The Rise of Tiamat - Supplement v0.2.pdf

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Online Supplement
Version 0.2
Credits
D&D Lead Designers:
Mike Mearls, Jeremy Crawford
Designers:
Christopher Perkins, James Wyatt, Rodney
Thompson, Robert J. Schwalb, Peter Lee, Steve Townshend,
Bruce R. Cordell
Editors:
Chris Sims, Michele Carter, Scott Fitzgerald Gray,
Jennifer Clarke Wilkes
Producer:
Greg Bilsland
Art Directors:
Kate Irwin, Shauna Narciso
Graphic Designers:
Bree Heiss, Emi Tanji
Project Management:
Neil Shinkle, John Hay
Production Services:
Jefferson Dunlap, Anita Williams
Release: November 5, 2014 (version 2)
DUNGEONS & DRAGONS, D&D,
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ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, all
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Based on the original
D&D
game created by
E. Gary Gygax and Dave Arneson,
with Brian Blume, Rob Kuntz, James Ward, and Don Kaye
Available for download at
DungeonsandDragons.com
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Magic Items
This section collects the magic items referenced in
the
Rise of Tiamat
adventure. For the rules governing
magic item use, such as rarity and attunement, see
the Dungeon Master’s D&D Basic Rules, available at
DungeonsandDragons.com.
For spells referenced by magic items in the adventure
(including spell scrolls), see the “Spells” section of this
supplement and the Player’s D&D Basic Rules or the
Player’s Handbook.
Driftglobe
Wondrous item, uncommon
This small sphere of thick glass weighs 1 pound. If you
are within 60 feet of it, you can speak its command word
and cause it to emanate the
light
or
daylight
spell. Once
used, the
daylight
effect can’t be used again until the
next dawn.
You can speak another command word as an action to
make the illuminated globe rise into the air and float no
more than 5 feet off the ground. The globe hovers in this
way until you or another creature grasps it. If you move
more than 60 feet from the hovering globe, it follows
you until it is within 60 feet of you. It takes the shortest
route to do so. If prevented from moving, the globe sinks
gently to the ground and becomes inactive, and its light
winks out.
+1 Armor
Armor (light, medium, or heavy), rare
You have a +1 bonus to AC while wearing this armor.
+1 Weapon
Weapon (any), uncommon
You have a +1 bonus to attack and damage rolls made
with this magic weapon.
Elemental Gem
Wondrous item, uncommon
This gem contains a mote of elemental energy. When
you use an action to break the gem, an elemental is
summoned as if you had cast the
conjure elemental
spell, and the gem’s magic is lost. The type of gem
determines the elemental summoned by the spell.
Gem
Blue sapphire
Yellow diamond
Red corundum
Emerald
Summoned Elemental
Air elemental
Earth elemental
Fire elemental
Water elemental
Arrow of Dragon Slaying
Weapon (arrow), very rare
If a dragon takes damage from this arrow, it must make
a DC 17 Constitution saving throw, taking an extra 6d10
piercing damage on a failed save, or half as much extra
damage on a successful one.
Once an
arrow of dragon slaying
deals its extra
damage to a dragon, it becomes a nonmagical arrow.
Bag of Holding
Wondrous item, uncommon
This bag has an interior space considerably larger
than its outside dimensions, roughly 2 feet in diameter
at the mouth and 4 feet deep. The bag can hold up to
500 pounds, not exceeding a volume of 64 cubic feet.
The bag weighs 15 pounds, regardless of its contents.
Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures
and is destroyed, and its contents are scattered in the
Astral Plane. If the bag is turned inside out, its contents
spill forth, unharmed, but the bag must be put right
before it can be used again. Breathing creatures inside
the bag can survive up to a number of minutes equal
to 10 divided by the number of creatures (minimum 1
minute), after which time they begin to suffocate.
Placing a
bag of holding
inside an extradimensional
space created by a
Heward’s handy haversack, portable
hole,
or similar item instantly destroys both items and
opens a gate to the Astral Plane. The gate originates
where the one item was placed inside the other. Any
creature within 10 feet of the gate is sucked through it
to a random location on the Astral Plane. The gate then
closes. The gate is one-way only and can’t be reopened.
Plate Armor of Lightning Resistance
Armor (plate), rare (requires attunement)
You have resistance to lightning damage while you wear
this armor.
Potion of Fire Breath
Potion, uncommon
After drinking this potion, you can use a bonus action to
exhale fire at a target within 30 feet of you. The target
must make a DC 13 Dexterity saving throw, taking 4d6
fire damage on a failed save, or half as much damage on
a successful one. The effect ends after you exhale the
fire three times or when 1 hour has passed.
This potion’s orange liquid flickers, and smoke fills the
top of the container and wafts out whenever it is opened.
Potion of Frost Giant Strength
Potion, rare
When you drink the potion, your Strength score
changes to 23 for 1 hour. The potion has no effect on you
if your Strength is equal to or greater than 23.
This potion’s transparent liquid has a piece of a
gigantic fingernail from a frost giant floating in it.
Belt of Hill Giant Strength
Wondrous item, rare (requires attunement)
While wearing this belt, your Strength changes to 21. If
your Strength is already equal to or greater than 21, the
item has no effect on you.
Potion of Growth
Potion, uncommon
When you drink this potion, you gain the “enlarge”
effect of the
enlarge/reduce
spell for 1d4 hours (no
concentration required). The red in the potion’s liquid
The Rise of Tiamat v0.2 | Magic Items
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2
continuously expands from a tiny bead to color the clear
liquid around it and then contracts. Shaking the bottle
fails to interrupt this process.
Potion of Healing
Potion, rarity varies
You regain hit points when you drink this potion. The
number of hit points depends on the potion’s rarity, as
shown in the Potions of Healing table. Whatever its
potency, the potion’s red liquid glimmers when agitated.
The cylinder moves with you and remains centered on
you. However, if you move in such a way that a creature
of the specified type would be inside the cylinder, the
effect ends.
A creature can attempt to overcome the barrier by
using an action to make a DC 15 Charisma check. On
a success, the creature ceases to be affected by the
barrier.
Spell Scroll
Scroll, varies
See the “Spells” section of this supplement for
information on spell scrolls found in the adventure.
P
otions of
H
ealing
Potion of …
Healing
Greater healing
Rarity
Common
Uncommon
HP Regained
2d4 + 2
4d4 + 4
Staff of Fire
Potion of Longevity
Potion, very rare
When you drink this potion, your physical age is
reduced by 1d6 + 6 years, to a minimum of 13 years.
Each time you subsequently drink a
potion of longevity,
there is 10 percent cumulative chance that you instead
age by 1d6 + 6 years. Suspended in this amber liquid
are a scorpion’s tail, an adder’s fang, a dead spider,
and a tiny heart that, against all reason, is still beating.
These ingredients vanish when the potion is opened.
Staff, very rare (requires attunement by a druid,
sorcerer, warlock, or wizard)
You have resistance to fire damage while you hold this
staff.
The staff has 10 charges. While holding it, you can use
an action to expend 1 or more of its charges to cast one
of the following spells from it, using your spell save DC:
burning hands
(1 charge),
fireball
(3 charges), or
wall of
fire
(4 charges).
The staff regains 1d6 + 4 expended charges daily
at dawn. If you expend the last charge, roll a d20. On
a 1, the staff blackens, crumbles into cinders, and is
destroyed.
Potion of Poison
Potion, uncommon
This concoction looks, smells, and tastes like a
potion of
healing
or other beneficial potion. However, it is actually
poison masked by illusion magic. An
identify
spell
reveals its true nature.
If you drink it, you take 3d6 poison damage, and you
must succeed on a DC 13 Constitution saving throw or
be poisoned. At the start of each of your turns while you
are poisoned in this way, you take 3d6 poison damage.
At the end of each of your turns, you can repeat the
saving throw. On a successful save, the poison damage
you take on your subsequent turns decreases by 1d6.
The poison ends when the damage decreases to 0.
Wand of Fear
Wand, rare (requires attunement)
This wand has 7 charges for the following properties. It
regains 1d6 + 1 expended charges daily at dawn. If you
expend the wand’s last charge, roll a d20. On a 1, the
wand crumbles into ashes and is destroyed.
Command.
While holding the wand, you can use
an action to expend 1 charge and command another
creature to flee or grovel, as with the
command
spell
(save DC 15).
Cone of Fear.
While holding the wand, you can use
an action to expend 2 charges, causing the wand’s tip to
emit a 60-foot cone of amber light. Each creature in the
cone must succeed on a DC 15 Wisdom saving throw
or become frightened of you for 1 minute. While it is
frightened in this way, a creature must spend its turns
trying to move as far away from you as it can, and it can’t
willingly move to a space within 30 feet of you. It also
can’t take reactions. For its action, it can use only the
Dash action or try to escape from an effect that prevents
it from moving. If it has nowhere it can move, the
creature can use the Dodge action. At the end of each of
its turns, a creature can repeat the saving throw, ending
the effect on itself on a success.
Ring of Cold Resistance
Ring, rare (requires attunement)
You have resistance to cold damage while wearing this
ring, which is set with a tourmaline.
Ring of Poison Resistance
Ring, rare (requires attunement)
You have resistance to poison damage while wearing
this ring, which is set with an amethyst.
Scroll of Protection
Scroll, rare
Each
scroll of protection
works against a specific type of
creature.
Using an action to read the scroll encloses you in a
invisible barrier that extends from you to form a 5-foot-
radius, 10-foot-high cylinder. For 5 minutes, this barrier
prevents creatures of the specified type from entering or
affecting anything within the cylinder.
The Rise of Tiamat v0.2 | Magic Items
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3
The Dragon Masks
The
dragon masks
impart more to the Dragon
Whisperers because of blessings from Tiamat.
Red Dragon Mask
Wondrous item, legendary (requires attunement)
This mask of glossy crimson has swept-back horns and
spiked cheek ridges. While you wear the mask, you gain
the following benefits, in addition to those the dragon
masks share.
Damage Type.
The mask’s damage type is fire.
Dragon Fire.
If you deal fire damage to a creature or
flammable object, it starts burning. At the start of each
of its turns, a creature burning in this way takes 1d6 fire
damage. A creature that can reach the burning target
can use an action to extinguish the fire.
Dragon Mask Properties
Each
dragon mask
is a legendary wondrous item that
reshapes to fit the face and head of a wearer attuned to
it. While you are wearing any dragon mask and attuned
to it, you gain the following benefits.
Damage Absorption.
You have resistance against
the mask’s damage type. If you already have resistance
to that damage type from another source, you instead
have immunity to that damage type. If you already have
immunity to that damage type from another source,
whenever you are subjected to damage of that type, you
take none of that damage and regain a number of hit
points equal to half the damage dealt of that type.
Draconic Majesty.
While you are wearing no armor,
you can add your Charisma bonus to your Armor Class.
Dragon Breath.
If you have a breath weapon that
requires rest to recharge, it gains a recharge of 6.
Dragon Sight.
You gain darkvision out to 60 feet, or
to an additional 60 feet if you already have that sense.
Once per day, you can gain blindsight out to 30 feet for 5
minutes.
Dragon Tongue.
You can speak and understand
Draconic. You also have advantage on any Charisma
check you make against dragons that share the mask’s
color.
Legendary Resistance (1/Day).
If you fail a saving
throw, you can choose to succeed instead.
White Dragon Mask
Wondrous item, legendary (requires attunement)
This gleaming mask is white with highlights of pale
blue and is topped by a spined crest. While you wear
the mask, you gain the following benefits, in addition to
those the dragon masks share.
Damage Type.
The mask’s damage type is cold.
Winter’s Fury.
While your current hit points are equal
to or less than half your hit point maximum, you deal an
extra 1d8 cold damage with your melee attacks.
Black Dragon Mask
Wondrous item, legendary (requires attunement)
This horned mask of glossy ebony has a skull-like
mien. While you wear the mask, you gain the following
benefits, in addition to those the dragon masks share.
Damage Type.
The mask’s damage type is acid.
Water Breathing.
You can breathe underwater.
Blue Dragon Mask
Wondrous item, legendary (requires attunement)
This mask of glossy azure has spikes around its edges
and a ridged horn in its center. While you wear the
mask, you gain the following benefits, in addition to
those the dragon masks share.
Damage Type.
The mask’s damage type is lightning.
Lingering Shock.
If you deal lightning damage to a
creature, it can’t take reactions until its next turn.
Green Dragon Mask
Wondrous item, legendary (requires attunement)
This mottled green mask is surmounted by a frilled
crest and has leathery spiked plates along its jaw. While
you wear the mask, you gain the following benefits, in
addition to those the dragon masks share.
Damage Type.
The mask’s damage type is poison.
Water Breathing.
You can breathe underwater.
The Rise of Tiamat v0.2 | Magic Items
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4
Monsters
The section collects the stat blocks for monsters
referenced in the
Rise of Tiamat
adventure, excluding
those found in that adventure’s appendix.
For more information on monsters and how to read
a monster’s statistics, see the Dungeon Master’s D&D
Basic Rules or the
Monster Manual.
Wing Attack (Costs 2 Actions).
The dragon beats its wings.
Each creature within 10 feet of the dragon must succeed
on a DC 20 Dexterity saving throw or take 14 (2d6 + 7)
bludgeoning damage and be knocked prone. The dragon can
then fly up to half its flying speed.
Adult Green Dragon
Huge dragon, lawful evil
Adult Blue Dragon
Huge dragon, lawful evil
Armor Class
19 (natural armor)
Hit Points
207 (18d12 + 90)
Speed
40 ft., fly 80 ft., swim 40 ft.
STR
23 (+6)
DEX
12 (+1)
CON
21 (+5)
INT
18 (+4)
WIS
15 (+2)
CHA
17 (+3)
Armor Class
19 (natural armor)
Hit Points
225 (18d12 + 108)
Speed
40 ft., burrow 30 ft., fly 80 ft.
STR
25 (+7)
DEX
10 (+0)
CON
23 (+6)
INT
16 (+3)
WIS
15 (+2)
CHA
19 (+4)
Saving Throws
Dex +5, Con +11, Wis +7, Cha +9
Skills
Perception +12, Stealth +5
Damage Immunities
lightning
Senses
blindsight 60 ft., darkvision 120 ft., passive Perception
22
Languages
Common, Draconic
Challenge
16 (15,000 XP)
Legendary Resistance (3/Day).
If the dragon fails a saving
throw, it can choose to succeed instead.
Saving Throws
Dex +6, Con +10, Wis +7, Cha +8
Skills
Deception +8, Insight +7, Perception +12,
Persuasion +8, Stealth +6
Damage Immunities
poison
Condition Immunities
poisoned
Senses
blindsight 60 ft., darkvision 120 ft., passive Perception
22
Languages
Common, Draconic
Challenge
15 (13,000 XP)
Amphibious.
The dragon can breathe air and water.
Legendary Resistance (3/Day).
If the dragon fails a saving
throw, it can choose to succeed instead.
Actions
Multiattack.
The dragon can use its Frightful Presence. It then
makes three attacks: one with its bite and two with its claws.
Bite.
Melee Weapon Attack:
+12 to hit, reach 10 ft., one target.
Hit:
18 (2d10 + 7) piercing damage plus 5 (1d10) lightning
damage.
Claw.
Melee Weapon Attack:
+12 to hit, reach 5 ft., one target.
Hit:
14 (2d6 + 7) slashing damage.
Tail.
Melee Weapon Attack:
+12 to hit, reach 15 ft., one target.
Hit:
16 (2d8 + 7) bludgeoning damage.
Frightful Presence.
Each creature of the dragon’s choice that
is within 120 feet of the dragon and aware of it must succeed
on a DC 17 Wisdom saving throw or become frightened for 1
minute. A creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success. If a
creature’s saving throw is successful or the effect ends for it,
the creature is immune to the dragon’s Frightful Presence for
the next 24 hours.
Lightning Breath (Recharge 5–6).
The dragon exhales lightning
in a 90-foot line that is 5 feet wide. Each creature in that line
must make a DC 19 Dexterity saving throw, taking 66 (12d10)
lightning damage on a failed save, or half as much damage on
a successful one.
Actions
Multiattack.
The dragon can use its Frightful Presence. It then
makes three attacks: one with its bite and two with its claws.
Bite.
Melee Weapon Attack:
+11 to hit, reach 10 ft., one target.
Hit:
17 (2d10 + 6) piercing damage plus 7 (2d6) poison damage.
Claw.
Melee Weapon Attack:
+11 to hit, reach 5 ft., one target.
Hit:
13 (2d6 + 6) slashing damage.
Tail.
Melee Weapon Attack:
+11 to hit, reach 15 ft., one target.
Hit:
15 (2d8 + 6) bludgeoning damage.
Frightful Presence.
Each creature of the dragon’s choice that
is within 120 feet of the dragon and aware of it must succeed
on a DC 16 Wisdom saving throw or become frightened for 1
minute. A creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success. If a
creature’s saving throw is successful or the effect ends for it,
the creature is immune to the dragon’s Frightful Presence for
the next 24 hours.
Poison Breath (Recharge 5–6).
The dragon exhales poisonous
gas in a 60-foot cone. Each creature in that area must make a DC
18 Constitution saving throw, taking 56 (16d6) poison damage
on a failed save, or half as much damage on a successful one.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used
at a time and only at the end of another creature’s turn. The
dragon regains spent legendary actions at the start of its turn.
Detect.
The dragon makes a Wisdom (Perception) check.
Tail Attack.
The dragon makes a tail attack.
Wing Attack (Costs 2 Actions).
The dragon beats its wings.
Each creature within 10 feet of the dragon must succeed
on a DC 19 Dexterity saving throw or take 13 (2d6 + 6)
bludgeoning damage and be knocked prone. The dragon can
then fly up to half its flying speed.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used
at a time and only at the end of another creature’s turn. The
dragon regains spent legendary actions at the start of its turn.
Detect.
The dragon makes a Wisdom (Perception) check.
Tail Attack.
The dragon makes a tail attack.
The Rise of Tiamat v0.2 | Monsters
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5
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