finish a short or long rest. slashing damage equal to 1d6 + your Strength modifier,
instead of the normal damage for an unarmed strike.
Ruby Dragonborn Parentage Cosmic Breath (9 Points). When you take the Attack
The crystalline minds of their draconic ancestors allow a action, you can replace one of your attacks with an
ruby dragonborn to enhance the power of nearby mani- exhalation of magical energy in a 15-foot cone. Each
festors and spellcasters. creature in the area must make a Dexterity saving throw
Amplification (4 Points). As an action, you target a (DC 8 + your proficiency bonus + your Constitution
creature you can see within 30 feet of you. The target modifier), taking 3d6 bludgeoning or radiant damage
rolls a d4, and until the end of your next turn, their (your choice) on a failed save, or half as much damage
power or spell save DC (your choice) is increased by the on a successful one.
number rolled. Once you use this trait, you can’t use it You can use your Cosmic Breath a number of times
again until you finish a short or long rest. equal to your proficiency bonus, and regain all expended
uses when you finish a long rest. The damage increases
Sapphire Dragonborn Parentage to 4d6 at 5th level, 5d6 at 11th level, and 6d6 at 17th
Sapphire dragons can awe their enemies into inaction,
level.
and have imparted that psionic gift into their dragon-
Greater Tail (5 Points). Your tail is a natural weapon,
born progeny.
which you can use to make unarmed strikes. If you hit
Awe (4 Points). As a reaction when a creature you can
with an unarmed strike using your tail, you deal blud-
see within 30 feet of you targets you with an attack, you
geoning damage equal to 1d8 + your Strength modifier,
force the creature to make a Charisma saving throw (DC
instead of the normal damage for an unarmed strike.
8 + your proficiency bonus + your choice of Intelligence,
Inhale (6 Points). As an action, you create a 15-foot
Wisdom, or Charisma modifier). On a failed save, the
cone of irresistible psionic force that originates from you.
attack misses. On a success, you take half as much
Each creature in the area must succeed on a Strength
damage from the attack. Once you use this trait, you
saving throw (DC 8 + your proficiency bonus + your
can’t use it again until you finish a short or long rest.
Intelligence modifier) or be pulled up to 10 feet toward
Topaz Dragonborn Parentage you and knocked prone. Once you use this trait, you
By spending psionic energy, topaz dragonborn can can’t use it again until you finish a long rest.
bolster the mental might and resilience of their allies just Magic Resistance: Constitution (5 Points). You have
as their draconic ancestors do. advantage on Constitution saving throws against spells.
Uplift (3 Points). As an action, you target a crea- Magic Resistance: Dexterity (5 Points). You have
ture you can see within 30 feet of you. For 1 minute, advantage on Dexterity saving throws against spells.
whenever the target makes an Intelligence, Wisdom, or Magic Resistance: Intelligence (2 Points). You have
Charisma check or saving throw, they can roll a d4 and advantage on Intelligence saving throws against spells.
add the number rolled to the d20 roll. Once you use this
trait, you can’t use it again until you finish a long rest.
Tiefling Parentage
Any character with a tiefling parent can choose from
Cthrion Uroniziir Parentage the base traits below, and can choose additional traits
Choosing traits from this parentage requires explicit based on their parent’s specific fiendish ancestry: Groyle,
GM approval. Being a descendant of the Onyx Dragon Hara’antar, Horat, Indix, Moranon, Pharyon, Rakat,
can have campaign repercussions even if the abilities are Relg, Sryz, Sylt, Trall, Vorg’aut, or Zor’yal.
balanced. Darkvision (4 Points). You can see in dim light within
60 feet of you as if it were bright light, and in darkness
Cthrion Uroniziir, the Time Ender, is perhaps the most as if it were dim light. You can’t discern color in dark-
powerful of the gemstone dragons, her form made of ness, only shades of gray.
many different precious stones. The ancestors of the few Hellish Resistance (3 Points). You have resistance to
dragonborn she has created all carry vestiges of her power. fire damage.

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Groyle Parentage
When it comes to demon lords, few match the straight- Common Devil Parentage
forward brutality and hunger for violence of the Court While tieflings can be descended from the named
of the Deep’s Groyle Fleshender. Tieflings descended archdevils, they can also descend from common devils. By
from Groyle can inherit the great demon’s fearsome removing each trait that has an asterisk next to its name
natural weapons and supernatural spite. as a choice, the GM can decide that a character can take
Caustic Claws (5 Points). Your claws are natural only the traits of common devils (for instance, the traits of
weapons, which you can use to make unarmed strikes. a common lore devil instead of Indix).
If you hit with an unarmed strike using your claws, you
deal slashing damage equal to 1d6 + your Strength modi-
Goring Charge (4 Points; Requires Gore). When you
fier, instead of the normal damage for an unarmed strike.
move at least 20 feet straight toward a creature, you can
As a bonus action, you can then deal an extra 1d4 acid
use a bonus action to make an unarmed strike with your
damage with this unarmed strike.
horn.
Gore (3 Points). You have a horn on your forehead
Mark of Abhorrence (3 Points). As a bonus action,
that is a natural weapon, which you can use to make
you place a mark of abhorrence on a creature you can
unarmed strikes. If you hit with an unarmed strike using
see within 30 feet of you. For 1 minute, whenever you
your horn, you deal piercing damage equal to 1d6 + your
hit the marked creature with an attack, the attack deals
Strength modifier, instead of the normal damage for an
an extra 1d6 acid damage. Once you use this trait, you
unarmed strike.
can’t use it again until you finish a long rest.
Spiteful Defense (2 points). As a reaction to being hit
by an attack, you gain a +5 bonus to AC until the start
of your next turn, including against the triggering attack.
Once you use this trait, you can’t use it again until you
finish a long rest.

Hara’antar Parentage
Hara’antar the Soulthief is feared among demons for her
ability to fuel evil magic by consuming mortal souls. Her
tieflings are infused with abyssal power that lets them
harry and curse their foes.
Abyssal Resistance (5 Points). When you fail a saving
throw, you can reroll it and choose which roll to use.
Once you use this trait, you can’t use it again until you
finish a long rest.
Bite (3 Points). Your teeth are natural weapons,
which you can use to make unarmed strikes. If you
hit with an unarmed strike using your teeth, you deal
piercing damage equal to 1d6 + your Strength modifier,
instead of the normal damage for an unarmed strike.
Caustic Pincers (5 Points). You have pincers that are
natural weapons, which you can use to make unarmed
strikes. If you hit with an unarmed strike using your
pincers, you deal bludgeoning damage equal to 1d6 +
your Strength modifier, instead of the normal damage for
an unarmed strike. As a bonus action, you can then deal
an extra 1d4 acid damage with this unarmed strike.
Draining Hex (5 Points). As a bonus
action, you drain the life from one creature
you are grappling. The target must make a
Charisma saving throw (DC 8 + your proficiency
bonus + your choice of Intelligence, Wisdom or
Charisma modifier), taking 2d6 necrotic damage on
a failed save, or half as much damage on a successful

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one. You regain hit points equal to half the damage a Constitution saving throw (DC 8 + your proficiency
dealt. Once you use this trait, you can’t use it again until bonus + your choice of Intelligence, Wisdom, or
you finish a long rest. Charisma modifier). On a failed save, the target suffers
Malediction (2 Points). As a reaction when a creature one of the following effects of your choice:
you can see within 30 feet of you succeeds on a saving • The target’s internal temperature skyrockets to boil
throw, you roll a d4 and subtract that roll from the their bodily fluids, which hiss from their pores as jets
saving throw, possibly turning success into failure. Once of steam. The target gains one level of exhaustion.
you use this trait, you can’t use it again until you finish a • Horns erupt from the target’s skull and curve into their
long rest. eyes. The target is blinded.
• Pus-filled boils form and pop in the target’s ears. The
Horat Parentage
target is deafened.
Horat, Duke of Kasyrgan, leads the Envenomed, a cult of
spies dedicated to bringing pain to the multiverse of the The chosen effect lasts until the end of the creature’s next
timescape. He passes his power to his tieflings, including turn. Once you use this trait, you can’t use it again until
many who use the archdevil’s gifts for good instead of ill. you finish a long rest.
Hail of Teeth (9 Points). As an action, you breathe Unhallowed Toxin* (4 Points). Poison damage you
a hail of teeth in a 15-foot cone. Each creature in the deal ignores any damage resistance the target has.
cone must make a Dexterity saving throw (DC 8 + your
proficiency bonus + your Constitution modifier), taking Indix Parentage
1d6 piercing damage and 1d6 poison damage on a failed Indix, Earl of Sheol, is the lord of all lore devils and
save, or half as much damage on a successful one. Once composed of the burning pages of the codex mutabilis—
you use this trait, you can’t use it again until you finish a the legendary Book of Change. This magical tome gives
short or long rest. the archdevil their powerful traits, which are bestowed
The damage increases to 2d6 piercing damage and 1d6 upon the tieflings who share their power.
poison damage at 5th level, 2d6 piercing and 2d6 poison Fire Vulnerability (−3 Points). You have vulnerability
at 11th level, and 3d6 piercing and 2d6 poison at 17th to fire damage.
level. Limited Magic Immunity (7 Points). As a reaction
Magic Resistance: Charisma (2 Points). You have when you are affected by a spell of 3rd level or lower,
advantage on Charisma saving throws against spells. you negate the effects of the spell on you. Once you use
Magic Resistance: Constitution (5 Points). You have this trait, you can’t use it again until you finish a long
advantage on Constitution saving throws against spells. rest.
Magic Resistance: Dexterity (5 Points). You have Spelldrain (7 Points). As an action, you make a melee
advantage on Dexterity saving throws against spells. spell attack against a creature within your reach, using
Mouth Hand (5 Points). As a bonus action, you cause Charisma as your spellcasting ability. On a hit, the target
a row of razor-sharp teeth to appear in the palm of your takes 2d6 necrotic damage and can’t cast spells until the
hand, which last until the end of your turn and which end of your next turn. Once you use this trait, you can’t
you can use to make unarmed strikes. If you hit with an use it again until you finish a long rest.
unarmed strike attack using your mouth hand, you deal Telepathy (3 Points). You can communicate telepathi-
piercing damage equal to 1d6 + your Strength modifier cally with any creature you can see within 30 feet of you.
plus 1d4 poison damage, instead of the normal damage You don’t need to share a language with the creature for
for an unarmed strike. them to understand these messages, but they must be
Telepathy (3 Points). You can communicate telepathi- able to understand at least one language.
cally with any creature you can see within 30 feet of you. Untethered Form* (5 Points). As an action, you cast
You don’t need to share a language with the creature for the alter self spell, using your choice of Intelligence,
them to understand these messages, but they must be Wisdom, or Charisma as your spellcasting ability. Once
able to understand at least one language. you use this trait, you can’t use it again until you finish a
Teleport (4 Points). As a bonus action, you cast short or long rest.
the misty step spell, using your choice of Intelligence,
Moranon Parentage
Wisdom, or Charisma as your spellcasting ability. Once
Moranon, Marquis of Acheron, is the greatest of stone
you use this trait, you can’t use it again until you finish a
devils. His loyalty to Asmodeus is unwavering, making
long rest.
him one of the most trustworthy figures in the Court of
Twist Flesh (4 Points). As an action, you force a
Seven Cities. Many tieflings descended from Moranon
creature within 30 feet of you that you can see to make
channel the power of the archdevil’s blood in their veins.

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Aura of Foul Ichor* (6 Points). As a bonus action, you Spit Fire (4 Points). As an action, you spit flames from
activate a protective aura for 1 hour. While the aura is your mouth as a ranged spell attack with a range of 120
active, when you take damage from a creature within 5 feet. Charisma is your spellcasting ability for this attack,
feet of you for the first time on a turn, that creature takes which deals 1d10 fire damage on a hit. The damage
1d8 necrotic damage. Once you use this trait, you can’t increases by 1d10 when you reach 5th level (2d10), 11th
use it again until you finish a long rest. level (3d10), and 17th level (4d10).
Immutable Form (2 Points). You have advantage on Winged Embrace (9 Points). You channel protective
saving throws against any effect that would alter your power through your wings, and manifest temporary
form. wings when you activate this trait if you don’t already
Magic Resistance: Constitution (5 Points). You have have them. As an action, you enclose yourself and one
advantage on Constitution saving throws against spells. other willing creature within 5 feet of you with your
Magic Resistance: Strength (2 Points). You have wings, granting both of you a +4 bonus to AC. While
advantage on Strength saving throws against spells. protected in this way, you and the protected creature
Magic Resistance: Wisdom (5 Points). You have each have your speed reduced to 0, and that speed can’t
advantage on Wisdom saving throws against spells. be increased until you unfold your wings. Additionally,
Soulblood Trail (9 Points). As an action, you turn a you can’t take actions, bonus actions, or reactions,
20-foot-radius area of ground centered on you into diffi- except for using a bonus action to end your winged
cult terrain for 1 minute. When a hostile creature enters embrace. The protected creature can take actions nor-
the area for the first time or starts their turn there, they mally while in your winged embrace, and can leave your
must make a Constitution saving throw (DC 8 + your embrace and enter an unoccupied space within 5 feet of
proficiency bonus + your choice of Intelligence, Wisdom, you as a bonus action.
or Charisma modifier), taking 1d6 necrotic damage on a If you manifested wings with this trait, they vanish
failed save, or half as much damage on a successful one. when you unfold your wings. Once you use this trait,
Once you use this trait, you can’t use it again until you you can’t use it again until you finish a long rest.
finish a long rest.
Rakat Parentage
Pharyon Parentage A hate devil of considerable power, Rakat, Baron of
Pharyon, Prince of Dis, is the ruler of the Court of Seven Styx, is a scheming general who seeks to climb the ranks
Cities. His power to see into the past, the future, and of the Court of Seven Cities. Much like their infernal
alternative realities allows him to smash any threat to his master, the archdevil’s tieflings fight dirty.
rule before it begins, and helps him further consolidate Devil Sight (3 Points). As a bonus action, you activate
his power. His tieflings inherit his incredible array of your magical sight for 1 hour, allowing you to see nor-
defensive and magic powers. mally in magical and nonmagical darkness out to a range
Flight (10 Points). You have wings and a flying speed of 60 feet. Once you use this trait, you can’t use it again
of 20 feet. You can’t fly while wearing medium or heavy until you finish a long rest.
armor. Enmity* (4 Points). As an action, you force a crea-
Lightning Vulnerability (−2 Points). You have vulner- ture you can see within 30 feet of you to succeed on a
ability to lightning damage. Wisdom saving throw (DC 8 + your proficiency bonus
Look Again* (4 Points). As a reaction when a creature + your choice of Intelligence, Wisdom, or Charisma
you can see within 60 feet of you targets you with an modifier) or be charmed by you until the start of your
attack, you force that creature to make the attack roll next turn. While charmed in this way, the target must use
with disadvantage. Once you use this trait, you can’t use their action, if available, to either attack themself or their
it again until you finish a long rest. closest ally (your choice). If the target is unable to do
Magic Resistance: Intelligence (2 Points). You have either, they spend their action but do nothing. Once you
advantage on Intelligence saving throws against spells. use this trait, you can’t use it again until you finish a long
Magic Resistance: Strength (2 Points). You have rest.
advantage on Strength saving throws against spells. Eye for an Eye* (6 Points). As a reaction when you
Magic Resistance: Wisdom (5 Points). You have take damage from a creature within 5 feet of you, you
advantage on Wisdom saving throws against spells. make a melee weapon attack against that creature. If this
Soul Scorching (4 Points). When you deal fire damage attack hits, in addition to its normal effects, the creature
to a creature, you can choose to have the damage ignore is blinded until the end of their next turn. Once you use
this trait, you can’t use it again until you finish a short or
the creature’s resistance or immunity to fire. Once you
long rest.
use this trait, you can’t use it again until you finish a long
rest.

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Magic Resistance: Constitution (5 Points). You have Sryz Parentage
advantage on Constitution saving throws against spells. Sryz, Count of Naraka, is one of the only steel devils to
Magic Resistance: Intelligence (2 Points). You have ever ascend the ranks of the Seven Cities into infernal
advantage on Intelligence saving throws against spells. nobility. Tieflings with his heritage gain the painful
Magic Resistance: Strength (2 Points). You have supernatural powers of steel devils.
advantage on Strength saving throws against spells. Agonizing Visage (3 points). As a reaction when
Poison Resistance (3 Points). You have resistance to a creature within 60 feet of you that can see you hits
poison damage. you with an attack, you force that creature to make a
Spit Fire (4 Points). As an action, you spit flames from Wisdom saving throw (DC 8 + your proficiency bonus
your mouth as a ranged spell attack with a range of 120 + your choice of Intelligence, Wisdom, or Charisma
feet. Charisma is your spellcasting ability for this attack, modifier). On a failed save, the target takes 3d6 psychic
which deals 1d10 fire damage on a hit. The damage damage. On a successful save, you take only half as
increases by 1d10 when you reach 5th level (2d10), 11th much damage from the triggering attack. Once you use
level (3d10), and 17th level (4d10). this trait, you can’t use it again until you finish a long
Stinging Tail (5 Points). Your tail is a natural weapon, rest.
which you can use to make unarmed strikes. If you hit Magic Resistance: Charisma (2 Points). You have
with an unarmed strike using your tail, you deal blud-
advantage on Charisma saving throws against spells.
geoning damage equal to 1d6 + your Strength modifier,
Magic Resistance: Dexterity (5 Points). You have
instead of the normal damage for an unarmed strike.
advantage on Dexterity saving throws against spells.
As a bonus action, you can then deal an extra 1d4 acid
Magic Resistance: Intelligence (2 Points). You have
damage with this unarmed strike.
advantage on Intelligence saving throws against spells.
Telepathy (3 Points). You can communicate telepathi-
Sonic Attack* (5 Points). As an action, you let out a
cally with any creature you can see within 30 feet of you.
high-frequency scream that pierces the minds of your
You don’t need to share a language with the creature for
enemies. Each creature of your choice within 15 feet
them to understand these messages, but they must be
of you that can hear you must succeed on a Charisma
able to understand at least one language.
saving throw (DC 8 + your proficiency bonus + your
Relg Parentage choice of Intelligence, Wisdom, or Charisma modifier) or
The former King in Lethe of the Court of the Deep, have disadvantage on attack rolls until the end of their
Relg the Descender now commands the army of demons next turn. Once you use this trait, you can’t use it again
known as the Infernium. Enormous, tentacled, horned, until you finish a long rest.
and full of hate, the mighty demon makes a formidable Soul Scalpel (6 Points). As an action, you force a
foe, and his tieflings often gain his natural weapons and creature you can see within 30 feet of you to make a
innate toughness. Charisma saving throw (DC 8 + your proficiency bonus
Magic Resistance: Constitution (5 Points). You have + your choice of Intelligence, Wisdom, or Charisma
advantage on Constitution saving throws against spells. modifier). On a failed save, the target takes 2d6 psychic
Magic Resistance: Strength (2 Points). You have damage and has disadvantage on ability checks, attack
advantage on Strength saving throws against spells. rolls, and saving throws until the end of your next turn.
Magic Resistance: Wisdom (5 Points). You have On a success, the target takes half as much damage and
advantage on Wisdom saving throws against spells. doesn’t gain disadvantage on any rolls. Once you use this
Regeneration (5 Points). As a bonus action, you trait, you can’t use it again until you finish a long rest.
spend one Hit Die to regain hit points equal to a roll of Thorns of Pain (4 Points). As a bonus action, you
the die plus your Constitution modifier (minimum 1). activate a protective aura for 1 minute. While the aura is
Scourge of Lethe (2 Points). As an action, you cast the active, a creature that moves within 5 feet of you for the
bane spell, using your choice of Intelligence, Wisdom, or first time on a turn or starts their turn there takes 1d4
Charisma as your spellcasting ability. Once you use this slashing damage. Once you use this trait, you can’t use it
trait, you can’t use it again until you finish a long rest. again until you finish a long rest.
Tentacles (6 Points). You have tentacles on your back Telepathy (3 Points). You can communicate telepathi-
that are natural weapons, which you can use to make cally with any creature you can see within 30 feet of you.
an unarmed strike that has a reach of 10 feet. If you hit You don’t need to share a language with the creature for
with an unarmed strike using your tentacles, you deal them to understand these messages, but they must be
bludgeoning damage equal to 1d8 + your Strength modi- able to understand at least one language.
fier, instead of the normal damage for an unarmed strike.

Arcadia  | Issue 22  |  November 2022 22


Sylt Parentage (2d10), 11th level (3d10), and 17th level (4d10).
Sylt Bloodheat is the most powerful demon on the Court Mind Trick (5 Points). As a reaction when you are hit
of the Deep, drinking souls in an endless flow. Her by an attack, you conjure an illusory duplicate in your
heritage gifts tieflings the ability to withstand almost any space. The triggering attacker must reroll the attack and
spell, in addition to powerful offensive tactics. use the new result, after which the duplicate disappears.
Abyssal Resistance (5 Points). When you fail a saving Once you use this trait, you can’t use it again until you
throw, you can reroll it and choose which roll to use. finish a long rest.
Once you use this trait, you can’t use it again until you Telepathy (3 Points). You can communicate telepathi-
finish a long rest. cally with any creature you can see within 30 feet of you.
Claws (3 Points). Your claws are natural weapons, You don’t need to share a language with the creature for
which you can use to make unarmed strikes. If you them to understand these messages, but they must be
hit with an unarmed strike using your claws, you deal able to understand at least one language.
slashing damage equal to 1d6 + your Strength modifier,
instead of the normal damage for an unarmed strike. Vorg’aut Parentage
Dark Command (2 Points). As an action, you cast An unmatched warrior and cunning commander,
the command spell, using your choice of Intelligence, Vorg’aut Harrowfist, the Lady Blight, is a terrifying
Wisdom, or Charisma as your spellcasting ability. Once presence on any battlefield. A tiefling descended from
you use this trait, you can’t use it again until you finish a Vorg’aut can tap into her martial power and reflect her
long rest. intimidating form.
Magic Resistance: Charisma (2 Points). You have Abyssal Resistance (5 Points). When you fail a saving
advantage on Charisma saving throws against spells. throw, you can reroll it and choose which roll to use.
Magic Resistance: Intelligence (2 Points). You have Once you use this trait, you can’t use it again until you
advantage on Intelligence saving throws against spells. finish a long rest.
Magic Resistance: Strength (2 Points). You have Barbed Tail (6 Points). Your tail is a natural weapon,
advantage on Strength saving throws against spells. which you can use to make unarmed strikes. If you hit
with an unarmed strike using your tail, you deal blud-
Trall Parentage geoning damage equal to 1d6 + your Strength modifier
Diviners on every world know to fear Trall the plus 1d4 slashing damage, instead of the normal damage
Mindbreaker, a demon lord able to suck out the soul of for an unarmed strike.
any spellcaster foolish enough to peer into the Abyss. Might of the Harrowfist (5 Points). As an action, you
Trall’s tieflings gain a taste of the demon’s mind-bending create a spectral fist that floats within 60 feet of you for
powers and supernatural defenses. 1 minute. As part of the action used to create the fist,
Abyssal Resistance (5 Points). When you fail a saving you can make a melee spell attack against a creature
throw, you can reroll it and choose which roll to use. within 5 feet of the fist. Charisma is your spellcasting
Once you use this trait, you can’t use it again until you ability for this attack, which deals bludgeoning damage
finish a long rest. equal to 1d8 + your Charisma modifier on a hit. For the
Lesser Claws (1 Point). Your claws are natural duration, you can use a bonus action to move the fist up
weapons, which you can use to make unarmed strikes. to 20 feet and make the same attack. Once you use this
If you hit with an unarmed strike using your claws, you trait, you can’t use it again until you finish a long rest.
deal slashing damage equal to 1d4 + your Strength modi-
fier, instead of the normal damage for an unarmed strike. Zor’yal Parentage
Magic Resistance: Charisma (2 Points). You have A cloud of blood follows the vengeful, insatiable Zor’yal
advantage on Charisma saving throws against spells. Lifeswallower as she tears across endless battlefields. Her
Magic Resistance: Constitution (5 Points). You have tieflings can inherit her cruel quickness and innate magic.
advantage on Constitution saving throws against spells. Abyssal Resistance (5 Points). When you fail a saving
Magic Resistance: Intelligence (2 Points). You have throw, you can reroll it and choose which roll to use.
advantage on Intelligence saving throws against spells. Once you use this trait, you can’t use it again until you
Mind Shriek (4 Points). As an action, you emit a finish a long rest.
psychic shriek that targets a creature that can hear you Lacerate (3 Points). When you hit a target with a
within 60 feet of you. Make a ranged spell attack against melee weapon attack, you can use your bonus action
the target, using Charisma as your spellcasting ability. to make another melee weapon attack against a target
On a hit, the target takes 1d10 psychic damage. The within reach. Once you use this trait, you can’t use it
damage increases by 1d10 when you reach 5th level again until you finish a long rest.

Arcadia  | Issue 22  |  November 2022 23


Venomous Claws (5 Points). Your claws are natural can’t use it again until you finish a short or long rest.
weapons, which you can use to make unarmed strikes. Weapon Training. You have proficiency with the
If you hit with an unarmed strike using your claws, you greataxe and greatsword.
deal slashing damage equal to 1d6 + your Strength modi- Languages. You can speak, read, and write Common
fier, instead of the normal damage for an unarmed strike. and one extra language of your choice.
As a bonus action you can then deal an extra 1d4 poison
damage with this unarmed strike. Light Martial Upbringing
Wounding Step (5 Points). As an action, you move up A life spent among people who trained you in the way of
to 30 feet in a straight line without provoking oppor- the blade has granted you a nimble and defensive combat
tunity attacks. Each creature within 10 feet of you at style.
any point during this movement must make a Wisdom Ability Score Increase. When determining your char-
saving throw (DC 8 + your proficiency bonus + your acter’s ability scores, increase one score by 2 and increase
Constitution modifier), taking 1d6 psychic damage on a a different score by 1, or increase three different scores
failed save, or half as much damage on a successful one. by 1.
Once you use this trait, you can’t use it again until you Parry. As a reaction when a creature you can see hits
finish a long rest. you with a melee weapon attack and you are wielding a
melee weapon, you add your proficiency bonus to your
Upbringing Traits AC against the triggering attack. Once you use this trait,
you can’t use it again until you finish a long rest.
Weapon Training. You have proficiency with the
In addition to their choice of two parentages, your char-
rapier and scimitar.
acter can choose one of the following upbringings and
Languages. You can speak, read, and write Common
gain all its associated traits.
and one extra language of your choice.
Erudite Upbringing
You were raised among folk who valued knowledge, and
Medium Martial Upbringing
You were raised by folk who valued a mixed combat
have long been drawn to the deep lore and hidden secrets
style, giving you a focus on quick moments of fury.
of the world.
Ability Score Increase. When determining your char-
Ability Score Increase. When determining your char-
acter’s ability scores, increase one score by 2 and increase
acter’s ability scores, increase one score by 2 and increase
a different score by 1, or increase three different scores
a different score by 1, or increase three different scores
by 1.
by 1.
Eviscerating Strike. When you hit a creature with
Cantrip. You learn one cantrip of your choice from
a melee weapon attack, the target takes an extra 1d6
the wizard spell list that doesn’t deal damage, using your
damage. Once you use this trait, you can’t use it again
choice of Intelligence, Wisdom, or Charisma as your
until you finish a short or long rest.
spellcasting ability for this spell.
Weapon Training. You have proficiency with the
Historical Expertise. You have a +2 bonus to
battleaxe and longsword.
Intelligence (History) checks, and have advantage on
Languages. You can speak, read, and write Common
Intelligence checks made to recall ancient lore.
and one extra language of your choice.
Languages. You can speak, read, and write Common
and two extra languages of your choice.
Unholy Erudite Upbringing
You were raised among a people who wished to learn
Heavy Martial Upbringing
everything they could about fiends, whether to fight
You were raised by combat-focused people, who trained
them, to aid them, or simply to possess their knowledge
you to the discipline of a powerful and decisive fighting
and power.
style.
Ability Score Increase. When determining your char-
Ability Score Increase. When determining your char-
acter’s ability scores, increase one score by 2 and increase
acter’s ability scores, increase one score by 2 and increase
a different score by 1, or increase three different scores
a different score by 1, or increase three different scores
by 1.
by 1.
Unholy Knowledge. You have a +2 bonus to
Formidable Attacks. When you score a critical hit with
Intelligence (History or Religion) checks. You also have
a melee weapon attack, you can roll one of the weapon’s
advantage on Intelligence (History or Religion) checks
damage dice one additional time and add it to the extra
to recall information about fiends, the Court of Seven
damage of the critical hit. Once you use this trait, you
Cities, and the Court of the Deep.

Arcadia  | Issue 22  |  November 2022 24


Unholy Vitality. As an action, you cast the false life different upbringings to create their own. In that event, a
spell, using your choice of Intelligence, Wisdom, or GM can rule that each player has 18 points to spend on
Charisma as your spellcasting ability. Once you use this upbringing traits inherited from direct ancestors, using
trait, you can’t use it again until you finish a long rest. the values on the Upbringing Traits table. This system
Languages. You can speak, read, and write Common works just like the one used for generational parentages.
and two extra languages of your choice. Standard upbringings fall within a point range of 12 to
18, with most being in the 14-to-17-point range.
Family Tree: A character using this system can take only one +2
Ability Score Increase and one +1 Ability Score Increase,
Mixing and Matching or they can take up to three +1 Ability Score Increases
and no +2 Ability Score Increase.
The point system used in this article, An Elf and an Consider the parent NPCs from the example above.
Orc Had a Little Baby Volume I and Volume II, and Kiandarth has an Unholy Erudite Upbringing, built
Those Who Wander allows players to mix and match around the following traits:
their traits from more than two parentages and multiple
• +2 Ability Score Increase to Charisma (8 points)
upbringings. This section provides guidelines for this
• +1 Ability Score Increase to Intelligence (4 points)
expanded approach to character creation.
• Unholy Knowledge (2 points)
Generational Parentages • Unholy Vitality (2 points)
Players who want a wider range of choice, or who wish • Common and two extra languages of their choice (2
to build out a full family tree for their character, can points)
create a direct family line and choose traits from all their Ralthos has a Light Martial Upbringing, built around the
direct ancestors—parents, grandparents, great-grandpar- following traits:
ents, and so forth. • +2 Ability Score Increase to Dexterity (8 points)
For example, Kiandarth, a ruby-and-topaz gemstone • +1 Ability Score Increase to Strength (4 points)
dragonborn, marries Ralthos, a tiefling with Indix and • Parry (2 points)
Relg parentage. Kiandarth has the following traits for a • Weapon Training (1 point)
total of 16 points: • Common and one language of their choice (1 point)
• Crystal Armor (6 points) Assuming these two NPCs raised Innirith to share in
• Psychic Vulnerability (−3 points) both their upbringings, Innirith can choose a combina-
• Tail (3 points) tion of either characters’ upbringing traits, as long as
• Telepathy (3 points) that combination is within the 12-to-18-point range.
• Amplification (4 points)
• Uplift (3 points)
Upbringing Traits
Ralthos has the following traits for a total of 16 points:
Trait Cost
• Darkvision (4 points)
• Hellish Resistance (3 points) +1 Ability Score Increase 4
• Fire Vulnerability (−3 points) +2 Ability Score Increase 8
• Spelldrain (7 points)
Cantrip 3
• Telepathy (3 points)
• Scourge of Lethe (2 points) Eviscerating Strike 2
Kiandarth and Ralthos have a child named Innirith (the Formidable Attacks 2
player character). Innirith can have any combination of Historical Expertise 2
traits that their parents have, as long as the combined
cost of those traits isn’t more than 16 points. Parry 2
There is technically no limit to how many generations Common and one extra language 1
back a player can create a character’s direct line to
Common and two extra languages 2
choose traits using this system, though a GM might
decide to set a limit if they wish. Unholy Knowledge 2
Unholy Vitality 2
Generational Upbringings
Although the upbringings presented here don’t use a Weapon Training 1
point system, some players might want to mix traits from

Arcadia  | Issue 22  |  November 2022 25


Powers and Psionics oil lamps, torches, and the like, but don’t include super-
natural sources such as a sun blade or an object affected
by the light spell.
This section presents the nine powers that can be taken
by a character with the Natural Psionics trait, as part Illuminator
of the gemstone dragon parentage. A quick overview of 1st-Order Resopathy
psionics then follows. All this material is taken from the
upcoming The Talent and Psionics, providing an over- Manifestation Time: 1 action
view of that supplement’s new rules. Range: Self (30-foot cone)
Duration: 1 hour

Power Descriptions You create a focused 30-foot cone of bright light, which
The 1st-order powers available through the Natural has sharp edges and gives off no dim light. You can
Psionics trait are presented in alphabetical order. change the color of the light and can turn it on and off as
you desire (no action required).
Apparition
1st-Order Resopathy Invisible Force
1st-Order Telekinesis
Manifestation Time: 1 action
Range: 60 feet Manifestation Time: 1 action
Duration: Concentration, up to 1 minute Range: 30 feet
Duration: Instantaneous
You create a sound or an image that only you and one
creature within range perceive. If you create a sound, When you manifest this power, pick one of the following
its volume can range from a whisper to a scream. It can options:
be your voice, someone else’s voice, a creature’s roar, Manipulate Object. You manipulate one object with
a musical instrument, or any other sound you choose. movable parts within range. For example, you could
If you create an image, it must fit within a 5-foot cube open or close a door, pull a lever, or play a few notes
and can’t move. The image can’t create any effect that on a harpsichord.
influences a sense other than sight. The image disappears Move Object. Choose one object that weighs 5 pounds or
if the perceiving creature touches it. less within range. You move that object up to 30 feet,
including up, but not beyond the range of this power.
Concussive Slam An object moved up begins to fall as soon as that
1st-Order Telekinesis movement ends.
Manifestation Time: 1 action Object Attack. Pick one object that weighs 5 pounds or
Range: 30 feet less within range, and one creature within range. You
Duration: Instantaneous hurl the object at the creature, making a ranged power
You slam a field of invisible force down upon a creature attack. On a hit, the target takes 1d8 bludgeoning,
you can see within range, which must make a Strength piercing, or slashing damage, depending on the nature
saving throw. On a failed save, the target takes 1d4 force of the object. This attack’s damage increases by 1d8
damage and is knocked prone. when you reach 5th level (2d8), 11th level (3d8), and
This power’s damage increases by 1d4 when you reach 17th level (4d8).
5th level (2d4), 11th level (3d4), and 17th level (4d4).
Psionic Bolt
Flame’s Master 1st-Order Resopathy
1st-Order Pyrokinesis Manifestation Time: 1 action
Manifestation Time: 1 action Range: 120 feet
Range: 30 feet Duration: Instantaneous
Duration: Instantaneous You shoot forth a purple beam of psychic force to strike
You emit a burst of psionic energy that affects every a creature or object in range. Make a ranged power
Medium or smaller fire-based light source within range, attack against the target. On a hit, the target takes 1d6
allowing you to ignite a target light source or snuff it force damage, and if they are Large or smaller, they are
out, choosing individually for each source. Such light pushed 5 feet away from you.
sources include campfires, candles, fireplaces, lanterns, This attack’s damage increases by 1d6 when you reach
5th level (2d6), 11th level (3d6), and 17th level (4d6).

Arcadia  | Issue 22  |  November 2022 26


Psychic Stab using powers for player characters, including a new
1st-Order Telepathy mechanic called strain that determines how long—and
how safely—a character can manifest their psionic
Manifestation Time: 1 action
powers. Psionic monsters and NPCs follow simpler rules,
Range: 120 feet
as do the powers available to characters with the gem
Duration: Instantaneous
dragon parentage presented in this article.
One creature you can see within range must make an The 1st-order powers detailed above can be used at
Intelligence saving throw. On a failed save, the target will by a character with the Natural Psionics trait, much
takes 1d10 psychic damage. like a character who knows a cantrip. Even if your
This power’s damage increases by 1d10 when you reach character is a talent created using the rules found in The
5th level (2d10), 11th level (3d10), and 17th level (4d10). Talent and Psionics, using a 1st-order power gained
through Natural Psionics does not impose strain on your
Rewrite character.
1st-Order Resopathy
Manifestation Time: 1 action
Powers
A power is a specific psionic effect created by energy
Range: 5 feet
drawn out of the manifester’s body. A power is an
Duration: Concentration, up to 10 minutes
incredible tool that can solve problems, harm enemies,
You bend a small portion of reality to target a Tiny or protect and aid you and your allies.
nonsupernatural object within range that isn’t carried or Powers aren’t magical. Effects and spells that affect
worn by another creature. For the duration, that object or interact with magic, including detect magic, identify,
is transformed into another Tiny nonsupernatural object antimagic field, counterspell, dispel magic, and globe
of your choice, which must be of the same or lesser value of invulnerability, have no effect on psionic powers or
as the original.

Time Thief
1st-Order Chronopathy
Manifestation Time: 1 action
Range: 30 feet
Duration: Instantaneous
You psionically absorb the life force of a creature within
range, causing them to age faster than normal. The
target must make a Constitution saving throw. On a
failed save, they take 1d4 necrotic damage and you
gain temporary hit points equal to the damage taken.
This power’s damage increases by 1d4 when you reach
5th level (2d4), 11th level (3d4), and 17th level (4d4).

Psionics Overview
psi·on·ics The ability to affect physical change
in the world or yourself through the power of
thought alone.
Characters with extraordinary mental powers not
derived from prayer or magic feature in many of
our favorite stories. The Talent and Psionics sup-
plement lets you bring those kinds of heroes to life in
your 5e game, describing characters and creatures whose
vast mental might lets them manifest psionic powers
through force of will. Heroes who wield these gifts use
only their thoughts and bodily energy to hurl objects
through the air, send telepathic messages, manipulate
time, and reshape the world around them.
The Talent and Psionics details the full rules for

Arcadia  | Issue 22  |  November 2022 27


psionic items. Likewise, effects that affect or interact with
powers don’t affect spells, magic items, or other magical Supernatural
effects. “Supernatural” is a new game term that describes an ef-
fect or item that is either magical or psionic. For instance,
New Action: Manifest a Power a creature might have resistance to bludgeoning, piercing,
The Talent and Psionics introduces a new action option and slashing damage from attacks that aren’t supernatural.
for creatures with access to psionic powers: Manifest This means that as long as an attack comes from a spell,
a Power, which allows talents and other creatures to power, magic weapon, or psionic weapon, it overcomes
use their psionic powers. Manifesting a power is not the creature’s damage resistances. Likewise, an object de-
necessarily an action, but most powers (including all the scribed as “nonsupernatural” is one that is neither a magic
powers available through Natural Psionics) have a mani- item nor a psionic item.
festation time of 1 action.
Any effect that ends as the result of casting a spell,
such as the invisibility or sanctuary spells, also ends Power Specialty
if you manifest a power in the same way. If you wear Every power falls under one of the following categories,
armor you lack proficiency with, you can’t manifest known as specialties:
powers because the armor’s bulk is a mental distraction.
Chronopathy powers allow you to view future and past
Psionics are powers of the mind. As such, any effect
events, and to manipulate time to aid allies and hinder
that affects a creature’s mind to prevent that creature
foes.
from taking the Cast a Spell action also prevents them
Metamorphosis powers allow you to strengthen and
from taking the Manifest a Power action. This includes
manipulate your body and the bodies of others,
effects such as the barbarian’s Rage feature and the
allowing for the performance of preternatural exploits.
feeblemind spell.
Pyrokinesis powers allow you to create and manipulate
Manifestation Ability fire by interacting with the potential energy found in
Every creature that can manifest one or more psionic all things.
powers has a manifestation ability. For talents, this Resopathy powers allow you to manipulate matter and
ability is Intelligence, but a character with the Natural space to create, alter, or displace your environment and
Psionics trait can choose Intelligence, Wisdom, or the creatures and objects in it.
Charisma as their manifestation ability for the powers Telekinesis powers allow you to physically manipulate
they gain from that trait. creatures and objects.
Telepathy powers allow you to communicate with, read,
Saving Throws. Many powers specify that a target can and influence the minds of other creatures.
make a saving throw to avoid some or all of the power’s
effects. The power specifies the ability that the target uses Duration
for the save and what happens on a success or failure. A power’s duration is the length of time it remains active
The DC to resist one of your psionic powers equals after you manifest it. When you manifest a power with a
8 + your proficiency bonus + your manifestation ability duration longer than instantaneous, it remains active for
modifier + any special modifiers. the specified duration. (Instantaneous powers work just
Attack Rolls. Some powers require the manifester to like instantaneous spells, in that they affect the world
make an attack roll to determine whether the power’s only for an instant even if they produce an effect that
effect hits the intended target. Your attack modifier with lingers in the world.)
a power attack equals your manifestation ability modi- You can choose to end any of your current active
fier + your proficiency bonus. powers at any point on your turn without using an
action. If you become incapacitated or die, all of your
Power Order current active powers end immediately.
Each of the full slate of powers presented in The Talent
and Psionics has an order from 1 to 6. A power of 1st Concentration. Like spells, many powers require you
order might let you hurl little objects through the air to maintain concentration to keep their effects active.
or produce small jets of flame out of nothing, while Unlike with spells, though, you can simultaneously
6th-order powers allow you to bring down buildings or maintain concentration on a number of powers equal to
create a fiery vortex! your proficiency bonus. However, you can’t concentrate
Powers of the 1st order are simple, and most creatures on a power and a spell or other effect at the same time.
that can manifest them—including characters with the
Natural Psionics trait—do so at will.

Arcadia  | Issue 22  |  November 2022 28


TOOLS OF THE
TRAPMASTER Seventeen new magic items crafted by
the greatest thief the world has ever seen

by Scott Fitzgerald Gray

F
or thirty years, the virtuoso thief known as As an action, you can scatter the ambush dust in the
Lynseda the Trapmaster was the scourge of sachet onto any object that isn’t being worn or carried
monarchs, nobles, clergy, and merchant lords in and weighs no more than 10 pounds. Within the next
a dozen different kingdoms. The most successful minute, you or another creature can cast a spell of 3rd
and most wanted burglar of all time, Lynseda was level or lower that targets a creature or affects an area
known for upwards of a hundred daring robberies whose upon the dust, causing the dust to vanish and imbuing
unbelievable details inspired the works of bards and the spell into the object. The next time the object is used
dramatists for decades. But precious few who told her according to its normal function, the spell imbued into
tales ever learned the full details of Lynseda’s mastery of the object is cast, targeting the creature using it or using
the larcenous arts. the object as its point of origin.
Trained as a mage from childhood, Lynseda is said to An object’s function must be specific and active for
have fled her arcane order’s exclusive university with a ambush dust to affect it. The dust can be used to trap
stolen bag of holding stuffed with even-more-exclusive tomes and books when they are opened and read, to trap
treasures and lore. A skilled crafter of magic items even an enemy’s weapon when it’s used to attack, to sabotage
before her self-imposed exile, the mage dedicated herself clothing or footwear when first put on, to lace food or
to the creation of tools that would allow her to steal drink with a deadly magical kick when imbibed, and so
more. And so was born the legend of the Trapmaster, the forth. But the spell trap can’t be triggered by a general
master mage-thief who spent a lifetime crafting unique action, such as a creature simply picking the object up,
magic items meant for larceny. or by a passive function, such as merely viewing a work
For decades, Lynseda made use of the suite of unique of art. (That said, ambush dust could turn a painting
magic items she called the Tools of the Trapmaster, or sculpture in progress into a deadly trap for the artist
eluding the law with some of history’s most notorious working on it.)
heists. Then ten years ago, the Trapmaster’s reign of While imbued with a spell from the dust, the affected
legendary larceny ended. Whether Lynseda was killed object radiates a faint magic aura of the spell’s school.
during a failed heist or simply decided to take a well-
earned retirement, none can say. But over the past three
years, a number of these magical Tools of the Trapmaster Bracelet of Extended Touch
have reappeared in the world, and the secrets of making Wondrous Item, Rare (Requires Attunement)
them have begun to spread. When worn on the wrist, this tarnished silver bracelet
hovers above your skin, never touching it. The bracelet
Ambush Dust has 3 charges and regains 1d3 expended charges daily
Wondrous Item, Rare at dawn. While you wear the bracelet, you can expend
1 charge (no extra action required) while you undertake
This plain paper sachet sets a tingling in the fingers that
an activity performed with your hands that requires an
open it and holds a sample of gritty gray dust. There is
action in combat or that takes no longer than 1 minute
enough of it for one use.

Arcadia  | Issue 22  |  November 2022 29


out of combat, using the bracelet’s magic to perform that
activity up to 30 feet away from you. Such activities can
include weapon attacks, Dexterity checks using thieves’
tools, giving first aid to a dying creature, shoving a foe,
opening a door, playing a short tune on a musical instru-
ment, using a pen to write a note, or other activities
deemed suitable by the GM.
The effect of your activity is translated across the
distance, and any equipment you use for the activity
remains in your hand but is affected or used up by the
activity as normal. You must be able to see the creature
or object that is the target of the activity.
You undertake an activity with the bracelet using the
action the activity normally uses. However, each use of
the bracelet covers only a single activity. For example, if
you make multiple weapon attacks as an action, one use
of the bracelet covers only one of those attacks.

Caltrops of Enmity
Wondrous Item, Uncommon
These black-iron caltrops sometimes rattle in their bag of
their own accord. As an action, you activate the caltrops An object or entryway sealed by the doom knocker
and spread them to cover a square area that is 10 feet on is more difficult to break or force open and requires a
a side. The color of the caltrops changes to blend in with successful Strength (Athletics) check or Dexterity check
the surface they’re scattered on, requiring a successful using thieves’ tools to open; the DC for these checks
DC 20 Wisdom (Perception) check to spot them. increases by 10 (minimum of DC 20 for an object or
For 10 minutes after the caltrops are scattered, when entryway that is normally easy to open). On a failed
any creature enters the area, the caltrops move, throwing check, or if a creature tries to destroy the knocker or the
themselves under the creature’s feet. Each creature object it is affixed to, a pulse of energy scours the five
moving through the area must make a DC 15 Dexterity creatures closest to the knocker within 60 feet of it. (If
saving throw, taking 1d8 piercing damage on a failed more than five creatures are equally close, roll randomly
save or half as much damage on a successful one. A to see which ones are affected.)
creature moving through the area at half speed has Each affected creature must make a DC 17 Dexterity
advantage on the saving throw. A creature that stops in saving throw, taking 4d10 cold, fire, force, lightning,
the area must make the saving throw each time it moves or thunder damage (chosen by you when you affix the
again. knocker) on a failed save, or half as much damage on
Taking damage from the caltrops reduces a creature’s a successful one. The creature that failed the check to
walking speed by 10 feet unless their speed has already bypass the knocker, as well as any creature that used the
been reduced by the caltrops. This reduction lasts until knocker, has disadvantage on the saving throw.
the creature regains at least 1 hit point. Once activated, Once the doom knocker’s magic is triggered or
the caltrops become nonmagical after 10 minutes. bypassed, it vanishes and reappears on your person.

Doom Knocker Dungeoneer’s Net


Wondrous Item, Very Rare Wondrous Item, Very Rare
This palm-sized brass door knocker is carved in the This small mist net is woven of light silk and feels
shape of a leering demonic face, its eyes flickering slightly tacky to the touch. As an action, you can throw
with faint flame. As an action, you can affix the doom the dungeoneer’s net at any point you can see within 100
knocker to any door, gate, window, chest, or similar feet of you, whereupon it expands to cover a square area
object or entryway that can be opened or closed and is up to 20 feet on a side and fixes itself to any surfaces it
at least 1 square foot in area. Doing so magically locks can make contact with. You decide the orientation of the
the entryway or object and sets a powerful magical trap net, which collapses down to its undeployed form if not
upon it. anchored to a surface on at least one side.

Arcadia  | Issue 22  |  November 2022 30


When deployed, the net is a mesh wall of thick, Creatures on opposite sides of the net have three-quar-
knotted cords spaced at 6-inch intervals. It is solid and ters cover against each other unless they are both within
can support up to 1,000 pounds, allowing it to be used 5 feet of the net.
as a climbing net or an impromptu bridge. Creatures While deployed, the net has AC 15, 150 hit points,
crossing or climbing the net can do so at full speed with and immunity to poison and psychic damage. A creature
no risk of falling. making a weapon attack against the net while it is sticky
While you are within 100 feet of the net, you can use must succeed on a DC 15 Dexterity saving throw or have
a bonus action to speak the net’s command word to turn the attack automatically miss as their weapon becomes
its cords sticky or to revert it to its normal form. While stuck to the net. If the weapon’s wielder can’t or won’t
the net is sticky, any creature that enters the net’s area or let go of the weapon, the wielder is grappled while
starts its turn there must succeed on a DC 15 Dexterity the weapon is stuck. While stuck, the weapon can’t be
saving throw or be restrained. A creature can use their used. A creature can pull the weapon free by taking an
action to make a DC 20 Strength (Athletics) check, action to make a DC 20 Strength (Athletics) check and
freeing themself or another creature within their reach succeeding.
on a success.

Arcadia  | Issue 22  |  November 2022 31


The net can’t be attacked to dislodge it where it is that steps into the area of the pool must succeed on a DC
anchored to a surface, but a 5-foot-section of the net 13 Dexterity saving throw or plunge into the water.
can be torn free from a surface with a successful DC 20 You can use the secret pool as a freshwater source
Strength (Athletics) check. Tearing the net from a surface in inhospitable climes, a short-term hiding place, or a
or dealing 30 damage to it opens a 5-foot-wide gap that longer-term hiding place for characters with the ability to
is difficult terrain if passed through. If the net is sticky, breathe underwater or who use pipes or straws to access
creatures passing through it might become restrained as air above the pool’s surface.
described above. You can also use the pool as a dangerous water-filled
If destroyed while deployed, the net reverts to its pit trap by speaking a command word when the canteen
undeployed form. is opened and poured. When a pool is created this way,
Once you deploy the net, it can’t be deployed again a creature that steps into its area has disadvantage on
until the next dawn. the saving throw to avoid falling in. On a failed save, a
creature is pulled under the water and begins to suffocate
Guiding Spool if they can’t breathe underwater, and the water’s surface
Wondrous Item, Uncommon becomes a resilient barrier. A creature can use their
action to make a DC 15 Strength (Athletics) check from
When looked at closely, the white thread wrapped
above or below the pool’s surface, freeing themself or
around this large wooden spool first shimmers, then
a creature trapped inside on a success. The pool can be
fades from view. The thread released by the guiding
dispelled with dispel magic (DC 16), which causes the
spool is a magical line that you can unfurl behind you
pool to vanish and leaves any creatures or objects that
to mark your path. As an action, you can activate the
were inside the pool wet and prone in the area the pool
spool, whereupon its thread unravels as you move.
covered.
When you activate the spool, you determine whether
Water poured from the canteen lasts for 1 hour, then
its thread can be seen by all creatures or only by crea-
instantly evaporates. Once used, the canteen can’t be
tures of your choice. You trail thread from the spool
used again until the next dawn.
out behind you for up to 1 mile. At up to three points
along the route, you can mentally compose a message of
twenty-five words or fewer, which the thread transcribes Shadow Ropes
by looping itself into writing in any language you know, Wondrous Item, Rare
which can be read by creatures that can see the thread. These two 10-foot-long black silk cords are set with
The thread radiates faint transmutation magic. silver caps and appear to shed wisps of shadow when
Because the magic that conceals the thread is not illusory handled. The shadow ropes channel powerful extradi-
in nature, effects such as truesight or the see invisibility mensional magic, allowing them to create openings in
spell do not reveal it. The thread can endure mild stresses solid matter or establish a teleportation link between
and being stepped on, but it breaks if pressure is applied themselves. As an action or as part of the actions used
to it. It is not strong enough to bind or carry an object. to wield the ropes’ magic (see below), you can speak a
A creature that can see the thread can break or move it. command word to magically fuse their ends together
A creature that can’t see the thread can detect it with a or separate them again, allowing you to create two
successful DC 20 Wisdom (Perception) check. 10-foot-circumference loops, a single 20-foot-long rope,
Once you activate the spool, it can’t be activated again or a 20-foot-circumference loop. The ropes are treated as
until the next dawn. silk rope if used for mundane purposes.
If the two shadow ropes are more than 10 feet from
Secret Pool Canteen each other for more than 1 hour, one rope vanishes and
Wondrous Item, Rare reappears next to the other rope, as determined by the
GM.
This bulbous leather waterskin makes no sloshing sound
Shadow Passage. As an action, you can link both
despite clearly being filled with liquid. As an action, you
ropes together into a single loop and stick the loop to
can open the canteen to pour out its contents, which
any surface (including non-horizontal surfaces), marking
cover any roughly horizontal surface in a 10-foot-square
a circular area just over 6 feet across. Within that area,
area. The area of liquid appears as a shallow puddle
an extradimensional opening extends 10 feet into what-
or wet stain, depending on the surface onto which it’s
ever surface the loop is placed on, creating a doorway in
poured. In reality, the surface liquid conceals a 10-foot-
a wall, an alcove, a pit trap in solid ground, an opening
deep extradimensional pool of fresh, clear water, the
in a floor or ceiling, and so forth. While the extradi-
depths of which can’t be seen from above. A creature
mensional opening is active, the surface’s appearance

Arcadia  | Issue 22  |  November 2022 32


Silent Scribe
Wondrous Item, Uncommon
This hand-sized ceramic disk has tiny, faint pen strokes
across it, as if it’s been written on by a tiny hand. As
an action while within 30 feet of the silent scribe, you
can mentally command it to activate and automatically
record every word spoken within 30 feet of it, ignoring
breaks and silences. The device scribes the words as
tiny letters on its surface, up to a total of 10 minutes of
speech. When filled, the disk records over itself, so that
it always holds a record of the most recent 10 minutes of
speech within range.
While within 30 feet of the silent scribe, you can men-
tally command it to stop recording (no action required).
Its tiny writing can then be read with a magnifying glass
or similar aid, or you can speak a command word to
have the silent scribe read aloud everything it’s recorded.
The scribe marks when one speaker changes to another
but doesn’t identify who is speaking in any way. It
records and reads back speech in any language, but
doesn’t translate it, and it leaves blanks where verbal
spell components, magic item command words, true-
names, and other words of power would be.

Soft Snare
Wondrous Item, Uncommon
This hand-sized patch of white cloth subtly shifts in
is maintained from both sides, and a Large or smaller your grip when first handled. By speaking the snare’s
creature that pushes through the surface within the circle command word, you transform it into any fabric-based
disappears behind that surface. Once the loop is placed, object that can be folded or squeezed down to Small size
it blends into the surface it sits on and can only be found or smaller—a potato sack, a shirt or pair of trousers, a
with a successful DC 15 Intelligence (Investigation) or cushion, a bedsheet, a small carpet, a handkerchief, and
Wisdom (Perception) check. so forth.
The extradimensional opening lasts for 10 minutes When a creature interacts with the object in a manner
or until you pick up the rope. If another creature tries consistent with its normal use (donning a shirt, lying
to touch the rope, their fingers pass through formless on or hugging a cushion, and so forth), the object
shadow. Any creatures or objects in the extradimensional immediately unravels into a storm of threads that try to
space when the effect ends are safely ejected to an unoc- wrap the creature in a tight cocoon. When the trap is
cupied space nearest to the surface on which the rope triggered, the target must succeed on a DC 13 Dexterity
was placed. saving throw or be restrained. The threads simultane-
Once used in this way, this property can’t be used ously lash out to bind themselves to a solid surface or
again until the next dawn. a sizeable or weighty object within 10 feet, locking the
Shadow Portal. As an action, one of the ropes can be victim down and hindering any attempts to crawl or
looped to itself and placed on a surface to mark out an roll away. A creature restrained by the snare can use an
area just over 3 feet across. Once both ropes are placed action to make a DC 10 Strength (Athletics) or Dexterity
in this way, their magic creates a teleportation portal (Acrobatics) check, breaking free or slipping out of the
linking the two loops for 10 minutes. A Medium or cocoon on a success.
smaller creature that moves into one rope’s circle appears The soft snare can visually emulate any textile from
within the other rope’s circle as long as both ropes are on rough burlap to fine silk, but it feels like an aver-
the same plane. age-quality cotton cloth if handled in a way that doesn’t
Once used in this way, this property can’t be used trigger the trap. The snare can only be transformed
again until the next dawn.

Arcadia  | Issue 22  |  November 2022 33


into objects with a specific, active function, which can’t If a creature forces the entryway open, it closes at the
include a general action, such as picking the object up. end of their next turn unless held open.
The soft snare remains in its trap form until triggered When the effect ends, the wall and entryway vanish
or until you used an action to speak the command word and the sudden gate reappears on your person.
again. In any form, the snare has AC 20, 10 hit points,
and immunity to poison and psychic damage. It regains Swarm Receptacle
1 hit point every 5 minutes as long as it has at least 1 Wondrous Item, Uncommon
hit point. If the soft snare drops to 0 hit points, it is
This fine-looking container occasionally rattles when
destroyed.
the area around it is silent. As an action, you can touch
the swarm receptacle and speak its command word
Sudden Gate to choose one of its four forms, transforming it into
Wondrous Item, Uncommon a receptacle that can hold mundane materials. Using
This small stone cube has images of gates and doors another action, you can touch the receptacle and speak
scribed into its six faces. As an action, you can throw the a second command word to activate it as a magical trap
sudden gate to any location you can see within 30 feet that conjures a swarm from the receptacle when it is
of you, whereupon it expands to become a wall up to 15 opened.
feet on a side, inset with a closed door or gate. The wall The forms of the receptacle and the swarms it holds in
and entryway take whatever physical appearance you each form are as follows:
decide upon when you activate the cube, allowing you to • A smoked-glass wine carafe, which conjures a swarm
match them to adjacent walls and doors. They default to of bats
a plain stone wall and a plain wooden door otherwise. • A whimsically patterned cookie jar, which conjures a
The entryway can be opened normally by you and any swarm of rats
creatures you designate when you activate the sudden • An insulated hot-beverage flask, which conjures a
gate. For other creatures, the entryway is magically swarm of insects
locked with no visible latch, hinges, or keyhole. The • A finely made screw-top wooden canister labeled
entryway is impervious to damage but can be forced “Candy,” which conjures a swarm of poisonous
open with a successful Strength (Athletics) check made snakes
as an action. The DC to force the entryway depends on
how long the magic of the sudden gate lasts, determined When a swarm is conjured, it spills forth from the
by you when you throw the cube: receptacle to attack any creatures within 30 feet of the
receptacle for 1 minute. When the effect ends, the swarm
vanishes and the receptacle reseals itself. Once the recep-
Duration Strength (Athletics) Check
tacle conjures a swarm, it can’t be used again until the
1 minute DC 20 next dawn.
1 hour DC 17
24 hours DC 14 Talisman of Trap Sense
Wondrous Item, Uncommon (Requires Attunement)
This cloth headband is set with a cameo showing the
figure of a contemplative elf, their hand raised as if in

Arcadia  | Issue 22  |  November 2022 34


benediction. (The engraved figure is recognizable as a alternate forms. For example, you might pick the lock on
common image of Lynseda by any character who has a door while creating the appearance of carpenter’s tools
researched the Trapmaster.) to repair the door.
While you wear the talisman, you have advantage
on saving throws against the effects of mundane and Trap-Reaver Gloves
magical traps, including glyph of warding and similar Wondrous Item, Rare
spells, and mundane and magical traps have disadvan- Woven from fine silver thread, these gloves are so light
tage on attack rolls against you. they go almost unnoticed when worn. While wearing
the gloves, if you succeed on a saving throw against a
Trapmaster’s Icon mundane or magical trap or a trap fails an attack roll
Wondrous Item, Uncommon (Requires Attunement) against you, you can use your reaction to magically
Set on a fine chain, this icon takes the form of a silver assess and store the effect of the trap in the gloves. (The
padlock with a key inserted in it. The key turns of its gloves don’t stop the trap from being triggered to com-
own accord from time to time. When you fail a Dexterity pletion. You suffer the trap’s effects even on a successful
check using thieves’ tool while wearing the icon, you can saving throw, and other creatures making saves against
reroll the check and use either result. Once you do so, the trap gain no benefit from your use of the gloves.)
you can’t use the icon again until the next dawn. While the gloves store the essence of a trap, you can
imbue that essence into an object or location similar to
Trapmaster’s Token that which held the trap in the first place. You might
Wondrous Item, Uncommon move the effect of a trapped chest to a door, reproduce a
This fingernail-sized metal disk is etched with shifting, glyph of warding in another area, and so forth (the GM
rotating symbols, which resemble the tumblers of determines whether the new location is suitable). The
a complex lock. As an action, you can attach the original trap is not destroyed or moved, but is magically
Trapmaster’s token to another object with a thin tip—a recreated at the new location. The new trap activates
weapon, a crowbar, a walking stick, and so forth—or in the same way as the original trap, with the same DCs
remove it from an object it’s attached to. While the to locate, bypass, or disable it. The effects of a mundane
object bearing the token is on your person, you have trap (a poisoned needle, a spring-loaded blade, and so
proficiency with thieves’ tools. If you already have forth) are reproduced as a shadowy image when the
proficiency with thieves’ tools, your proficiency bonus is recreated trap is triggered. If the original trap targeted
doubled for ability checks you make using those tools. multiple creatures, the recreated trap targets only the
Additionally, as an action, you can set the tip of the creature that triggers it.
object bearing the token to a lock. If the DC to open The gloves can only store the effect of one trap at a
that lock with a Dexterity check using thieves’ tools is time. When you store the effect of a trap, you can’t use
equal to or less than 15 plus your proficiency bonus, that property of the gloves again until the next dawn, at
the lock opens. Opening the lock in this way bypasses which point any stored trap in the gloves fades away.
any trap connected to the lock that can be disabled with
a Dexterity check using thieves’ tools equal to or less Lynseda’s Legacy
than 15 plus your proficiency bonus, but triggers more
The magic items created by Lynseda fueled her unprece-
complicated traps. Once you use this property, it can’t be
dented success as a thief in more ways than one. Each of
used again until the next dawn.
the items comprising the Tools of the Trapmaster was cre-
ated to synergize with other items in the set, and as such,
Trapmaster’s Tools
a character attuned to one of the Tools of the Trapmaster
Wondrous Item, Common
who has another of the tools in their possession (attuned
These thieves’ tools appear well worn and corroded, but or not) gains the following feature:
are clearly of fine quality when handled. In addition to Trapmaster’s Synergy. When you make a Dexteri-
using the tools normally, you can speak their command ty check using thieves’ tools to disarm or set a trap, an
word to transform them into what appears to be a set of Intelligence (Investigation) check to notice or determine
well-worn artisan’s tools, common tools or implements, the workings of a trap, or a Wisdom (Perception) check
or similar gear. While in the form of artisan’s tools, the to search for a trap, you can choose to gain advantage
Trapmaster’s tools function as those tools, allowing you on the check. You can use this feature a number of times
to make use of your proficiency bonus on ability checks equal to your proficiency bonus, and you regain all ex-
if you have the appropriate tool proficiency. In addition, pended uses when you finish a long rest.
the tools function as thieves’ tools while in any of their

Arcadia  | Issue 22  |  November 2022 35


RESOURCES
MCDM TABLETOP SAFETY TOOLKIT
[Link]

You can find all issues of ARCADIA on Patreon and in the MCDM shop.

Contributors
Will Doyle is a game designer, cartographer, and veteran of the
UK video games industry. You’ll know him and his fiancée Stacey Allan
as the co-writers and co-cartographers behind many of Wizards of the
Coast’s adventure campaigns; from The Wild Beyond the Witchlight
through to Storm King’s Thunder. Will lives in Surrey, England with
Stacey and their daughter, Roxanne.

V.J. Harris is a freelance TTRPG designer and pro GM. They


publish TTRPG products on the DMs Guild and in other places,
and work with many third-party publishers. Outside of ARCADIA
8’s article, “Monstrous Components,” he is most well-known for An
Elf and an Orc Had a Little Baby Volume One and Volume Two.
They also run games over on [Link]. In his spare time,
V.J. makes TikToks and podcasts about bigotry in the TTRPG space
and the breadth and depth of the industry as a whole. Follow him on
Twitter and TikTok.

Scott Fitzgerald Gray (9th-level layabout, vindictive good) is


a writer of fantasy and speculative fiction, a fiction editor, a story editor,
and an editor and designer of roleplaying games—all of which means
he finally has the job he really wanted when he was sixteen. He shares
his life in the Western Canadian hinterland with a schoolteacher, two
itinerant daughters, and a number of animal and spirit companions.
More info on him and his work (some of it even occasionally truthful)
can be found on Twitter at @scottfgray, and by reading between the
lines at [Link].

Arcadia  | Issue 22  |  November 2022


OPEN GAME LICENSE Version 1.0a
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4. Grant and Consideration: In consideration for agreeing to use
this License, the Contributors grant You a perpetual, worldwide, Open Game License v 1.0a Copyright 2000, Wizards of the Coast,
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System Reference Document 5.1 Copyright 2016, Wizards of
5. Representation of Authority to Contribute: If You are contrib- the Coast, LLC.; Authors Mike Mearls, Jeremy Crawford, Chris
uting original material as Open Game Content, You represent that Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J.
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6. Notice of License Copyright: You must update the ARCADIA Issue 22, Copyright 2022, MCDM Productions, LLC.
COPYRIGHT NOTICE portion of this License to include the Authors: Will Doyle, V.J. Harris, Scott Fitzgerald Gray, Hannah
exact text of the COPYRIGHT NOTICE of any Open Game Rose, and James Introcaso

Arcadia  | Issue 22  |  November 2022

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