Wednesday, December 31, 2025

Beydrill Stotch, Gnome Druid

Name: Beydrill Stotch
Ancestry: Gnome / Class: Druid / Level: 6 / Background: Medic
 
Attributes 
Str: 12 / +1
Dex: 14 / +2
Con: 15 / +2
Int: 14 / +2
Wis: 16 / +3
Cha: 14 / +2
 
Saves 
Str: +1
Dex: +2
Con: +2
Int: +5
Wis: +6
Cha: +2
 
Info 
AC: 14 (Reinforced Leather)
Ini: +2
PB: +3
Perception: +3 / 13
HP: 45
 
Quarterstaff: Attk: +4 / D: 1d6+1 / R: Melee / Special: Reach
 
Dagger: Attk: +5 / D: 1d4+2 / R: Thrown
 
Sling: Attk: +5 / D: 1d4+2 / R: Thrown
 
Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Healer's Kit
 
Traits 
Gnome: Darkvision. Gnome Cunning: Advantage on Int, Wis, and Cha Saves vs. Magic. Natural Illusionist: Begin play with the Minor Illusion cantrip. Speak With Small Beasts: Gain Speak with Animals but only applied to small burrowing animals as determined by the GM.
 
Skills: Animal Handling: +5, Insight: +5, Medicine: +5, Nature: +5 / Tool Kits (+3): Cooking Utensils, Healer's Kit
 
Wild Shape (Max CR: 1/2 / 2/Long Rest) - Restrictions: No flying speed except if form is bee/insectile based.
 
Bee Stinger: Spend a Wild Shape use to grow a stinger, either as a wrist weapon or from nails to make Natural Attacks that deal 1d6 + Wis (+3) + Poison equal PB (+3). This natural weapon counts as magical.
 
Bumble Bee Rush: Gain Dash as a bonus action. (3/Long Rest): Whenever the Druid dashes, attacks targeting them have a Disadvantage until the next round.
 
Spellcasting 
Attk: +6 / Save: 14
 
0 - Known: 3: Druidcraft, Guidance, Poison Spray
 
1st - Slots: 4: Create & Destroy Water, Cure Wounds + Goodberry, Healing Word
 
2nd - Slots: 3: Enhance Ability, Hold Person, Protection from Poison + Blur, Bombardment of Stings
 
3rd - Slots: 3: Dispel Magic, Plant Growth + Fly, Haste 

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: d6

Skills: Climb: d4, Fighting: d6, Focus: d6, Notice: d6, Persuade: d4, Riding: d6, Shooting: d8, Survival: d6, Swimming: d4, Throwing: d6, Tracking: d6

Info: Pace: 6 / Parry: 5 / Toughness: 7 (2 - Chain Undershirt) / Charisma: +2

Skettis Iron Rifle (+1): Attk: d8+1 / D: 2d8 / R: 15/30/60 / RoF: 1/3 / AP: 2

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

Hunting Knife: Attk: d6 / D: d8+d4 / R: 3/6/12

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: Gift: Begin play with a free Novice Edge

Hindrances: Loyal, Obligation (Family - Minor), Overconfident

Edges: Arcane Background (Hunter Magic), Beast Bond, Marksman, Noble 

Spellcasting 
Casting Die: d6 / Mana: 10

Beast Friend, Smite 

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: 9 / Patron: The Icebound / Pact: The Tome

Attributes 
Str: 12 / +1
Dex: 14 / +2
Con: 15 / +2
Int: 14 / +2
Wis: 14 / +2
Cha: 16 / +3

Saves 
Str: +1
Dex: +2
Con: +2
Int: +2
Wis: +6
Cha: +7

Info 
AC: 13 (Leather)
Ini: +2
PB: +4
Perception: +2 / 12
HP: 66

Rod of the Icebound Pact +1: Attk: +6 / D: 1d6+2 / R: Melee / Special: Reach / Special: Pact Keeper (+1)

Dagger: Attk: +6 / D: 1d4+2 / R: Thrown

Shortbow: Attk: +6 / D: 1d6+2 / R: Near

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

Traits 
Ice Genasi: Darkvision. Resistance: Resistance to Cold energy. Icebound Endurance: Does not suffer Disadvantage due to extreme cold. Frozen Step: Can move across ice and cold-based slippery surfaces without treating it as difficult terrain. Legacy of Ice: Frostbite, Armor of Agathys (1/Long Rest), Snilloc's Snowball Swarm (1/Long Rest)

Skills: Arcana: +5, Athletics: +5, Nature: +5, Survival: +5 / Tool Kits (+4): Harp Instrument, Jeweler's Kit

Feats: Attribute Advancement (I), Elemental Adept (Cold)

Pact (of the Tome) - Guidance, Message, Shocking Grasp

Invocations (5): Agonizing Blast, Armor of Shadows, Ascendant Step, Eldritch Sight, Misty Visions

Decree of Frost (1/Short Rest - D: 1 Minute): Conjure a radiating sphere of frost that turns a radius up to 10 feet around the sphere into difficult terrain. Creatures that fail a Dexterity Save vs. a spell or effect, or suffer a Critical Hit while within the sphere's reach are knocked prone.

Circle of Icicles (1/Short Rest): Once per Short Rest, the Warlock can summon a number of icicles equal to their Proficiency Bonus that hover around the caster. The icicles last for 1 minute and while active, the Warlock can use a Bonus Action to launch one of the icicles at a target within 60 ft. range. The icicles strike for 1d12 (Cold) damage. After casting all icicles the spell ends.

Spellcasting 
Attk: +8 / Save: 16 / Slots: 2

0: Dancing Lights, Eldritch Blast, Silent Steps + Frostbite (Save: 14), Gust, Ray of Frost

1st: Armor of Agathys, Expeditious Retreat + Fog Cloud, Ice Knife

2nd: Invisibility, Misty Step, + Gust of Wind, Snowball Swarm

3rd: Counterspell, Summon Undead, Vampiric Touch, + Sleet Storm, Slow

4th: Banishment, Elemental Bane + Ice Storm, Resilient Sphere

5th: Enervation, Scrying + Cone of Cold, Control Wind

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 an Icebound Pact rod. This mace like weapon is used as part of her spellcasting as well as being her means of personal defense. In addition to her rod, she has an impressive number of cantrips due to a combination of being an Ice Genasi, being granted a Tome of Shadows from Cryoax, as well as bonus spells that she draws from the Paraelemental Plane of Ice.
  • 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: 10 / Background: Noble


Attributes
Str: 16 / +3
Dex: 12 / +1
Con: 15 / +2
Int: 14 / +2
Wis: 14 / +2
Cha: 17 / +3


Saving Throws 

Str: +3

Dex: +1
Con: +2
Int: +2
Wis: +4
Cha: +5


Info
AC: 19 (Chain + Sentinel Shield)

Ini: +1
PB: +4

Perception: +2 / 12
HP: 84


Spatha: Attk: +7 / D: 1d8+3 / R: Melee


Javelin: Attk: +7 / D: 1d6+3 / R: Thrown


Shield Bash: Attk: +7 / D: 1d6+3 / R: Melee


Light Crossbow: Attk: +5 / D: 1d8+1 / R: Near


Gear: Pack, Canteen, Rations, Bedroll, Torches, Oil, Mess Kit, Rope, Hammer, Pitons, Quiver


Traits 

Human: Versatile. Gift:


Skills: Animal Handling: +6, Athletics: +7, History: +6, Insight: +6, Persuade: +7 / Tool Kits (+4): Calligraphy Set, Card Set, Vehicles (L)


Feat: Athlete, Sentinel, Shield Master


Fighting Style (Defense): +1 AC when wearing Armor.


Divine Sense (3/Long Rest)


Lay On Hands (Action - R: Touch): Points: 50 - Spend at 5 point increments to either heal 5 points of lost hit points or cure 1 effect.


Auras: Alacrity, Courage, Protection


Divine Health: Immune to disease


Divine Smite: Spend Spell Slots to fuel divine infused attacks starting at 2d8 with a 1st and 1d8 per higher slot.


Spellcasting
Attk: +7 / Save: 15


1st - Slots: 4: Bless, Compelled Duel, Cure Wounds, Divine Retribution, Last Rites + Guiding Bolt, Heroism


2nd - Slots: 3: Branding Smite, Ward Against Spells + Enhance Ability, Ward Against Spells


3rd - Slots: 2: Dispelling Smite + Haste, Protection From Energy


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, rare (requires attunement)

This small, palm-sized figurine resembles a folded toy workshop, carved from polished pinewood and inlaid with silver runes and tiny painted windows. When shaken gently, it emits a faint jingling sound and smells faintly of sawdust, oil, and peppermint.
Activation

You can use an action to place the figurine on the ground and speak its command word.

The figurine rapidly expands, unfolding and assembling itself into a fully formed magical workshop, complete with chimneys, worktables, storage lofts, and glowing hearth-light.
Workshop Form

When deployed, Nicklaus’ Instant Workshop becomes a Large structure with the following properties:

  • Footprint: 20-foot square, 30 feet tall
  • Walls & Roof: AC 15; 100 hit points per wall section; immune to poison and psychic damage
  • Doors & Windows: Reinforced wood and iron, lockable from the inside
The workshop remains until dismissed or destroyed.

Interior Features

While inside the workshop, the following benefits apply:

  • Artisan’s Haven: Any creature proficient with a set of artisan’s tools gains advantage on checks made using those tools inside the workshop.
  • Efficient Crafting: Nonmagical items crafted inside the workshop take half the normal time (minimum 1 hour).
  • Warm Hearth: Creatures inside are protected from extreme cold, and they gain advantage on Constitution saving throws against exhaustion caused by cold environments.
  • Toymaker’s Magic: Once per long rest, while inside the workshop, you can cast fabricate targeting only nonmagical wood, cloth, leather, or metal objects (no spell slot required).
Portable Dismissal

You can use an action to speak the command word again while touching the workshop. It folds itself back into figurine form, ejecting any creatures inside into adjacent spaces.

If the workshop is reduced to 0 hit points, it automatically collapses back into figurine form and cannot be used again until 7 days have passed.

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 patron of Warlocks 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

2nd-level evocation

Classes: Bard, Druid
Casting Time: 10 minutes
Range: 30 feet
Components: V, S, M (a small festive token such as a bell, ribbon, or sweet treat worth at least 5 gp, which the spell consumes)
Duration: 1 hour

You conjure an atmosphere of warmth, merriment, and goodwill—manifesting as comforting aromas, soft music, glowing embers, and magically conjured drinks or treats. Choose up to six willing creatures within range who can see or hear you. Each target gains temporary hit points equal to 2d8 + your spellcasting ability modifier.

While a creature has these temporary hit points, it has advantage on its next saving throw against being frightened or charmed.

This spell has no effect on constructs or undead.

At Higher Levels

When you cast this spell using a spell slot of 3rd level or higher, the temporary hit points increase by 1d8 for each slot level above 2nd.

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

 

Name: Ezer
Ancestry: Dohwar / Class: Rogue / Level: 12 / Title: Merchant Prince

Attributes 
Str: 12 / +1
Dex: 16 / +3
Con: 12 / +1
Int: 17 / +3
Wis: 14 / +2
Cha:  18 / +4

Saves 
Str: +1
Dex: +7
Con: +1
Int: +6
Wis: +2
Cha: +8

Info 
AC: 14 (Leather)
Ini: +3
PB: +4
Perception: +2 / 12
HP: 75

Swordcane: Attk: +7 / D: 1d6+3 / R: Melee / Special: Concealed

Dagger: Attk: +7 / D: 1d4+3 / R: Thrown

Derringer: Attk: +7 / D: 1d10+3 / R: Close / Special: Concealed

Gear / Hirelings: Pack, Canteen, Rations, Tent, Bedroll, Tincture of Mint, Pocket Watch, Ledger, Inkpen, Ink / Hirelings: Interns (Load bearing) / Magic Items: Cape of Elvenkind, Monocle of Minute Seeing, Cufflinks of Thievery, Ring of Mind Shielding, Bag of Holding, Pocketwatch of Shielding, Dust of Disappearance

Traits 
Dohwar: Belly Slide: Gain normal movement while on belly when sliding on slippery and icy conditions. Cold Adaption: Immune to natural cold hazards (not magical Cold Resistance). Merchant's Senses: Gain Expertise on History (Int) when dealing with appraising. Mind Reading (3/Long Rest / Save: 12): Can use Detect Thoughts the spell a number of times per Mind Reading. Silent Speech: Can establish telepathic communication with target friendly creature.

Skills: Deception: +12, Insight: +10, Intimidate: +8, Persuade: +12, Sleight of Hand: +7, Stealth: +7 / Tool Kit (+4): Calligraphy Set, Card Set (+8), Cartography Kit, Thieves' Tools, Vehicles (L)

Feats: Mobile, Nerves of Steel, Resilient, Skulker

Expertise (4): Card Set, Deception, Insight, Persuade

Sneak Attack: 6d6 / Cunning Action: Dash, Disengage, Stealth

Mage Hand Legendarium: Perform minor tricks, including picking locks or Sleight of Hand using Mage Hand.

Magical Ambush: When ambushing a target with a spell, the target suffers a Disadvantage to their Saving Throw.

Spellcasting 
Attk: +8 / Save: 16 / Spells Known: 8

0: Blade Ward, Light, Mage Hand, Prestidigitation 

1st - Slots: 4: Charm Person, Comprehend Languages, Detect Magic, Expeditious Retreat, Feather Fall

2nd - Slots: 3: Mirror Image, See Invisibility, Suggestion

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 Ancestry (5e)

Towering humanoids of ice and mountain wind, yetis are apex survivors of the world’s highest peaks. Though often feared as monsters, some yetis walk among other peoples as grim guardians, wanderers, or mercenaries shaped by the cold and thin air.

Creature Type
Humanoid

Size
Medium

Despite their size, yetis possess immense physical power (see Powerful Build).

Speed
30 ft.

Ability Score Increase
Choose one of the following options:

+2 Strength, +1 Constitution

+1 Strength, +1 Constitution, +1 Wisdom

Traits

Powerful Build
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Mountain Born
You are naturally acclimated to high altitude, including elevations above 20,000 feet. You also have resistance to cold damage.

Natural Armor
Your thick hide and dense fur protect you.

While not wearing armor, your Armor Class is:

13 + your Dexterity modifier

You can use a shield and still gain this benefit.

Darkvision
Accustomed to frozen nights and blinding snowstorms, you have darkvision out to 60 feet.

Claws
Your claws are natural weapons, which you can use to make unarmed strikes.

Damage: 1d6 + your Strength or Dexterity modifier

Damage Type: Slashing

Keen Smell
You have advantage on Wisdom (Perception) checks that rely on smell.

Chilling Gaze
You can freeze the blood of your enemies with a single terrifying glare.

As an action, you target one creature you can see within 30 feet. The target must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Constitution modifier).
  • On a failed save, the target takes 2d8 cold damage and is frightened of you until the end of its next turn. This damage increases to 3d8 at 5th level, 4d8 at 11th level, and 5d8 at 17th level
  • On a successful save, the target takes half damage and is not frightened.
Once you use this trait, you can’t use it again until you finish a long rest.

Languages

You can speak, read, and write Common and Giant.


Ancestry Feats

Fearsome Roar
Prerequisite: Yeti ancestry

You unleash the primal terror of the high peaks, echoing with the voice of an apex predator.

Terrifying Bellow (1/Long Rest).
As an action, you emit a thunderous roar. Each creature of your choice within 30 feet that can hear you must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Constitution modifier).

On a failed save, a creature is frightened of you for 1 minute.

On a successful save, the creature is immune to your Fearsome Roar for 24 hours.

A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Creatures that are immune to the frightened condition are unaffected.

Ice Walk
Prerequisite: Yeti ancestry

Your body is perfectly adapted to frozen terrain, allowing you to move across ice and snow as if it were solid stone.

Ability Score Increase. Increase your Strength or Constitution by 1, to a maximum of 20.

Frozen Stride. You ignore difficult terrain caused by ice, snow, or frozen ground.

Surefooted on Ice. You have advantage on ability checks and saving throws made to resist being knocked prone while standing on icy or slippery surfaces.

Cold-Hardened. You have resistance to environmental cold effects, such as extreme cold weather (as described in the DMG), even if you lack cold damage resistance from another source.-----------------------------------------------------------------------------------------------------------------------------


Optional Background: Yeti

You were not merely born a yeti—you lived as one. Whether raised among isolated clans, surviving alone in the frozen heights, or acting as a silent hunter of the high mountains, you embody the full myth and reality of the yeti way of life. You are powerful, quiet when you need to be, and perfectly at home where others freeze or fall.

Some Yetis become guardians of sacred peaks. Others become wandering hunters, mercenaries, or guides. A rare few descend into the lowlands, bringing with them an unsettling mix of raw strength and predatory grace.

Skill Proficiencies
Athletics & Stealth


Tool Proficiencies
One of the following: Climber’s Kit, Herbalism Kit, or Survivalist’s Tools (such as snares or hunting traps)

Languages
Choose either Dwarven or Giant

Equipment
  • A climbing kit or hunting trap kit (your choice)
  • Cold-weather clothing
  • A trophy taken from a dangerous hunt (bone charm, fang necklace, or carved horn)
  • A set of traveler’s clothes
  • A belt pouch containing 10 gp
Feature: Mountain-Born Survivor
You are adapted to life in extreme, isolated environments.

You are considered naturally acclimated to high altitudes and severe cold environments.

You can always find shelter, food, and safe footing for yourself (and up to five companions) in mountainous or arctic terrain, even without making an ability check, provided such survival is reasonably possible.

When traveling through mountains, glaciers, or snowfields, your group ignores nonmagical difficult terrain caused by ice, snow, or steep rocky slopes.

This feature reflects hard-earned instinct rather than supernatural ability, and it does not grant combat advantages.

Monday, December 22, 2025

Warlock Patron - The Toymaker

 

Name: The Toymaker

Theme: A mysterious, ageless patron of gifts and judgment. Known by many names—Saint Nick, Father Winter, the Red Judge, the Kindly Maker—the Toymaker rewards generosity, punishes cruelty, and binds souls with contracts wrapped in cheer.

This patron isn’t nice—it’s benevolent but absolute, like winter itself.

Toymaker Expanded Spells


Spell Level

Spells

1st

heroism, goodberry

2nd

enhance ability, rope trick

3rd

create food and water, tiny servant

4th

fabricate, freedom of movement

5th

creation, teleportation circle


Level 1 - Gifts of the Kindly Maker

When you choose this patron at 1st level:

  • You learn the mending cantrip (doesn’t count against cantrips known).

  • You gain a Gift Die pool equal to your proficiency bonus (d6s).

Gift Dice (Support Core)

As a bonus action, you may expend a Gift Die to:

Heal a creature you can see within 30 ft for 1d6 + CHA

Or

Grant temporary HP equal to the roll + CHA

Level 6 - Festive Present 

Once per long rest, you can conjure a wrapped present as an action.

When opened, it produces one nonmagical item worth up to:

50 gp × your proficiency bonus

Examples:

  • Tools (thieves’, healer’s, smith’s)
  •  Weapons or armor (nonmagical)
  • Gear, rations, rope, ammunition
  • Mundane toys, clothing, kits


The item lasts 24 hours, then gently dissolves into snow and ribbons.

Level 10 - The List 

You always know when a creature within 60 ft:

  • Lies directly to you.
  • Breaks a promise made to you.
  • Harms a helpless creature.

Additionally:

You can cast augury at will, without components (once per short rest).

Level 14 - Polar Express  

As an action, you and up to five willing creatures you touch:

  • Instantly teleport up to 1 mile
  • Must originate or arrive in dim light, darkness, or snowfall


Recharge: Once per long rest

Visual Cues:

  • Vanishing bells.
  • Falling snow.
  • Faint laughter on the wind. 

 Pact of the Sleigh 

Prerequisite: The Toymaker patron

At 3rd level, your patron gifts you a wondrous conveyance tied to generosity, travel, and miraculous delivery.

You can use an action to summon or dismiss a magical sleigh bound to your patron. The sleigh appears in an unoccupied space you can see within 30 feet and lasts until dismissed, destroyed, or until you finish a long rest.

Sleigh Properties

  • The sleigh is a Large object, AC 15, HP equal to 5 × your warlock level, immune to poison and psychic damage.

  • It can carry up to six Medium creatures (or equivalent cargo).

  • While you are aboard, you can control it as part of your movement.

Magical Beasts

When the sleigh is summoned, it is pulled by spectral magical beasts (reindeer, owlbears, goats, or other festive creatures chosen when you gain this boon).

  • The beasts are incorporeal, cannot be targeted or damaged, and exist only to propel the sleigh.

  • The sleigh gains:

    • Flying speed of 40 feet

    • Hover

  • Difficult terrain does not cost extra movement for the sleigh.

Miracle Travel

Once per long rest, while aboard the sleigh, you may activate its miracle magic as a bonus action:

  • Until the end of your next turn, the sleigh’s movement does not provoke opportunity attacks

During this movement, you and creatures aboard have advantage on Dexterity saving throw. 

❄️ Invocations for Pact of the Sleigh

Swift as Snowfall
Prerequisite: Pact of the Sleigh, 5th level
The sleigh’s flying speed increases to 60 feet, and it can Dash as a bonus action while you are aboard.

Silent Night Passage
Prerequisite: Pact of the Sleigh, 7th level
While flying at night or in dim light/darkness, the sleigh becomes invisible, along with all creatures aboard, until it makes an attack or forces a saving throw.

Sack of Endless Giving
Prerequisite: Pact of the Sleigh
While aboard the sleigh, you can cast, create food and water or fabricate (nonmagical items only) once per long rest without expending a spell slot.

Miracle Delivery
Prerequisite: Pact of the Sleigh, 9th level
Once per long rest, the sleigh can instantly travel (as teleport, limited to willing creatures and cargo aboard) to a location you have visited that is associated with hospitality, shelter, or goodwill

Friday, December 19, 2025

Conjure Gift

 

Conjure Gift

4th-level conjuration
Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (a wrapped box or decorative container worth at least 50 gp, which the spell consumes)
Duration: Instantaneous

You conjure a wrapped present that appears in an unoccupied space within range. When opened, the present contains one nonmagical object of your choice, created from mundane materials.

The item must meet the following criteria:

  • It must be a nonmagical weapon, suit of armor, tool kit, adventuring gear, or simple object

  • The item must be Medium size or smaller

  • The item must be composed of common materials (wood, iron, leather, cloth, etc.)

  • The item’s market value cannot exceed 100 gp

The conjured item is permanent but bears subtle arcane markings indicating it was created by magic. Such items cannot be sold for profit and are worth no more than half their normal value if traded.

At Higher Levels.
When you cast this spell using a spell slot of 5th level or higher, the maximum value of the created item increases by 100 gp for each slot level above 4th.

Special Notes 

🎁 Festive Manifestation: The item appears wrapped in seasonal paper, ribbons, or runes.

🎁 Santa Clause: If cast in extreme cold or winter conditions, casting time is reduced to 1 action.


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.

Vernon Lombar, Giff Soldier

  Name: Vernon Lombar Ancestry: Giff / Class: Fighter / Level: 8 / Background: Soldier Attributes   Str: 18 (19) / +4 Dex: 16 / +3 Con: 15 /...