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Table Of Contents
Character Options 3
Bullywug 3
Gloura 3
Spells 4
Spell Table 3
Magic Items 5
Amulet of the Vampire 5
Armor of the Spider 5
Bracers of the Lycanthrope 5
Faerie Lantern 5
Flask of Holding 5
Ghostly Wrappings 5
Psyknife 5
Gloura Magic. You know the spare the dying cantrip. You
Character Options also learn the cure wounds spell. Once you reach 3rd level,
Ability Score Increases you learn the invisibility spell. Once you reach 5th level, you
learn the mass cure wounds spell. Once you reach 7th level,
When determining your character’s ability scores, increase
you learn the charm monster spell. You can cast each of these
one of those scores by 2 and increase a different score by 1,
spells without expending a spell slot and ignoring material
or increase three different scores by 1. Follow this rule
components. Once you cast one of these spells in this way,
regardless of the method you use to determine the scores,
you can’t cast that spell in this way again until you finish a
such as rolling or point buy
long rest. You can also cast these spells using spell slots you
have of the appropriate level. Intelligence, Wisdom, or
Languages Charisma is your spellcasting ability for these spells (choose
You can speak, read, and write Common and one other when you select this race).
language that you and your DM agree is appropriate for your Healer. You gain proficiency with Medicine. You have
character. advantage on any Medicine checks you make to stabilize a
dying creature.
Bullywug
Bullywugs are a hardy froglike people who live in remote
bogs and swamps. They largely worship a primordial deity
called Ramenos who is wholly uninterested in their wellbeing,
usually sleeping at all times and only manifesting avatars
when summoned by bullywug shamans. Ramenos was once a
capable and powerful being, but fell to thoughtless
intoxication and excess, dragging the bullywugs down with
him. Bullywugs lucky enough to escape Ramenos’s influence
are free to choose their own paths, unbeholden to the
disgraced god.
Creature Type. You are a Humanoid.
Size. You are Medium or Small. You choose the size when
you select this race.
Speed. Your walking speed is 20 feet, and you have a
swimming speed of 40 feet.
Amphibious. You can breathe air and water.
Speak with Frogs and Toads. You can speak Bullywug, and
can communicate simple concepts to frogs and toads when
you speak in Bullywug.
Swamp Camouflage. You have advantage on Dexterity
(Stealth) checks to hide in swampy terrain.
Standing Leap. Your long jump is up to 20 feet and your
high jump is up to 10 feet, with or without a running start.
Gloura
Glouras are fey creatures with mothlike wings native to the
Underdark. Often called the “unicorns of the deep” due to
their rarity, Glouras are said to be messengers of either the
Queen of Air and Darkness or the drow goddess Eilistraee,
though nooone is truly certain which if either is true. Glouras
are also known as one of the more benevolent denizens of the
Underdark, renowned for their healing abilities. Other
creatures often erect shrines to Glouras when their people
are sick or injured, hoping for one to come by and heal them.
Creature Type. You are a Fey.
Size. You are Small.
Speed. Your walking speed is 15 feet, and you have a flying
speed of 30 feet.
Droning Song. As an action you can emit a droning song
from your wings. When you do, number of creatures up to
your proficiency bonus of your choice within a 30-foot radius
that can hear you must make a Wisdom saving throw or be
charmed by you for one minute. A creature can repeat this
save at the end of each of its turns, ending the effect on a
success. The DC is equal to 8 + your proficiency bonus + your
Intelligence, Wisdom or Charisma modifier (you choose when
you select this race).
CHARACTER OPTIONS
3
Spells
Spells
Level Spell School Conc. Ritual Classes
0 Jack-O-Lantern Transmutation No No Druid, Warlock, Wizard
1st Festival Abjuration No Yes Cleric, Druid, Ranger
6th Command Spirit Enchantment Yes No Cleric, Druid, Sorcerer, Warlock, Wizard
Command Spirit Festival
6th-level enchantment 1st-level abjuration (ritual)
Classes: cleric, druid, sorcerer, warlock, wizard Classes: cleric, druid, ranger
Casting Time: 1 action Casting Time: 1 hour
Range: 30 feet Range: Touch
Components: V, S Components: V, S, M (25 gp worth of ceremonial wreaths,
Duration: Concentration, up to 10 minutes which the spell consumes)
Duration: Instantaneous (see below)
You attempt to beguile a celestial, fey, or fiend that you can
see within range. It must succeed on a Wisdom saving throw You perform one of several festival rites, influencing the
or be charmed by you for the duration. If you or creatures that natural world around you. When you cast the spell, choose
are friendly to you are fighting it, it has advantage on the one of the following festivals, the target of which must be
saving throw. within 10 feet of you throughout the casting.
While the target is charmed, you have a telepathic link with Champion. You touch one creature who wishes to be a
it as long as the two of you are on the same plane of champion and protector of nature. For the next 24 hours,
existence. You can use this telepathic link to issue commands whenever the creature makes an attack roll, it can roll 1d4
to the creature while you are conscious (no action required), and add the number rolled to the result. A creature can only
which it does its best to obey. You can specify a simple and benefit from this blessing once.
general course of action, such as “Attack that creature,” “Run Feast. You bless up to 45 pounds of food, making it
over there,” or “Fetch that object.” If the creature completes particularly nourishing. A creature who eats the blessed food
the order and doesn’t receive further direction from you, it gains 1d6 temporary hit points for 24 hours. A creature can
defends and preserves itself to the best of its ability. only benefit from this blessed food once per year.
You can use your action to take total and precise control of Harvest. You bless up to one acre of planted crops,
the target. Until the end of your next turn, the creature takes protecting them from nonmagical pests for one year or
only the actions you choose, and doesn’t do anything that you causing them to increase their yield for the next harvest. An
don’t allow it to do. During this time you can also cause the acre of crops can only benefit from this blessing once per
creature to use a reaction, but this requires you to use your year.
own reaction as well. Hunt. You touch up to two creatures, granting them a
Each time the target takes damage, it makes a new hunter’s blessing. For the next 24 hours, they can add 1d4 to
Wisdom saving throw against the spell. If the saving throw any Investigation, Nature, Perception, or Survival checks
succeeds, the spell ends. made to track or hunt wild game. A creature can only benefit
At Higher Levels. When you cast this spell using a 7th level from this blessing once per year.
spell slot, the duration is concentration, up to 1 hour. When Pyre. You touch a corpse set upon a funeral pyre and cause
you use a spell slot of 8th level or higher, the duration is it to burn to ash. A creature burned in this way cannot be the
concentration, up to 8 hours. target of an animate dead spell.
W arding. You touch a willing creature. For the next 24
hours, the creature has advantage on saving throws against
the abilities of fey, fiends, and undead. A creature can only
benefit from this blessing once per year.
Jack-O-Lantern
Transmutation cantrip
Classes: druid, warlock, wizard
Casting Time: 1 action
Range: Touch
Components: V, S, M (a hollowed gourd or root vegetable no
larger than 1 foot in any dimension)
Duration: 1 hour
You touch the hollow vegetable used in the spell’s casting,
turning it into a lantern for the duration. Until the spell ends,
the lantern sheds bright light in a 30 foot cone and dim light
for an additional 30 feet. The light can be colored as you like.
Completely covering the lantern with something opaque
blocks the light. The spell ends if you cast it again or dismiss
it as an action.
SPELLS
4
Magic Items Ghostly Wrappings
Wondrous item, uncommon (requires attunement)
Amulet of the Vampire
Wondrous item, rare (requires attunement) Semi-spectral cloth taken from a ghostly being and bound to
physical form. While attuned to this item, you can spend one
A golden amulet in the shape of a bat with ruby eyes. While minute wrapping a weapon or your fists with the cloth. While
attuned to this item, you can cast vampiric touch without wrapped in the cloth and in your possession, the weapon or
expending a spell slot. Once you use this feature you cannot fists count as magical for the purposes of overcoming
do so again until the next dusk. You can also cast the spell resistance and immunity to nonmagical damage, and can hit
using any spell slots you have of the appropriate level. creatures on the Ethereal Plane.
Armor of the Spider Psyknife
Armor (studded leather), rare Weapon (dagger), rare (requires attunement)
Armor made from the chitinous shells of giant spiders by A dagger pulsing with abberant psionic energy. Attacks with
skilled drow artisans. While wearing this armor, you ignore this magic weapon on creatures deal 1d4 additional psychic
movement restrictions caused by webbing and gain a damage on a hit and the target must make a DC 15 Wisdom
climbing speed equal to your walking speed. In addition you saving throw or be stunned for 1 round. A creature stunned
can climb difficult surfaces, including upside down on by this effect is immune to being stunned again by this effect
ceilings, without needing to make an ability check. for 24 hours.
Bracers of the Lycanthrope
Wondrous item, rare (requires attunement)
A set of furred bracers decorated with totems made of bones
and claws. While attuned to this item, you can cast alter self
without expending a spell slot, but when you cast it in this
way you must pick the Natural Weapons option. Once you use
this feature you cannot do so again until the next dusk. You
can also cast the spell using any spell slots you have of the
appropriate level.
Faerie Lantern
Wondrous item, uncommon (requires attunement)
A hollowed gourd with a grimacing face carved into it. While
attuned to this item, you can cast jack-o-lantern at will, using
it as the material component. When used to cast jack-o-
lantern in this way, you can use an action to force each
creature in the bright light cast from it to make a DC 15
Charisma saving throw or be charmed or frightened by you
(your choice) for one minute. A creature charmed or
frightened by this effect can repeat the saving throw at the
end of each of its turns, ending the effect on a success. Once
you use this property, you cannot use it again until the next
dusk.
Flask of Holding
Wondrous item, uncommon
A glass bottle with a space bending enchantment. Despite the
bottle’s small size, it can hold 50 gallons of liquid. No matter
what the bottle holds, it always weighs 3 lbs. If the flask
breaks, all of its contents spill forth. If the flask has 25 gallons
of liquid or more in it when it breaks, each creature within 5
feet of the flask must make a DC 16 Dexterity saving throw or
take 1d8 bludgeoning damage for every 5 gallons of liquid in
the flask.
MAGIC ITEMS