Wednesday, December 31, 2025

Beydrill Stotch, Gnome Druid

Name: Beydrill Stotch
Ancestry: Gnome / XP: 30 / Rank: Seasoned
 
Attributes 
Agi: d6
Sma: d6
Spi: d8
Str: d6
Vig: d8
 
Skills: Climb: d6, Faith: d8, Fighting: d6, Healing: d6, Investigation: d6, Know (Nature): d6, Notice: d6, Shooting: d6, Survival: d6

Info: Pace: 6 / Parry: 5 / Toughness: 7 (1 - Bee Armor +1) 

Quarterstaff: Attk: d6 / D: d4+d6 / R: Melee / Special: Parry +1 (6)
 
Dagger: Attk: d6 / D: d4+d6 / R: 3/6/12
 
Sling: Attk: d6 / D: d4+d6 / R: 4/8/16 
 
Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Healer's Kit, Potion of Greater Boost Vigor, Potion of Extra Healing, Helm of Teleportation (Power: Teleport - Casting Die: D8 - Power Points: 10)
 
Traits 
Gnome: Small. Low Light Vision. Hobby: Begin play with a free d6 in Knowledge.
 
Edges: Arcane Background (Miracles)
 
Hindrances: Clueless, Delusional (Mi), Quirk, Small 
 
Arcane Background - Miracles (Druidism) 
Skill Die: d8 / # of Powers: 6 / Power Points: 15

Beast Friend, Bolt, Damage Field, Healing, Shape Change, Succor 
 
Notes 
  • Beydrill Stotch is a gnome druid who lives out of Beesbrook Hall. Actually, he lives on a shack near the hall as the old members of House Honeyholm have long abandoned their old estate due a combination of inheritance disputes, murder, and one member of the family's fear of bees.
  • Naturally has a number of powers that involve befriending, healing, and damaging targets with forms of stingers, summoning bees, or providing honey.
  • When not wearing his standard workman's tunic and breeches, Beydrill likes to wear his druidic costume that he made himself. It is not uncommon to see him dancing with the swarm in a yellow-and-black bee costume. 

Tuesday, December 30, 2025

Wes McCastlain - Human Hunter

 

Name: Wesley 'Wes' McCastlain
Ancestry: Human / XP: 25 / Rank: Seasoned

Attributes 
Agi: d8
Sma: d6
Spi: d6
Str: d8
Vig: d8

Skills: Fighting: d6, Notice: d6, Riding: d6, Shooting: d8, Stealth: d6, Survival: d8, Tracking: d8

Info: Pace: 6 / Parry: 5 / Toughness: 8 (2 - Light Chain) / Charisma: +2

Skettis Iron Rifle: Attk: d8 / D: 2d8 / R: 24/48/96 / AP: 2

Alliance Pattern Pistol: Attk: d8 / D: 2d6 / R: 12/24/48 / AP: 1

Hunting Knife: Attk: d6 / D: d4+d8 / R: 4/8/16

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Hearthstone, Ammo Pouch, Spare Gunpowder, Potion of Healing (x2), Potion of Antivenom, Journal, Inkpen, Ink

Traits 
Human: Free Edge.

Edges: Marksman, Noble, Woodsman

Hindrances: Code of Honor, Loyal, Quirk

Notes 

  •  Wesley 'Wes' McCastlain is the youngest son of John and Reena McCastlain and a member of the McCastlain Clan. One of human families that had managed to evade and resist the orcish occupation of Stormwind and the Elwynn Forest during the First War and provided crucial behind-the-lines raiding and sabotage to aid the forces of the Grand Alliance during the Second War.
  • Was a member of 4th Legion during the Fourth War of Azeroth between the New Horde and the Grand Alliance. He served with distinction along with elements of the Ironforge Expeditionary Force, The Sons of Arathor, Stromgarde Brigade, and Elwynn Coldstream Guards against the Hamerfall Outriders, The Rose and Thorns Sin'dorei Chapter, and The Forsaken Defilers Brigade during the the Arathi Warfront.
  • Since the war, has tried to leave the life of a soldier behind by becoming a big game hunter. Writing about his experience in the field for Azeroth Sportsman, The Privateer, and The Nesingwary Journal. Back home, Wes is viewed as the black sheep of the family, with little expectation and at times, only regret from his father that the star of the family, Laurence McCastlain was killed during the 7th Legion invasion of Zul'dazar.

Monday, December 29, 2025

Winifred Gwenna - Ice Genasi Warlock

 

Name: Winifred Gwenna
Ancestry: Genasi / Stock: Ice / Class: Warlock / Level: 6

Attributes 
Str: 12 / 
Dex: 14 / +1
Con: 15 / +1
Int: 14 / +1
Wis: 14 / +1
Cha: 16 / +2

Saves 
Death: 10
Wands: 11
Petrify: 10
Breath: 13
Spells: 11

Info 
AC (Robes + Cloak of Protection): 13
BtH: +3
HP: 25

Quarterstaff: Attk: +3 / D: 1d4 / R: Melee

Dagger: Attk: +3 / D: 1d4 / R: Thrown (+3)

Shortbow: Attk: +4 / D: 1d6 / R: Near

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Immovable Rod, Wand of Cold, Potion of Healing, Potion of Resist Fire (x2)

Traits 
Ice Genasi: Infravision. Fire Vulnerability: Take +1 bonus point of Fire Damage per die rolled. Cold Resistance: -1 Cold damage from every die rolled to a minimum of 1. Innate Spells (1/day per Spell): Detect Magic, Resist Cold

Spellcasting 
1st - Slots: 2: Light, Sleep

2nd - Slots: 2: Phantasmal Force, Web

3rd - Slots: 2: Lightning Bolt, Protection from Normal Missiles

Notes 

  • Winifred Gwenna is an Ice Genasi Warlock and servant of her patron, Cryoax the Frozenhearted, the Arch-Elemental lord of the Paraelemental Plane of Ice. Her powers are a direct link between the elemental plane and the prime material plane. She lives far in the north where the great ships glide over lakes of ice and the ice elves lives. It's the same region that Seytwin pilots the Windfall.
  • Is a keeper of a Wand of Cold. A gift from her patron, Cryoax the Fronzehearted as one of several means of personal defense.
  • Is traveling on the Windfall, furious that a hostile Snow Elf chieftain and his men attacked her hovel, destroyed several minor ice elementals she was dealing with and drove her from her home. She has vowed to reclaim her property and is willing to team up with the chieftain's rival to accomplish her goals.

Friday, December 26, 2025

Longinus the Younger

Name: Longinus the Younger

Ancestry: Human / Class: Paladin / Level: 1 


Attributes
Str: 16 / +2
Dex: 12 / +0
Con: 16 / +2
Int: 14 / +1
Wis: 14 / +1
Cha: 15 / +1


Saving Throws
Death/Poison: 12
Wands: 13
Paralysis: 14
Breath: 15

Spells: 17


Info
AC (Chain + Shield): 16

BtH: +1

HP: 10


Longsword: Attk: +3 / D: 1d8+2 / R: Melee


Dagger: Attk: +3 / D: 1d4+2 / R: Thrown (+1)


Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Rope


Traits
Human: Extra Effort (1/day): Once per day, a Human may roll a d20 twice and take the better of the two results.


Lay on Hands (1/day): 3 Points


Smite Evil (1/Day)


Protection From Evil


Detect Evil (At Will)


Notes

  • Longinus the Younger is the son of Longinus, or Longinus the Elder, and is the lawful heir to Villa Cassia located in the Kraktos Region and represents one of several colonizing families from the Old Empire of Thyatis who served Duke Karameikos in settling and placing the Grand Duchy under the Duke's Law. The Longini Clan are faithful, tough people, but not the most imaginative when it comes to name.
  • Has taken part of the 'Shearing' where he was temporarily 'disowned' and encouraged to seek his fortune for at least a year. He started his own adventuring company to the north of the region around Gateway, working for the Merchant Cliffton Caldwell.
  • Is a Paladin in service Tarastia. the Mistress of Truth and Order. His Sentinel Shield is emblazoned with her iconography.


Magic Item - Nicklaus' Instant Workshop

 

Nicklaus' Instant Workshop

Wondrous Item

This palm-sized figurine resembles a folded toy workshop carved from polished pinewood and decorated with tiny painted windows, silver runes, and miniature shutters. When shaken, it emits a faint jingling sound and smells of fresh sawdust, warm oil, pine resin, and peppermint.

When placed upon the ground and its command word spoken, the figurine unfolds and expands over the course of 1 round into a fully equipped magical workshop.

The workshop occupies a 20-foot-square area and stands approximately 30 feet high, complete with chimneys, workbenches, tool racks, storage lofts, reinforced doors, and a permanently warm hearth.

The entrance always faces the item's owner.

Workshop Structure

Each exterior wall has:

AC: 18
HP: 100

The doors and shutters are reinforced hardwood bound with iron and may be locked from within.

The workshop is a magical structure and receives the normal saving throws of a magic item.

Unlike an instant fortress, the workshop is not intended as a defensive stronghold and does not extend foundations deep into the ground. It must therefore be deployed upon reasonably stable terrain.

I like AC 18 here rather than the original 15. C&C magic objects tend to be sturdier, and the structure should still be substantially easier to breach than an adamantine fortress.

Artisan's Haven

The interior contains magically maintained examples of most ordinary crafting equipment: benches, clamps, anvils, small furnaces, carving stations, sewing frames, basic measuring implements, and similar tools.

A creature using an appropriate craft, profession, or artisan ability within the workshop receives a +4 bonus on checks related to crafting, repairing, or evaluating manufactured goods.

This bonus does not grant proficiency or specialized knowledge the creature does not possess.

That is the conversion I prefer for the original “advantage.”

Efficient Crafting

The workshop's enchanted tools, perfect lighting, self-heating furnaces, and magically organized workspace greatly accelerate mundane labor.

Any nonmagical object constructed or repaired entirely within the workshop requires only half the normal amount of time, to a minimum of 1 hour.

This does not reduce the cost of raw materials.

Magic-item creation is not accelerated by this property unless the Castle Keeper specifically allows it.

I would explicitly keep magical crafting outside this benefit. Otherwise this one item starts interfering with C&C's entire magic-item creation economy.

Warm Hearth

The interior remains pleasantly warm regardless of ordinary exterior cold.

Creatures resting or working within the workshop are protected from natural extreme cold and receive a +4 bonus on Constitution saves against magically induced cold weather or similar environmental exposure.

This protection does not grant resistance to direct cold attacks, spells, breath weapons, or similar effects.

Toymaker's Magic

Once per day, the workshop's owner may activate its greatest crafting enchantment while standing inside.

This ability functions as fabricate, but may affect only ordinary:

  • wood
  • cloth
  • leather
  • iron
  • steel
  • copper
  • brass
  • or similar common crafting materials.

The effect cannot create magical items, alchemical substances, precious gems, coinage, special materials, or objects requiring craftsmanship beyond that possessed by the user.

For purposes of this ability, treat the effect as though produced by a 9th-level caster.

That restriction is important. The workshop should feel miraculous without becoming an automated source of mithral plate, jewelry, or free treasure.

Folding the Workshop

The owner may speak a second command word while touching the workshop.

At the end of that round, the structure folds inward upon itself and returns to figurine form.

The workshop cannot fold while creatures remain inside.

Any unattended mundane objects that belong to the workshop—benches, tools, furnishings, and so forth—fold away with it. Objects brought into the workshop do not disappear into extradimensional storage and must be removed first.

I would change that from the original automatic ejection. The C&C Instant Fortress specifically cannot be deactivated unless empty of creatures, and I think borrowing that restriction makes this feel considerably more native.

Damage and Recovery

If one or more walls are damaged, that damage remains when the workshop is returned to figurine form.

Mundane repairs may restore damaged walls at the Castle Keeper's discretion, provided proper timber, iron fittings, and skilled labor are available.

If the workshop is reduced to 0 hit points, it immediately collapses into its figurine form and becomes inert.

After 7 days, its magic restores enough of the structure for it to function normally again.

I would keep your seven-day self-restoration. This is one of the places where I would deliberately make it more forgiving than the actual Instant Fortress, because C&C's fortress is extremely harsh: damage to it can normally only be repaired by wish.

That severity suits an adamantine siege tower. It feels unnecessarily punitive for a whimsical portable workshop.

Deployment Hazards

Unlike an instant fortress, Nicklaus' Workshop expands carefully around nearby creatures and objects.

If insufficient space exists for the structure to deploy safely, activation simply fails.

This is another distinction I would preserve deliberately. The actual Instant Fortress can deal 10d10 damage to creatures caught in its sudden expansion.

Nicklaus did not build his workshop to pancake the apprentices.

Value

I would peg it at approximately:

GP Value: 30,000 gp
XP Value: 4,500 XP


Notes 
  • Created by the mysterious and powerful magical Nicklaus or Nicklaus the Red, the instant workshop is a marvel along with Archmagi Daern's Instant Fortress. Simply place the workshop and speak the command word in order to create an a Artificer's dream of a base and foundry.
  • Is a replica of THE workshop used by The Toymaker of the North in order to fabricate toys and decorations for the festive months of the Known World.
  • Only one of the instant workshops has fallen to an evil servant of the Toy Maker, and it used to create bad versions of toys to be given over to naughty children of the Known World.

Thursday, December 25, 2025

Spell - Holiday Cheer

Holiday Cheer

Level: Druid 2
School: Evocation
Components: V, S, M
Casting Time: 10 minutes
Range: 30 ft.
Duration: 1 hour
Saving Throw: None
Spell Resistance: No

The caster creates an atmosphere of supernatural warmth, merriment, and goodwill. Soft music seems to drift from nowhere, fires glow more brightly, comforting scents fill the air, and harmless magical treats and warm drinks may briefly appear.

The caster chooses up to six willing living creatures within range who can see or hear the caster.

Each affected creature gains 1d8 temporary hit points.

These temporary hit points increase as the caster becomes more powerful:

  • 3rd–5th level: 1d8
  • 6th–8th level: 1d8+2
  • 9th–11th level: 2d8
  • 12th level and higher: 2d8+2

Temporary hit points granted by holiday cheer do not stack with themselves or with another casting of this spell; use only the greater amount.

While a creature retains at least one temporary hit point from this spell, it gains a +4 bonus on its next saving throw against fear or charm.

Once that saving throw is made, the bonus is expended whether the save succeeds or fails.

The spell has no effect on constructs or undead.

The food and drink conjured by the spell are pleasant but insubstantial. They provide no nourishment and vanish when the spell ends.

Material Component

The material component is a small festive object—a bell, ribbon, ornament, sweet, sprig of evergreen, or similar token—worth at least 5 gp. The item is consumed during casting.

Notes 

  • Developed by the mages of the far north, Holiday Cheer, is known to create warm drinks such as hot cocoa, toffee, and cider along with the festive candies. The drinks are not enough to beat back the chill of the cold environment, it won't save a life against exposure, but it should provide a degree of comfort on cold winter's nights.
  • Spell typically used by Bards, who excel at magic that entertains and enchants, as well as Druids, who have influence over the old magic that permeates through the north.
  • Is not connected to any specific magic-user such as Rary, Melf, Ottiluke, or Rabni. It looks like nobody has ownership over either the concept or the spell 'Holiday Cheer' 

Wednesday, December 24, 2025

Ezer, Dohwar Merchant

Ezer, Dohwar Merchant Prince

President-Tier Merchant Prince

NO. ENCOUNTERED: 1
SIZE: Small
HD: 9d8+9 (49 hp)
MOVE: 20 ft., Swim 40 ft.
AC: 15
ATTACKS: Swordcane +1 +10 (1d6+1); Dagger +9 (1d4); Derringer +10 (1d8+1)
SPECIAL: Belly Slide, Cold Adaptation, Merchant Prince, Silent Speech, Mind Reading, Backstab, Legerdemain, Shadowcraft, Arcane Legerdemain, Minor Arcana, Subtle Ambush
SAVES: M
INT: High
ALIGNMENT: Chaotic Neutral
TYPE: Humanoid (Dohwar)
TREASURE: 8
XP: 1,100 + 9/hp

Belly Slide

On ice, packed snow, or similarly slick surfaces, Ezer may move at his normal land speed while prone and does not suffer the usual penalties for crawling or slipping.

Cold Adaptation

Ezer is immune to the harmful effects of ordinary environmental cold and exposure.

Magical or supernatural cold affects him normally.

Merchant Prince

Ezer gains a +7 bonus on checks involving appraisal, trade goods, gems, cargo, contracts, finance, negotiation, mercantile custom, etiquette, and detecting commercial fraud or deception.

He is exceptionally skilled at determining not only what something is worth, but what someone is willing to pay for it.

Silent Speech

Ezer may establish telepathic communication with one willing creature within 60 feet.

This does not allow him to read thoughts unless he uses Mind Reading.

Mind Reading

Three times per day, Ezer may read the surface thoughts of one creature within 60 feet, functioning similarly to ESP.

Surface thoughts may be perceived normally. Attempts to probe deeper thoughts or concealed intentions allow the target a Wisdom save, CL 9, to resist.

Backstab

When Ezer attacks a creature that is unaware of him, completely surprised, or otherwise unable to defend itself properly against him, he gains +4 to hit and inflicts ×4 damage with a melee weapon.

Legerdemain

Ezer gains a +6 bonus on checks involving picking pockets, opening locks, disabling traps, sleight of hand, concealing small objects, and similar delicate criminal work.

While wearing his Cufflinks of Thievery, this bonus increases to +8 for picking pockets and opening locks.

Shadowcraft

Ezer gains a +5 bonus on checks involving hiding, moving silently, listening, observation, climbing, and infiltration.

His Cape of Elvenkind may improve his ability to hide further when its normal conditions apply.

Arcane Legerdemain

Ezer may perform minor magical manipulations at will, functioning like simple mage hand or prestidigitation effects.

He may move unattended small objects, palm or retrieve objects, manipulate simple tools at short range, create harmless distractions, clean or soil items, and perform similar tricks.

When Arcane Legerdemain directly assists an appropriate Legerdemain check, Ezer gains an additional +2 bonus.

Minor Arcana

Ezer uses the following spell-like abilities as a 9th-level caster.

2/day each:
Charm Person, Detect Magic

1/day each:
Feather Fall, Mirror Image, See Invisibility, Suggestion

Subtle Ambush

When Ezer uses Charm Person, Suggestion, Mind Reading, or another hostile mind-affecting magical effect against a creature that is surprised, unaware of him, or believes him to be non-hostile, the target suffers –2 on its saving throw.

Swordcane +1

Attack: +10
Damage: 1d6+1
Range: Melee
Special: Concealed

The blade is hidden within an elegant walking cane. Ezer gains +6 on checks made to conceal or disguise the weapon's true nature.

Dagger

Attack: +9
Damage: 1d4
Range: Melee or thrown

Derringer

Attack: +10
Damage: 1d8+1
Range: Close
Special: Concealed

Ezer gains +6 on checks made to conceal the weapon or draw it without immediately revealing his intentions.

Magic Items

Cape of Elvenkind: Functions normally.

Ring of Mind Shielding: Protects Ezer from unwanted mental intrusion and divinatory attempts to read his thoughts.

Bag of Holding: Used primarily for trade goods, documents, samples, valuables, and emergency supplies.

Dust of Disappearance: Reserved for emergencies and sudden extraction.

Cufflinks of Thievery: Grant +2 on checks to pick pockets or open locks.

Pocketwatch of Shielding: Functions as a Brooch of Shielding.

Gear and Retinue

Ezer carries a pack, canteen, rations, tent, bedroll, tincture of mint, ledger, inkpen, ink, correspondence, contracts, samples, and trade records.

He is commonly accompanied by several interns and junior hirelings who carry luggage, samples, ledgers, correspondence, and other burdens. They are generally noncombatants unless the Castle Keeper determines otherwise.

Notes 

  • Ezer is a Dohwar merchant of the Ezer & Artis Combine. The merger he shares when he mated with his longtime girlfriend and mate, Artis, who was part of visual bardic cooperative before mating with Ezer. The two are a smaller independent trade and transport dealing in toys, knickknacks, and candies on behalf of the greater Tango & Associates Dohwar guild out of the planet Ise, the frozen homeworld of both the Dohwar and White Ursoid. The planet is headquarters for several Dohwar guilds.
  •  Is attempting to make the big run of bringing holiday cheer across Wildspace onboard his trade coaster, Redwing, he is currently moving goods in Casa Space with plans to bring toys and goods to clients living on Ironpiece while attempting to avoid trouble and save his cargo between Rock of Bral and the gnomish colony.
  • Has learned the path of the merchant while receiving his Certification of Business at U.S.E. (The Ursa School of Economics) with Ursa being the major city located on Ezer's home world. 

Tuesday, December 23, 2025

The Yeti - A Player Ancestry

 

Yeti

Languages: Common, Giant
Size: Medium
Movement: 30 ft.
Typical Classes: Fighter, Ranger, Barbarian, Druid, Cleric
Attribute Modifiers: +1 Strength, +1 Constitution, –1 Charisma

Powerful Build: Treat as one size larger for carrying, lifting, pushing, dragging, and similar feats of raw strength.

Mountain Born: Immune to ordinary altitude penalties; +2 on saves against natural cold, exposure, thin air, and severe mountain weather. Against cold attacks, successful saves negate damage and failed saves halve it.

Natural Armor: 12 while unarmored; stacks with shields, not armor.

Natural Fighting: Claws, fists, or similar natural attacks deal 1d6 damage.

Darkvision: 60 ft.

Mountain Stalker: +2 on Hide, Move Silently, Survival, Tracking, climbing, balance, or footing checks in mountain, snow, ice, glacier, alpine, or similar cold wilderness environments.

Keen Smell: +2 Wisdom checks involving scent.

Monday, December 22, 2025

Magic Item - Nicklaus Wondrous Sleigh

Nicklaus’ Wondrous Sleigh

Wondrous Item

This finely carved wooden sleigh is small enough to rest comfortably in two hands. It is painted in festive reds, greens, whites, and golds, with tiny silver runners and detailed carvings of holly, bells, stars, and winter animals.

When shaken gently, faint bells may be heard from somewhere far away.

Upon placing the sleigh on the ground and speaking its command word, the toy grows over the course of 1 round into a full-sized magical sleigh. At the same moment, a team of spectral beasts appears before it in harness.

The beasts may resemble reindeer, elk, goats, great white owls, winter wolves, or other appropriate creatures chosen when the sleigh is first created.

Sleigh Form

When fully expanded, the sleigh is a Large magical vehicle.

AC: 18
HP: 60
MOVE: 40 ft. (fly)
Capacity: Six Medium creatures, or equivalent passengers and cargo

The sleigh may hover and requires no ground beneath its runners.

It ignores ordinary difficult terrain while moving on the ground or flying.

I would use AC 18 / 60 hp here. It is more substantial than an ordinary conveyance but considerably less fortress-like than Nicklaus’ Instant Workshop or the true Instant Fortress.

Spectral Team

The sleigh is drawn by a team of spectral magical beasts.

These creatures are not independent beings. They are manifestations of the sleigh’s magic and exist only to pull it.

They:

  • cannot attack,
  • cannot be attacked or targeted,
  • cannot be separated from the sleigh,
  • require no food, rest, or care,
  • and disappear immediately when the sleigh returns to toy form.

The team may pass through mundane creatures and objects without harm, though the sleigh itself remains solid and must have room to pass.

That last distinction is important. Otherwise the incorporeal reindeer accidentally turn the whole vehicle into an ethereal transport.

Command of the Reins

Any creature seated in the driver’s position may control the sleigh by holding its reins and speaking ordinary commands.

No check is required for normal travel.

Difficult aerial maneuvers, flying through storms, sharp evasive turns, landing on dangerous terrain, or similar situations may require an appropriate Dexterity or Wisdom check, with the Challenge Level determined by the Castle Keeper.

If no one controls the sleigh, it hovers in place.

Winter Road

The sleigh is particularly well suited to snow and ice.

While traveling over snow, ice, or similar winter terrain, it may descend and skim along the surface without reducing its movement.

It leaves behind no physical tracks unless its driver wishes it to.

This gives it a bit of holiday magic without adding another big mechanical subsystem.

Merry Passage

Creatures riding within the sleigh are protected from ordinary exposure to severe winter weather.

Passengers remain comfortably warm in natural cold and gain a +4 bonus on Constitution saves against extreme cold, freezing wind, or similar environmental hazards.

This does not protect against magical cold, breath weapons, or direct cold attacks.

I like this ability quite a bit because it makes the sleigh feel like an actual winter expedition vehicle rather than merely a flying cart.

Sleigh Bells

Once per day, the driver may command the sleigh’s bells to ring with magical clarity.

For 1 turn, allies riding in or moving within 30 feet of the sleigh receive a +2 bonus on saving throws against fear.

The bells can be heard clearly despite ordinary wind, snowfall, or distance within that radius.

This is where I would give it one small “holiday cheer” ability, but nothing combat-dominating.

Swift Across the Sky

Once per day, the driver may speak a second command word and urge the spectral team onward.

For 1 turn, the sleigh’s flying movement increases from 40 feet to 80 feet.

During this time it cannot hover; it must move at least 20 feet each round.

That gives us a proper “dash across the Christmas sky” moment without making 80-foot flight its permanent state.

Folding the Sleigh

The owner may speak the dismissal command while touching the sleigh.

At the end of that round, the spectral team disappears and the sleigh folds smoothly back into its miniature wooden form.

The sleigh cannot return to toy form while creatures remain aboard.

Unattended mundane cargo must also be removed first.

That follows the same logic as the C&C Folding Boat, which cannot fold while creatures remain inside.

Damage and Repair

Damage to the sleigh remains when it returns to miniature form.

A skilled carpenter, wheelwright, or similar craftsman may repair it using ordinary materials and tools. Each hour of work restores 1d6 hit points on a successful appropriate check, with a suggested CL 3.

If reduced to 0 hit points, the sleigh collapses into toy form and becomes inert.

It cannot be activated again until 7 days have passed, at which point its magic restores it to full function.

Cost 

GP Value: 35,000 gp
XP Value: 5,000 XP

Friday, December 19, 2025

Conjure Gift

Conjure Gift

Level: Wizard 4
School: Conjuration
Components: V, S, M
Casting Time: 1 minute
Range: 10 ft.
Duration: Permanent
Saving Throw: None
Spell Resistance: No

The caster places a decorative box, wrapped parcel, sack, chest, or similar container before them and performs the spell. At the conclusion of the casting, the container vanishes and is replaced by a brightly wrapped present in an unoccupied space within range.

When opened, the present contains one non-magical mundane object chosen by the caster.

The created object must meet all of the following requirements:

  • It must be a weapon, suit of armor, tool kit, piece of adventuring equipment, or other ordinary manufactured object.
  • It may be no larger than Medium size.
  • It must be composed primarily of common materials such as iron, steel, wood, leather, cloth, rope, glass, ceramic, or similar substances.
  • Its normal market value may not exceed 100 gp.
  • It cannot be magical, masterwork, alchemical, poisonous, made from special or exotic materials, or possess extraordinary craftsmanship.
  • It cannot be a living creature, food, drink, coinage, gems, jewelry, artwork, or a material component intended for use in another spell.

The conjured object is real and permanent. It functions exactly as an ordinary example of its kind.

However, all objects created by conjure gift bear subtle arcane markings—snowflake-like sigils, tiny stars, ribbons that seem woven into the material, or some similar indication of their magical origin. These marks cannot be removed without destroying the item.

Because their supernatural origin is readily identifiable, conjured gifts have little value as merchandise. They can normally be traded for no more than half their ordinary market value, and merchants familiar with such magic may refuse them entirely.

Increased Value

Beginning at 9th caster level, the maximum value of the conjured object increases by 50 gp for every two caster levels beyond 7th, as follows:

Caster LevelMaximum Value
7th–8th100 gp
9th–10th150 gp
11th–12th200 gp
13th–14th250 gp
15th–16th300 gp
17th–18th350 gp
19th+400 gp

 

Notes

  • Often found in the spellbook of fellow 'gift givers' from the northern region, Conjure Gift, sometimes known as Nicklaus' Conjure Gift creates a present that can contain anything from a toy to tools to suits of armor to weapons. Anything drawn will typically have a festive appearance with lots of reds, greens, and snowflake images decorating the item.
  • Often creates localized illusory phenomenon, such as jingling bells or brief flurry of snow flakes when the gift is presented to the recipient.
  • Gifts generally manifest in the desires of the recipient, but depending on alignment and the current attitude of the caster, the gift can manifest unexpected objects, such as an item of dubious quality, coal, or woolen socks of various festive colors.

Thursday, December 18, 2025

Polar Ray

Polar Ray

Level: Wizard 6
Components: V, S, F
Casting Time: 1
Range: 50 ft. + 10 ft./level
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

A brilliant blue-white ray of bitter cold springs from the caster's hand toward a single creature.

The caster must make a ranged touch attack to strike the target. On a successful hit, the ray deals 1d6 points of cold damage per caster level, to a maximum of 15d6.

Creatures immune to cold suffer no damage. Creatures possessing resistance to cold apply that resistance normally.

The ray freezes moisture along its path, leaving a brief trail of frost and ice crystals in the air.

Notes 

  • A powerful spell used by cryomancers and certain druid circles that deal in the northern circles, Polar Ray is a damaging cold-based spell that is capable of encasing targets when reducing the 0 HP, allowing the possibility to take prisoners, provided the mage has an ability to heal the targets once the encasing ice melts.
  • The passing beam is said to be able to douse torches, snuff candles, and crack lantern glass as it whistles by to strike its target. 
  • Sometimes known as Melf's Polar Ray and is possibly one of the secret spells that the gray elf developed. He is currently in a naming rights dispute with Rabni the Elder thus the use of the spells 'generic spell' over any attribution.  

Wednesday, December 17, 2025

Cola Bear

Cola Bear

Large magical beast; neutral good

Armor Class: 14
Hit Dice: 5 (22 hp)
Attacks: 1 bite (1d8) and 2 paws (1d4+1 each)
THAC0: +5
Movement: 120’ (40’)
Swimming: 90’ (30’)
Saving Throws: D10 W11 P12 B13 S14
Morale: 9
Alignment: Neutral
XP: 350
Number Appearing: 1 (1d3)
Treasure Type: None

Intelligence: Low
Languages: Understands Common but cannot speak.

Keen Scent: Cola bears are difficult to surprise when scent could reveal approaching creatures. They are surprised only on a roll of 1-in-6 in such circumstances.

Winter Wanderer: Snow, ice, and natural winter conditions do not reduce a cola bear’s movement. It is unharmed by mundane cold.

Cheer Bear: Friendly creatures within 10’ of a cola bear gain a +2 bonus to saving throws against fear and charm effects.

Living Keg: A magical barrel strapped to the bear’s back continuously produces sweet, sparkling cola. A friendly creature adjacent to the bear may spend one round drawing and drinking a serving.

The drinker immediately regains 1d6+1 hit points and gains a +2 bonus to its next saving throw against poison, disease, or other effects resisted through physical fortitude, provided the save occurs within 1 turn.

A creature may benefit from the cola only once per day.

The barrel refills magically and normally contains enough cola for 6 servings at any one time.

Jolly Jingle: Once per encounter, the cola bear may shake the bells attached to its harness instead of attacking.

All allies within 30’ gain 1d4 temporary hit points for 1 turn. These hit points may raise a creature above its normal maximum and are lost first when damage is suffered.

Hostile creatures within 30’ must save versus Spells or suffer a –2 penalty to their next attack roll.

Combat: A cola bear attacks with one bite and two paw attacks each round. It normally fights only in self-defense or in defense of friendly creatures.

Notes 

  • Providing cheer, comfort, and necessary fuel for all those exploring the North Pole, it is the Cola Bear! These specially trained polar bears are entrusted with hauling morale boosting, sharp tasting cola on their backs. Typically in original flavor, but sometimes in holiday appropriate 'spiced' and 'aged vanilla.'
  • Allies of the Cola Bear have a better chance to resist fear and charm spell and effect. They can also gain temporary hit points by either sampling a refresh cola beverage or finding joy the jingling bells that hangs from the bear's back.
  •  While trying to maintain their jolly facade, a Cola Bear will defend their cargo and their allies. A Cola bear is capable of both paw and bite attacks.

Tuesday, December 16, 2025

Nutcracker Mercenary

Nutcracker Mercenary

Medium construct; any alignment

Armor Class: 15
Hit Dice: 3 (14 hp)
Attacks: 1 musket (1d10) or 1 bayonet (1d6+1)
THAC0: +3
Movement: 90’ (30’)
Saving Throws: D12 W13 P14 B15 S16
Morale: 11
Alignment: Any
XP: 50
Number Appearing: 1d4 (2d6)
Treasure Type: U

Darkvision: 60’.

Construct: Nutcracker mercenaries are immune to disease and magical sleep. They gain a +2 bonus to saving throws against poison.

They do not require food, drink, or sleep, though they must remain motionless for several hours each day while their internal mechanisms reset.

Disciplined Fire: Nutcracker mercenaries suffer no additional penalty for firing a musket at long range beyond the normal range modifier.

Musket:
Damage 1d10
Range 5’–50’ / 51’–100’ / 101’–140’
Properties: Club (1d6), Loud, Misfire, Missile, Reload, Slow, Two-handed

Bayonet: When a bayonet is fixed, the musket may be used as a melee weapon for 1d6+1 damage.

Set Bayonet: If a nutcracker mercenary spends its action bracing its bayonet against an approaching enemy, it gains +2 to hit and +2 damage against the first creature that charges or moves into melee with it before its next turn.

Marksman: Once per combat, before making a musket attack, a nutcracker mercenary may carefully aim. It gains a +2 bonus to the attack roll.

 Notes 

  •  Nutcracker mercenaries are rifle and bayonet armed living constructs who pride themselves at their professionalism and reputation as deadly shots with their Marksman's Eye ability. They like to fire as many volleys as they can before bracing and engaging with bayonet or sometimes saber if a nutcracker has distinguished themselves.
  •  Performs a number of functions. From protecting the stations that the polar express passes through, from working sentry duty at the Grand Workshop. Nutcracker mercenaries abide by the lifetime contract the original soldiers signed with the Toymaker in the earliest days of the North Pole.
  • Those who learn a natural attack feat typically do bludgeoning damage as they open their wooden mouth and try to 'crack' their targets. 

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