Charl An
Charl An
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Version 3.2.8
3
Contents
Introduction 5
Sorcerers ......................................................................................... 61
Welcome to Charlan ...............................................5 Warlocks .......................................................................................... 63
ABDL ........................................................................................... 6 Warlock Pact Boons ...................................................................66
The Plane of Padding ............................................................8 Warlock Invocations ...................................................................67
Story of Charlan ...........................................................9 Wizards ............................................................................................ 70
A Ravaged World ....................................................................... 9 Feats ..................................................................................................71
Disease .................................................................................. 10 Spells ........................................................................................72
Magic and Mystery ..................................................................10 Magic Items .....................................................................................80
Schemes Aplenty .................................................................... 10 Backgrounds .................................................................... 84
Daily Life in Charlan .............................................................. 11 Caretaker ......................................................................................... 84
Societies of Charlan ............................................... 12 Displaced ......................................................................................... 85
Agier ...........................................................................................12 Imperial Agent ................................................................................86
Ded Man'z Cove .......................................................................13
Garn ........................................................................................... 14 Friends and Foes 87
Hon'ka ....................................................................................... 15 Bestiary ................................................................................87
Justicium ................................................................................... 16 Animated Objects ...........................................................................87
Nar ............................................................................................. 17 Baleful Bouncer ..........................................................................87
New Orteka .............................................................................. 18 Dastardly Diaper .........................................................................87
The Underdark ........................................................................ 19 Pacifying Pacifier ........................................................................88
Vanya ......................................................................................... 20 Predatory Plush ..........................................................................88
Religion ..................................................................................... 21 Putrid Pail ....................................................................................89
Cults ....................................................................................... 21 Wrathful Rattle ............................................................................89
Pantheon of Charlan ...........................................................22 Aromatic Tangler ............................................................................90
Character Creation 23 Aromatic Trapvine ..........................................................................91
Bogeyman ........................................................................................92
Races .........................................................................................23 Cherub ..............................................................................................93
Aurumortis ............................................................................... 23 Daycare Dragon ..............................................................................94
Beastkin .................................................................................... 24 Decadent ..........................................................................................96
Cousins ..................................................................................... 26 Decadent Despot ........................................................................ 97
Dragonkin .................................................................................27 Decadent Dreamer .....................................................................97
Daycare Dragonborn .......................................................... 28 Decadent Knight .........................................................................98
Elves .......................................................................................... 29 Decadent Sycophant ..................................................................98
Gnolls ........................................................................................ 30 Diapercritter ....................................................................................99
Goblins & Orcs ........................................................................ 31 Draconic Care Automata ........................................................... 100
Harlekin .................................................................................... 32 All-Purpose Care Automata ...................................................100
Humans .....................................................................................33 Care Automata Matriarch ...................................................... 101
Planar Halfbloods ...................................................................34 Care Automata Monitor ..........................................................102
Triton ......................................................................................... 35 Care Automata Playmate ....................................................... 102
Shifters ......................................................................................36 Hound of Tinklelos ......................................................................103
Shortfolk ...................................................................................37 Jelly Baby .......................................................................................104
Stuffed .......................................................................................38 Living Spells ................................................................................. 105
Warforged ................................................................................. 39 Living Nanny Hands ................................................................105
Racial Feats ..............................................................................40 Living Regression .................................................................... 106
Classes ....................................................................................41 Living Sissify .............................................................................106
Artificers ................................................................................... 44 Mana Wraith .................................................................................107
Artificer Infusions ................................................................45 Potty Monster ...............................................................................108
Barbarians ................................................................................46 Generic NPCs .............................................................. 109
Bards ......................................................................................... 48 Aurumortis ....................................................................................109
Blood Hunters ......................................................................... 49 Clothbound Cultist ...................................................................... 110
Blood Curses ........................................................................ 49 Deep Triton ................................................................................... 111
Clerics ....................................................................................... 50 Drow Dominatrix .........................................................................112
Druids ........................................................................................52 Harlekin .........................................................................................113
Fighters .....................................................................................53 Hon'kan Champion ......................................................................114
Monks ........................................................................................55 Inquisitor .......................................................................................115
Paladins .................................................................................... 56 Nymph ............................................................................................116
Rangers .....................................................................................58 Pottymancer ................................................................................. 117
Rogues .......................................................................................60 Stuffed ............................................................................................118
4
Welcome to Charlan
O
n a war-torn farm in Northern Garn, Things to Know
mercenaries and nationals alike fend off a
horde of barbaric greenskins led by a human There's some key details needed to properly get down
warlock. If they fail, the rabid cultists will claim Charlan's overall tone:
the territory in the name of their vile god and
from there more of their plague will spread. 1. Erotic, but Not Always. Charlan is a very fetish-heavy
Underneath one of the great cities of setting, but it's not dominated by the fetish. Diapers are
Justicium, a witch hunter seeks out a group of mages literally everywhere, but to many people they're simply just
practicing a form of magic that is considered ultra-heresy. thick underwear that they need to wear. The dominant race,
Forgetting his training, he foolishly steps into a trap and goes beastkin, are very sexually free, but this doesn't mean that
from fearsome zealot to babbling infant in mere seconds. everything is about sex, diapers, and sexy diapers. People still
At a low-ranking noble's estate in Hon'ka, a group of have needs aside from this, problems that can't simply be
adventurers have snuck in, playing the part of aristocratic humped away still arise, and at the end of the day most
overgrown toddlers as they gather information and clues. people are more complex than their base desires.
Unbeknownst to most of the guests, one party-goer is not 2. Empowerment? Fail State? Both! Many designers for
who they seem to be - instead, they are a Decadent, seeking to ABDL game content fall into the pitfall of making the fetish
infect more people and bring them into their army of thralls. content a bad ending - as if their audience is not made up
Charlan is an especially odd world. In its ancient past, it was entirely of people who WANT to wear diapers, causing them
what one would consider a relatively normal instance of the to not really play the game so much as to continually and
prime material plane in the multiverse, but various events intentionally lose until they've exhausted all potential
have changed it, and nobody knows if it's for the better or not. endings. In Charlan, while regression and being forced into
The past still lingers on in its people's minds, waiting to be diapers is a common bad ending, it's also a source of power
unearthed, but the present moves on with or without it. for many adventurers. The fetish content is everywhere and
Magitech can be found nearly everywhere in some form or many characters relish in it!
another, and magic itself is not too hard to find. Many groups 3. Anthro-Oriented. The large majority of settings consider
have their own views on magic, with the largest of them - the humans to be the main race, the most widespread people,
empire of Justicium - believing that it needs to be highly and the default. Charlan is different. Charlan is a diaperfur
regulated and controlled. A perverse form of magic known as setting, and as such the default is being an anthropomorphic
Pottymancy is unique to Charlan. Born from the fetishistic animal; whether that's one of the many anthros that already
lust of a laughing god, mages that utilize this magic are feared exist in Dungeons and Dragons lore or the Charlan-exclusive
by many... and loved by some. Beastkin, a genericized furry race meant to be a replacement
Familiarity with a twist is the game here. Many of Charlan's of humanity, who are almost universally cursed with
people and concepts are almost identical to elements of other incontinence that causes them to have huge accidents,
materiums, but different enough to be distinct. Its people meaning they require equally huge diapers.
have dealt with hardship for all their lives and do not give up
easily, but they also know when to have a little fun. Charlan is 4. Constant Conflict. Wherever you go in Charlan there's
a very sexual setting, with a specific focus on ABDL elements always some problem to solve, something to do. From open
and other related kinks. warfare in the north to petty squabbles elsewhere, someone
Charlan allows for classic dungeon-crawling (sometimes wants someone else dead (or incapacitated, regressed, etc.)
literal crawling), typical adventures, intrigue and mystery, and and good coin can be made. For those less martially inclined
even horror, all with at least a hint of diapered goodness. there's always the social battlefields of noble courts within
Death is not always the end for failed adventures, but Hon'ka or the bureaucracy of Justicium.
regression is not always a fail state either. The entrance of
the Dark Jester and the creation of the Plane of Padding 5. Unstable Cosmos. A disaster in Charlan's past has ripped
turned many vicious monsters into overbearing caretakers, its cosmology asunder and made the veil between realms,
and turned even more otherwise serious and gruff individuals planes, and even universes thin. Take a wrong step on your
into happy-go-lucky adult babies, or at least stripped them of daily walk and you can end up in a wizard's demiplane. Dip
their continence. Corruption, discrimination, and zealotry your toes in the calm lake behind your cabin only to end up in
reign supreme in the Justician empire. Shadowy snake the feywild. Smell baby powder in the woods? Best ye run lest
people make pacts with hags and war with the lizardfolk of a cherub or any of the other minions of the Diaper Deities
Nar. Garnians fight for their independence and freedom. find you and drag you off to the Plane of Padding! The
Meanwhile the aristocracy in Hon'ka giggle and play with residents of Charlan alone aren't the only ones who have to
each other, ignorant of the plight of the poor, and the ancient worry - on occasion someone from another material plane
dead rule the sands within the shining jewel of the Badlands: entirely can find themselves whisked away to Charlan, often
New Orteka. Charlan is a world of strife, and it provides losing their potty training in the process.
many opportunities for groups of adventurers to band
together and take on quests to make their mark on the world
- or just to make some coin.
5
ABDL Water and Diapers
Inevitably some pamperbutts are going to have to take a
Continence swim. While there are no detriments for completely soaking a
Every character is either incontinent, partially incontinent, or diaper with any liquid, it can prove to be an interesting and
continent. Some diseases, monsters, and spells may fun part of a trap, or even part of the solution to one! Say a
temporarily or permanently affect continence, but otherwise room begins to fill with water after a player steps on a
that's it. Some races, such as beastkin, are almost always pressure plate. The diapered players could end up toddling
incontinent and, without the aid of magical items, cannot about in sagging, water-drenched diapers after their valiant
become continent. escape, or the padding around their waists could be what
You may take one of these traits upon character generation everyone needs to avoid drowning! Disposable diapers and
if you so wish: pull ups, of course, can burst. Magical diapers in Charlan are
incapable of bursting, as a general rule.
Incontinence. You cannot control your bladder or bowels, Naturally, water and diapers don't always mix, though. You
and need to wear diapers in order to contain your accidents. can easily convert a watery area into a trap for those that
You have disadvantage on saves made to prevent accidents don't have the foresight to carry around swim diapers. A fully
and cannot add modifiers to them. waterlogged diaper that doesn't burst could reduce a
creature's movement speed by half if they try to keep it on, for
or example. This is not a hard rule though, and is optional to
enforce. If you do choose to enforce it, keep it consistent -
Partial Incontinence. You can just barely control your don't just have it happen for a water-themed dungeon or two -
bladder or bowels, and need to wear diapers in order to and make sure that the party knows they'll be needing swim
contain your accidents. You have disadvantage on saves made diapers if they ever wish to cross rivers or go underwater.
to prevent accidents.
It should be noted that incontinent and partially continent Rewarding ABDL Roleplay
creatures only have disadvantage on a saving throw if the There are no penalties or benefits for wearing diapers. A
major/primary effect of the thing they are saving against is character either wears a diaper or they do not, with the
causing an accident. Laxatives, for example, would give an specifics of the diapers they wear and the reasons they wear
incontinent creature disadvantage, but they wouldn't have them (mostly) up to them. Whether by requirement ala
disadvantage against a spell such as accident or instant incontinence or by choice.
fertilizer simply because they also have an accident as part of Just like how in normal gameplay, one does not typically
the spell's effect. roleplay every single biological need, including the act of
using the bathroom. Outside of being affected by certain
Physical Regression spells and abilities, a player is only messy or wet when they
say they are.
Whether through the fountain of youth, a hag's curse, being Diapers are treated as clothing items like any other.
touched by the Mother of All Light, or some other mishap or Disposable diapers are technically a resource to be tracked,
event, characters can become physically regressed. If this did however.
not include mental regression, then a physically regressed If a DM wishes, they may reward players for taking the
character is essentially just an adult trapped in a child's body. time to roleplay ABDL content. The best part is that 5th
Physically regressed characters are Small size no matter Edition itself provides the best way to do this: giving them a
their original size, and may face a multitude of issues socially. point of Inspiration.
Here is an alternative, optional rule to reward players for
being good diaperbutts:
Whenever a creature changes a diaper and uses baby
powder or baby lotion during the diaper change, both the
changer and the changee gain 2d4 temporary hit points.
It is important to note that, while this rule is very
empowering for prospective big babies, the usage of
temporary hit points in this mechanic can invalidate some
subclasses and feats. Why take Inspiring Leader when
everyone can spend a bit more time to potentially gain more
THP than that feat can provide? Why be a tundra Storm
Herald Barbarian? Ensure that none of your players intend to
make the granting of temporary hit points a part of their
playstyle before you decide to use these rules, as temporary
hit points do not stack.
6
Caretakers Items
Many people make their living caring for others, whether Item Cost Description Weight
facilitating ageplay or simply just making sure they are in Pull Up 5 cp A thin pull-up made in a similar 0.2 Ibs
clean underwear so the person themselves doesn't have to manner to disposables
worry about that, caretaking is a lucrative job. People love
convenience, and some caretakers even develop friendships Disposable 6 cp A thick disposable diaper made 0.5 Ib
Diaper of thinly woven arcane fibers and
with their charges, whilst others offer a more sexual service mass produced in factories
alongside the diaper changing.
In any major city one can easily find and, if they have the Cloth 2 cp A reusable but exceptionally thick 1 Ibs
money, hire a caretaker. A typical, non-sexual caretaker will Diaper cloth diaper often worn as an
economic option to disposables
cost 2 gold a day to hire, while a sexual one will likely be or by those that live far from
double that. Caretakers do not usually have experience in civilization
combat, nor do they have class levels as a general rule, but
each caretaker is unique. They can function as body guards, Premium 2 gp An exceptionally thick cloth or
Diaper disposable diaper with special
2 ibs
run away at the sight of any danger, or any number of designs that is favored by the
possibilities. A caretaker can be described as any creature nobility of Hon'ka
that is willing to change dirty diapers and perform other
babysitting duties in exchange for money. Rash
Cream
3 sp Fixes your itchy bum issue (10
uses)
-
Monsters also sometimes take on the role of caretakers,
turning their lairs into oversized nurseries and fetish Baby 5 sp Smells nice and helps to prevent -
dungeons. These caretakers do not usually harm their Powder rashes (10 uses)
victims, but do keep them against their will, and as such Swim 3 cp A diaper replacement that isn't 0.3 ibs
people will likely want them slain or gone nonetheless. Some Diaper meant to be used extensively but
caretaker monsters however, will gladly regress someone, doesn't absorb outside water
care for them, and overall make them feel loved, only to No-Leak 1 sp A thin layer of clear material that -
devour them when they have finally let their guard down. Pants modifies a diaper so that it
doesn't absorb outside water or
Dungeons, Lairs, and Monsters leak
There are many things that are inherently ABDL in Charlan, Pack of 1 sp A parcel containing 10 5 ibs
including some monsters, deities, and places! Some Diapers disposable diapers
creatures are not inherently diaper-obsessed or overly Laxative 5 cp A laxative in either liquid or solid -
parental, however, such as vampires and dragons. The form. Consuming it forces a DC
influence of pottymancy can corrupt any creature, especially 10 Constitution saving throw,
the weak willed, and this can be a subtle and slow process or causing the creature to mess
themselves on a failure
an explosion of immaturity and sexual deviancy. A vampire
may begin to collect plushies here and there on their nightly Diuretic 5 cp A diuretic in either liquid or solid -
walks only to end up converting their bedroom into a nursery form. Consuming it forces a DC
and throwing out all of their underwear in favor of pull-ups 10 Constitution saving throw,
causing the creature to wet
months later, while a dragon could be just suddenly overcome themselves on a failure
with the feeling that they NEED to care for and protect an
adult humanoid as if they were an infant without realizing
that their lair wasn't always a gigantic nursery and their
kobold servants weren't always incontinent.
Not every dungeon, monster lair, or monster in Charlan is
ABDL in some fashion. In fact, the large majority are what
you would call normal monsters: rampaging degenerate hill
giants and ogres still roam the countryside of Garn looking
for creatures to devour, and most vampires feed on blood
instead of age. You won't find every dangerous place
converted into a child-proof daycare nor will you see too
many hags bother with giving a damn about the state of your
padding. If anything, even some monsters that have been
twisted into an ABDL variant or who have adopted a
hypersexual, fetishistic lifestyle will take advantage of their
unique abilities letting people's guards down: after all, it is
easier for the drow to kill you when you think you're just in
for a bit of casual BDSM and teasing.
Some of these changes are so innate and irreversible
that they change the monster's abilities. This is
nonstandard, but a good example would be an illithid
whose brain-eating ability has become an intellect drain.
7
Ever Growing
The Plane of Padding The Plane of Padding is unique in that it can actively corrupt
No one knows exactly how the Plane of Padding came into and consume other planes, transforming them until
existence. The Dark Jester, one of the two most active and eventually they become part of the plane itself and add to its
well known rulers of it, claims to have created it. Other already near-infinite territory. Because of this quality, most
beings say that it existed long before the Jester and that it who know of the plane either fear it or fervantly welcome it
claimed his mind just as it did to many other gods and lesser and even try to hurry this process along. The material plane
beings. Whatever the case it's become an intrusive part of is unique in that the majority of its residents who do know of
Charlan... so much so that the denizens of other planes it are typically indifferent or have mixed opinions, a result of
consider it a threat. their unique physical makeup as opposed to creatures of the
non-material who tend to be made almost entirely of the
Comfort and Safety energy that makes up their own planes and their alignments
The basic makeup of the plane's landscape is, as the name in physical form.
implies, padding. Diapers both disposable and cloth, clean The various rulers of the Plane of Padding, who go by
and dirty, plain and colorful are what constitute the ground many names but are most commonly referred to as the
and all other physical features of the land. Instead of water Diaper Deities (though this is misleading as not all of these
there are streams of fresh breastmilk that never spoils, and creatures are true deities), will go on incursions into other
instead of clouds of water vapor the sky is full of fluffy wisps planes in attempt to speed up this transformation. Whether
of baby powder. The plane acts as a form of afterlife for some they do this for political reasons in their own realms, such as
humanoids and because of this one can find small villages the need for more territory, or simply because it is in their
whose houses are made of baby blocks and puzzles and nature is unclear. A positive side-effect of this is that Charlan
whose inhabitants are carefree with youthful characteristics. does not have to deal with too many attempted invasions
Naturally all inhabitants are diaper dependent, and most are from demons, devils, and other entities that would do them
very friendly and accommodating. harm... if only because those entities are being invaded
The Plane of Padding in its most natural, default state is themselves!
chaotic good. It and its inhabitants represent two things: the
pure innocence of childhood and the hedonistic pleasure of Kingdoms of Immature Depravity
engaging in immaturity and fetishistic sex. These two While the majority of the plane's landscape is a fluffy white
extremes are each a side of the same coin in the plane and in (with some spots of yellow and brown...), there are areas of
the most basic and untamed of communities within the plane the plane where the diapers that make up its surface all
this is very clear - native souls there do not have a concrete uniformly change color. This indicates the territory of a
age, instead regressing and progressing in physical and Diaper Deity, or some other sufficiently powerful being, and
mental age as they wish to suit their mood. The plane, oddly, these areas often mix different fetishes and aesthetics into
has a sense of morality, and seemingly has one rule which it the surrounding landscape and changing the behavior of the
will never allow to be broken where its influence lies: the souls that inhabit the area (as well as making them loyal to
realm does not tolerate sexual activities with those who are their ruler). For example: the Dark Jester's domain consists of
not physically mature.. a ground made of black and otherwise dark colored diapers,
Similarly, the plane and its denizens tend to abhor with gnarled, dead trees making up a haunting forest that
bloodshed. This is not a hard rule - many creatures that houses a carnival of terror within which is populated with
inhabit the plane, especially those under the domain of the gnolls and harlekin. Similarly, the other power player, the
Diaper Deities who rule its various lands, will gladly engage Mother of All Light, boasts pastel yellow pampers for her
in violence if necessary - but it is one that is maintained by grounds and grand marble structures where cherubs flitter
the native souls. Violent offenders are often swiftly about and play.
apprehended and forcefully regressed until they are
newborns so that they can be reraised. If the reraising does
not work out then the being is kept in an infantile state for the Succumbing to the Influence
rest of their natural life. The longer a non-native creature stays within the
plane, the more they run the risk of having their
Intoxicating Influence mind drained of anything but happiness and their
potty training forgotten. So long as a creature
It is not a good idea for outsiders to travel to the plane remains within the plane unprotected, at the start
without taking the proper precautions. Those that do so will of their turn they must succeed on a DC 18
quickly find their minds overwhelmed with feelings of ecstasy Charisma saving throw or have their Intelligence
and love as they are sapped of any and all intellect they have score drained by 2 (to a minimum of 2), becoming
and diapered. Daycare dragons, who are some of the only giggly and more childish. If their Intelligence
creatures with the knowledge on how to brew potions that becomes 5 or less, they become incontinent.
are guaranteed to protect one from the plane's influence, tell Protecting Oneself There are various ways to
of tales of unfortunate apprentice wizards who travelled to guard against this, all of which are nontraditional
the plane only to become destined to fill diapers for eternity. and therefore require special teachers to learn.
All rulers of the plane put their own spin on this regression - Potions and wards are the most common forms,
typically either specializing in mental or physical regression but even the most potent are often temporary.
and adding additional transmutations such as sissification.
8
Story of Charlan
At first this was a mostly peaceful affair, and the tribals
A Ravaged World agreed that cooperation was better than permanent war, but
Charlan has been shaped by destruction, chaos, and a series of course later on this arrangement would change... until
of unfortunate events. The forces of evil and, more often, the then, though, the agreement was simple: the tribals would aid
forces of those with good intentions have changed the world the imperials in removing the greenskins from their territory
in massive ways time and time again. This has been the truth and in return the tribals would be rewarded with food, shelter,
since the world was born and it will be the truth for and equipment. Reya even promised that they would not have
generations to come. to change their culture, lying through her teeth every time she
did. By the time they were done with the greenskin
The Cataclysm extermination about half of the tribals, which far
outnumbered the original Justician population, had converted
In the ancient past there was an immense empire that to the New Faith as Reya expected. Additionally, Justicium
spanned nearly the entire world. The dominant race, experienced a baby boom in the years before, and with less
humanity, had become the masters of magitech and were so threats to deal with they had more than enough food to feed
advanced that they could pose a threat to the gods this population.
themselves. They spread far and wide, but eventually their It was then that Reya went into the final phase of her plan
leadership - ascended humans who called themselves and announced a crusade, the first of its kind, to wipe out the
Kalashtar - decided that there wasn't enough energy or space Old Faith (which at this time constituted both the religions of
to support their growing numbers. They began to create low- the elder races as well as those of naturalized beastkin) from
maintenance tubular cities deep underground called bunkers their lands and their people. All who still clung to their
under the guise of creating safeguards for the future of their religions were essentially forced to join in the systemic
people. They would serve this purpose, but the Kalashtar genocide of their friends and family under the threat of
knew what the rest of the people didn't: that the bunkers imprisonment, enslavement, and death. This changed the
would be needed sooner rather than later. cultural landscape utterly, destroying many people's
Their plan was put into motion on the final day of traditions and societies to the point that very few elves or
humanity's rule when they activated a gigantic machine. shortfolk remember the names of their old gods, the
Their goal? To solve their energy crisis by siphoning all magic pantheon of the New Faith taking their place. To this day one
from the bodies of the gods. Naturally something went will be hard pressed to find tribes of beastkin in imperial
wrong; the energy was siphoned alright, but it wasn't land, and the death toll from this crusade still stings true in
collected. The life force of Charlan's pantheon was scattered the hearts of Garnians.
all across its cosmos, tearing holes in the veil between planes
and being especially focused on the material plane itself, The Great Plagues
destroying or ruining much of the surface and killing billions. While not perpetuated by one single group or individual, the
Yet this destruction was not the end... it was merely a time of the Great Plagues is the most recent world-changing
beginning, and the wild magic that permeated the world event to come about. It was a culmination of multiple
sowed the seeds of the beastkin's rise. seemingly random events that began to crescendo into
The First Crusade catastrophe. First was the rise of the Filthblood, a minor cult
among the greenskins of the north that worshiped gods of
In the early years of the Justician empire, when it was but a disease including the White Rat - a severely mutated lab rat
few thousand strong, the empress Reya Hulshani saw an of tremendous proportions that made its way to the surface
opportunity. The kingdom of Hon'ka prospered and grew with from deep within the northornmost bunker that achieved
each passing year, yet her father's empire had been stagnant demigod status through the pure faith of crazed goblins. The
ever since the time of his great grandfather. She realized that humans of the local bunker prodded the Filthblood's religious
this was because of near-constant conflict. Their leadership into converting and consuming all other greenskin
maintenance of the idea that tribal beastkin were somehow tribes around them until a massive, united horde overran the
lesser than the civilized Justicians, combined with the fact north. Garn had long fought against the greenskins in their
that a horde of greenskins had infested their borders, meant territory but did not expect such cooperative opposition.
that they were in competition with almost all sapient beings What truly did them in was, as the name of the event
that neighbored them. In her wisdom, Reya decided she suggests, one of the Great Plagues: the Filthblood had
would be a different type of leader to those before her: brewed a vile concoction that resulted in the Plague of Death,
instead of sitting back behind walls of guards within her a magical disease that causes the victims' flesh to slough off
palace and playing tactician, she walked among her soldiers as they writhe in agony, only to raise them as mindless
and slowly began to recruit and convert the local tribes. undead when they finally die. This biological warfare was the
doom of Nothern Garn, resulting in the loss of its capital.
9
But of course this was not the only plague to spread. An Plague of Death
unknown wizard within Hon'ka had gathered a sample of the magic disease, lethal
previous plague in search of a cure... but something went
wrong. Instead of discovering a cure the mage had This foul disease manifests in three forms: a bright green
discovered something different entirely. The Plague of Death vapor that infects all those who breathe it, a green sludge
could be corrupted by the energies of the Plane of Padding, which infects those that consume it or food that has been
resulting in a similar and insidious disease: the Plague of tainted by it, and dull green flecks within an infected
Decadence. The wizard was the first to be afflicted, and he creature's blood. When a creature is exposed to infection in
went on to spread the sickness to hundreds, transforming some manner, they must succeed on a DC 15 Constitution
many into secretive, lustful, confectionary creatures that saving throw. On a failure they are infected and have 1d6 + 1
threatened to destabilize Hon'ka through infiltration of the days before symptoms begin. Their entire body will ache and
noble courts (which are already infamously unstable). sting with pain as necrosis begins to take hold, liquefying
Thankfully the Mad Queen of Hon'ka discovered the their organs, muscle, and even bone. Their maximum hit
parasites amongst them before it was too late and, with the points will be reduced by 2d10 at the end of each day, and if
help of Justician inquisitors, purged the majority of the their maximum hit points are reduced to 0 as a result then
infected. they will rise as a zombie 24 hours later.
These two plagues transformed the political landscape in The disease can be cured with a casting of lesser
ways that no one expected. Garn as a country is no longer restoration or magic and blessing of similar or greater
recognized as such, the Justicians and Hon'kans alike taking strength.
pity on the refugees who now constitute Southern Garn
(considered a territory of Hon'ka). The relationship between
Hon'kan rulers and Justician ambassadors grew even more Magic and Mystery
strained, the inquisition fearing and knowing that the Plague Charlan is rife with magic both wild and tamed, and while
of Decadence is still very much alive and well within Hon'ka's some seek to contain the arcane there is nearly nowhere you
borders. To this day the war between the remaining Garnian can go where magic is not common. Humanity mastered the
nationals and the Filthblood continues, with some Garnians power of artifice at the height of their power, and the beastkin
resorting to dark powers in their search for a trump card. have reaped this technology from the ashes of their
civilization. Even in the feudal kingdom of Hon'ka and the
Disease barbarian-filled snowy forests of Southern Garn one can find
magitech factories that mass produce items that increase the
Plague of Decadence quality of life of the general populace, such as disposable
magic disease, nonlethal diapers, as well as all sorts of inventions. Creatures who are
native to Eberron that find themselves displaced in Charlan
This corruptive disease can only affect sexually mature have an easier time than most in adapting to Charlan's
beastkin - all other creatures are immune, with half-beastkin societies because of this.
being partially immune. It is spread through bodily fluids, and Much of the new world is unexplored, with vast swaths of
is most concentrated in the infected's saliva, semen, and the Charlanite continent itself unknown and untamed. New
waste. Blood infections are less common but still entirely continents and islands are discovered every year as the
possible, making typical combat with them a dangerous affair various nations strike out into the greater world around them
for beastkin. When a creature is exposed to infection in some in search of resources, including Vanya which was only
manner, they must succeed on a DC 18 Constitution saving discovered by beastkin in the past decade. There is much to
throw. On a failure their transformation begins. It starts with be (re)discovered within the earth as well, for very few suface
a sweet taste in their mouth, followed by painful toothaches. dwellers except the dwarves have ever laid their eyes on the
Over the course of 1d4 + 2 weeks they are transformed both Underdark and its many wonderful horrors.
mentally and physically into a Decadent, the type being
determined by their capabilities: if they had martial weapon
proficiency or were a tauric beastkin they will become a Schemes Aplenty
Decadent Knight, if they had the ability to cast spells and In Charlan everyone has an agenda. Almost everyone,
lacked martial weapon proficiency they will become a anyway. Entitled nobility driven by greed, xenophobic barons,
Decadent Dreamer, and if they do not have either they will cackling hags and their witch underlings, and even
become a Decadent Sycophant. If there is no Decadent inarguably rotten, evil beings such as liches and the yuan-ti
Despot within 50 miles of them, they will become a Decadent all vie for control of certain areas of the world. Wherever you
Despot instead. go there's some big bad plot at fold for adventurers to stop.
The disease can be cured with a casting of greater Even the gods positively adore schemes and scheming.
restoration or magic and blessing of similar or greater Manipulative and cunning folk thrive in Charlan, and with so
strength, restoring the infected to their previous state. much chaos going on in the world their plans often go
Alternatively, if the infected is subject to holy fire (such as unnoticed. It takes intelligent (or just observant) heroes to
through the Witchseeker Blood Hunter's Blood Curse of prevent madmen from unfolding their megalomaniacal ideas.
Witchpurge) and drops to 0 hit points as a result of damage
from it, they are cured and become a candied beastkin. When
cured in this manner, they are stabilized at 0 hit points.
10
Charlan Months
Daily Life in Charlan Month Name
Charlan is a varied and wide world where even the main 1 Grunmar (mid-winter)
continent is not entirely colonized. Regardless, your 2 Bajing (late winter)
adventures will likely begin in the civilizations of the primary
continent (also called Charlan), requiring some necessary 3 Zargon (early spring)
details: 4 Kikyre (mid-spring)
5 Hulp (late spring)
Languages
6 Naroldo (early summer)
On Charlan, language is primarily tied to race. Most people
will also adopt the language of their nation or neighbors. 7 Chunt (mid-summer)
Racial and ethnic identity and culture is important to the 8 Durren (late summer)
people of Charlan, despite the efforts of some groups to
promote national identity instead. Due to humanity's different 9 Autoir (early autumn)
ancestry and legacy, some linguistic differences do exist in 10 Xirious (mid-autumn)
Charlan: Draconic, Dwarvish, Elvish, and Giant are the 11 Brecca (late autumn)
progenitor languages of the mortal races, for these were the
first intelligent inhabitants of the surface world. Because 12 Deus (early winter)
giants spawned humans, the human languages of Old
Common and Common are based on the Giant script, with Currency
Old Common being the closest to the runic language of the
tall folk thanks to it being primarily pictographic and Charlan primarily uses minted coins of precious metal which
Common being the most diluted and original form which is are valid tender within the borders of Garn, Hon'ka,
primarily verbal and easy for any race to learn - one of the Justicium, and New Orteka. The exact signage and
many reasons it became the language almost everyone symbolism on each coin is different depending on its origin,
knows. Similarly, Goblin and Orc are based on a mixture of and some countries either do not create money at all (New
Old Common and Common. Orteka) or are no longer able to create money due to loss of
The Aurumortis are the only race to continue to use Old infrastructure (Garn). The only metal coin which is not in
Common, as they retook the language for their own society regular use is the electrum piece, the value of which is
long after it was being phased out by the Kalashtar in favor of dependent entirely on whether or not the person you trade
Common. Halflings are not the only race to speak Halfling: with is a warforged or not; for the warforged were specifically
their proliferation throughout the caretaking industry has designed so that they could consume a single electrum piece,
spread their language far and wide to the point that nearly an otherwise useless metal, to refresh themselves after long
everyone knows at least a few words in Halfling, whether that bouts of fighting. Otherwise it is typically worthless.
be the exact phrase they need to order something or a lullaby
of some sort. Common is the united language of the entire Romance and Sex
world thanks to the influence of the Kalashtar, and though In case it wasn't already obvious, sex and courtship are very
different dialects and varieties of it exist, so long as humanity important to Charlan. The beastkin place the most
has touched a continent one can safely bet on there being a importance on it, but the Dark Jester's more subtle influences
sizeable population of Common-speaking folk. has made everyone on the main continent a bit more
promiscuous than they otherwise would be. The empire of
Calendar Justicium, prudes that they are, fight against this and try to
The current most popular Charlanite calendar, approved and deny their nature but even they succumb in secret.
created by Justicium, has 24 hour days, with the daytime and Sex makes things happen in Charlan almost as much as
nighttime divided into 12 hours each. Five days are money and war, arguably even moreso because it can be a
considered a week, with two extra days reserved as "off days" reason for the moving of money and the initiation of war.
and typically recognized as days of rest. Four weeks and 8 off Some of the most powerful people in a nation are the sexual
days make up a month, and twelve months a year. partners of royalty, who boast even more political power than
The five days of the week and the following off days, in great generals and the like. Similarly, it is also a common
order, are Farreth, Sarreth, Tarreth, Forreth, Fitheth, form of pleasure, making sex education important to
Garroth, and Harroth. Charlan's people. Sexual deviancy is common and almost
The common calendar tracks the years since the founding expected, especially diaper fetishism.
of the Justician empire, using the abbreviation PR. For years Those inclined for romance often pursue it their entire
before that, they count backwards into negative numbers and lives, especially with the prevalence of polyamory. With how
use the abbreviation P. The most recent tragedy, the Great sexually progressive Charlan in general is, this leads to open
Plagues, began on 6 Deus 1352, and is ongoing. By default, a exhibitionism and some... interesting courting rituals, some
new Charlan campaign begins on 1 Grunmar 1356. of which lead to humorous confusion. In Hon'ka, when a
stranger checks your diaper or asks you if you need a diaper
change, it's typically a greeting or casual small talk. In Garn,
it's a flirting action which indicates that the checker/asker
wishes to have casual sex with you where they take the
dominant position.
11
Societies of Charlan
Exotic and Aloof
Agier Agieran culture is ancient and has had much time to evolve,
Capital: Mount Kikouhara but their isolation has made it unique. Very few aspects of
Hallmarks: Isolation, nature, woodwork, martial arts, Agieran culture makes it out of the island, and even fewer bits
dinosaurs, fey of foreign culture makes it in. This has led to the place being
The fertile and mystical land of Agier is a small island off the regarded with awe, like a legend. Items from the island are
coast of northwestern Charlan. From afar it looks to be a considered precious, and the island's mystique leads to many
cloud sitting on the surface of the water, but in reality it is rumors about it and its inhabitants. Hon'kan aristocrats will
simply covered in magical mist that defends it from all those occasionally bring toys and other curiosities from the land to
outsiders who would seek to do it harm. Agier is an ancient their play dates only for the entire affair to be consumed with
land where the veil between the feywild and the materium is gossip and theories about the misty land. Martial artists are
at its thinnest and where the inhabitants live in harmony with regarded similarly, the practice originating from the island
nature. and brought over to the rest of the world by exiles and
explorers alike.
Agier has a very low beastkin population and very little
Primordial Realm contact with pottymancy - the feywild's connection to the land
Most Charlanites consider the swamplands of Nar to be the seemingly provides a buffer between it and the Plane of
most overgrown land, nearly untouched by technology or Padding, preventing incursions and leaks from that particular
civilization of any sort. Agier beats it by a longshot, and not plane - so Agieran people exploring beastkin lands often
only because the feywild bleeds into the land like water from wander about confused as to why there are so many children
a broken dam. The island is almost entirely thick jungle, with walking around for the first hour or so of their time on the
impossibly tall trees that nearly blot out the sun with their mainland. It doesn't help that they are so large: most Agieran
canopy and tangles of vines covering the floor below. It is as if natives are goliaths and firbolgs, with the occasional hill
the island is untouched by time, an exact replica of the giant. Aside from the kenku, all other races born and Agier
conditions that made prehistoric Charlan what it was. Giant were immigrants of some sort and therefore have more
animals are common, and even creatures thought to be experience with diapered adults.
extinct thrive here, such as dinosaurs and owlbears. The The people of Agier are generally content. They keep to
dinosaurs are of particular interest to big game hunters and themselves, speak only when necessary, and dislike conflict.
sages, making expeditions to Agier a dream for some. They enjoy their quiet, contemplative rituals and have a
This monotonous jungle is broken up by various serene unique religion which is part philosophy and part ancestor
lakes, small, hidden villages of firbolgs, and the capital of reverence. The giants of the land, as well as their smaller
Agier: an immense mountain in the center of the island successors, give back to the island whenever they can. They
where the majority of Agier's inhabitants live. Goliaths, wood maintain small herds of giant oxen which they move often to
elves, forest gnomes, kenku, and the few true giants that prevent over-grazing, and fish for whales with the aid of the
remain on the island live within and around the mountain. fey. What little agriculture they practice is primarily put to use
Here is where you'll find the few large structures on the growing either superfoods, such as a potato-like root
island - monasteries and temples, primarily, where the monks vegetable from the feywild called "biglud", or special
of the land pray and live. ingredients such as hops for celebratory alcohol.
Faeries of all sorts gather on the island and mingle
amongst its inhabitants as if they were natives. It is on Agier Agieran Characters
where one can acquire various things that are otherwise Agieran characters are patient and considered to be wise
exclusive to the fey and those who can planeshift, but this (regardless of their Wisdom score). Consider the following
does not come without risks - those that offer these items are qualities for your Agieran:
still fey, and fey are wily, tricksy creatures whose pranks are A Fool Speaks Often. You may not know everything, but
odd at best and horrifyingly cruel at worst. Many a fool has you at least know that people will place more importance on
accidentally promised their voice, their true name, or their your words if you try to speak only when you know what to
firstborn in exchange for some evergrowing fruit seeds or a say. Agierans value self control and the ability to listen.
blink dog puppy. Many fey on the island have also become Druidic Traditions. Even if you aren't playing a "wild"
influenced by pottymancy, and thus ask for a person's class such as a barbarian or druid, your character more than
continence or age in return for their wares. Malicious fey are likely has some sort of connection to nature. Pray over the
warded off by runes, charms, and statues by the island's corpse of every animal you slay, especially those slain for
clerics, but occasionally they slip through the cracks and food. Take care to not harm plantlife as you travel. Lie down
cause trouble for those that wander too far into the jungle. in the grass and listen to the wind blowing against the trees.
Agierans have little to no industry to speak of. Fire giants Interesting Armaments. Your equipment likely contains
do not exist on the island, banished long ago, and very little metal. A full set of plate armor for you would be
blacksmithing is a rare profession. Metal is also hard to come more like a samurai's suit of armor than a knight's, and your
by, and so buildings are almost entirely made of wood and sword is most likely carved from sturdy ironbark. Agierans
stone. Heavy armor and weapons are similar, typically crafted prefer to use nonmetal arms and armor whenever possible.
from dinosaur bones and a special wood called ironbark.
12
Ded Man'z Cove Brutal Inventions
Capital: Da Big Bildin It is not uncommon for conflict to spur on a boost in
Hallmarks: Piracy, neutrality, alcohol, gunpowder, sea technological innovation. Justicium is credited with inventing
monsters nonmagical firearms, though this is disputed, but they've
done little with the technology aside from utilizing it
Somewhere, some day, a bunch of goblins and orcs decided sparingly. When the pirates of Ded Man'z Cove were first
that they wanted to be pirates. So they gathered all their contacted by Justicium for privateering work, part of the
friends and sailed out to an uninhabited island, found out the payment was in firearms and gunpowder rather than gold.
island was inhabited, made it uninhabited again, then Unlike the Justicians, denizens of the Cove went wild for
inhabited it. The island was then named Ded Man'z Cove, these devices and put their finest engineers to work on
and ever since then the Green Tide has both protected and crafting their own weaponry.
terrorized the seas. Items
Item Cost Description Weight
Ramshackle Democracy
Bayonet 1 gp A long blade which can be attached 0.5 Ibs
The buildings of Ded Man'z Cove are made up of sheets of to the front-end of a heavy
rusty scrap metal, rotting wood that stinks of sea water, mud, crossbow, light crossbow, or
and the bones and skin of sea monsters. Its streets lined with musket to allow the wielder to make
the skulls of various animals and even humanoids, worthless attacks in close quarters without
quarts stuck into their eye sockets for aesthetic purposes. having to switch weapons. It
functions as a non-throwable dagger
Atop the tallest hill sits the capital, Da Big Bildin, where the this way. Otherwise, it is an
leader of the Cove rules with an iron fist for about a year improvised weapon that deals
before the community gets tired of them and "votes" them piercing damage.
out. Grenade 10 A small metal sphere with a steel 1 Ibs
Ded Man'z Cove practices a form of mob-based democracy, gp pin sticking out of the top. As an
where any and all leaders are easily (and constantly) replaced action, a creature can pull the pin
and their power is figurative at best. Only through hard work and throw the grenade to a point
and respect for their fellow pirate, as well as great deeds, can they can see within 20 feet of them,
earn a leader of the Cove any semi-permanent position; a or launch the grenade with a sling.
position which is still likely to be temporary as jealous rivals The grenade explodes into shards of
grow in number. The one exception to this are the sea shrapnel in a 15 foot radius sphere,
forcing all creatures in the area to
captains who make sure the entire community, as well as make a DC 13 Dexterity saving
their respective ships, don't go up in flames. throw, taking 2d6 piercing damage
Pirates don't discriminate. Unlike the Aurumortis of New on a failure or half as much on a
Orteka, who only hire less-liked races because they can pay success. The explosion deals double
them much less than proper soldiers, any and everyone can damage to objects and structures.
run away to the Cove and fit in. Beastkin, human, dwarf,
tiefling, it doesn't matter! Characters from the Cove
To the Highest Bidder Ded Man'z Cove attracts cutthroats, sociopaths, criminals,
and anarchists all the same, but not everyone there is out to
The services of the Green Tide, the massive fleet at Da Big get everyone else. Just most people. Consider the following
Kaptin's disposal, are in high demand. As such, the Cove has characteristics for a character from the Cove:
goblin ambassadors in nearly every major city who work with Rules? What Rules? Ded Man'z Cove has very few laws,
politicians there in secret, communicating their offers to the and those laws change with every new leader. Those from
big man. Most often they're continually paid to turn their there don't bother to learn the laws of any land they visit and
cannons towards sea monsters and deep triton instead of have very little respect for authority. Many of these people
coastal communities, but it's not unheard of for them to be already have criminal pasts, so consider taking the Criminal
paid to raid the fleet of a rival nation. When not working for background. This doesn't mean that Coveites commit crime
someone, all are fair targets for the fleet. at random; just that they are unlikely to change their behavior
When they aren't doing mercenary work or raiding, the purely to comply with whatever rules some politicians made.
pirates of Ded Man'z Land like to hunt for treasure and Flash n' Stash. Those from the Cove adore gold, silver, and
explore the seas. This has led to Da Big Kaptin's hoard jewels. They especially love "free" gold, silver, and jewels, with
including many cursed artifacts and sentient weaponry (many many of them adorned with mismatched and stolen brightly
of which will loudly complain about being used as colored clothing. They have a bad habit of trying to one up
backscratchers at least once in their "lives".) The aquisition of everyone they meet, and many can't resist quips and one-
these items has also earned Ded Man'z Land many enemies, liners to humiliate their foes.
which they consider to be a good thing for they love getting Fireball? Fireball! Bombs, explosions, and brute force are
into fights and testing their mettle. Deep triton are their the name of the game in the Cove. Coveites absolutely adore
favorite enemies because those battles are always interesting artillery, destructive weaponry, and simple solutions to even
and often involve monsters and magic. complex problems. Find a baby monster after killing its
parents? Blow it up! It can't be a moral conundrum if you
conveniently forget it in a pile of grenades.
13
Of course, becuase Garn is primarily made up of younger
Garn people who are encouraged by their leadership to get down
Capital: Haddon (Southern)/Destroyed (Northern) and dirty often (elders being rare sights), Hon'ka's innocent
Hallmarks: Great warriors, the Old Faith, tamed love of regression and infantilism was twisted by the
monsters, leatherworking, prostitution Garnians collective horniness into extreme diaper fetishism.
A Hon'kan shows off their diapers to be cute. A Garnian
The bigotry of Justicium and the near-eradication of the Old shows off their diapers to be sexy.
Faith within its borders produced a silent resentment among Garnians in general are quite promiscuous, even
the children of those deemed to be heretics for the simple accounting for the fact that most of them are beastkin to
crime of worshiping the gods they wanted to. This eventually begin with. Prostitution is one of Southern Garn's major
broke out into a minor civil war and a secession, with the industries, and Garnian families usually boast at least six
great Smeervald family leading a couple thousand supporters children. Get a Garnian drunk and prepare to hear more
out of Justician lands and into the harsh, untamed northern cheesy pick-up lines than you ever thought to exist. Their
tundras. For generations onward the nation of Garn fought willingness to get close to even complete strangers and give
tooth and nail to not only survive but to thrive in the hostile their diaper-crotches a nice grope is offputting to outsiders.
territory, becoming quite successful up until recently. Lust and desire aren't the only emotions a Garnian
expresses, and emotions in general run wild throughout the
Keepers of the Old Ways populace. For a Garnian, to hold back one's emotions just
seems unnatural. They are boisterous and proud, but also
The Old Faith thrives in Garn and its people. Garnians willing to cry and vent their frustrations. Anger is an
remember when all beastkin had to fight for their food on a especially strong emotion for Garnians, always ready to fight.
daily basis just to survive; a time when their tools were
simple and their homes were simple burrows and lairs. Regional Divide
When all were equal in the fact that survival was the ultimate
goal. They wear simple clothing made of hides, plant matter, Northern and Southern Garn have always had a cultural
leather, and cloth. Luxury and aesthetic are not valued as division between them. Southern Garnians live with many
much as practicality or religious significance. They live off of modern luxuries and are more in touch with Hon'kan culture
the land, either isolated from one another or in small villages, than that of a tribe due to their closeness to Hon'ka's borders
with only Southern Garn and the capital of Northern Garn (so close that Justician maps, which also neglect to include
containing any massive populations. Garn as a country due to lack of respect, count Southern
Garn operates on a clan system, with the eldest of one clan Garn's territory as part of Hon'ka) while Northern Garnians
(typically a Smeervald, though this has changed a couple are considered to have "pure" Garnian culture and live almost
times in their history) that has been determined as worthy to entirely in the harsh wilderness of the untamed north. Both
lead being their king or queen. There were originally seven regions have historically had different capitals and leaders
clans, and at its peak there was twelve. With the destruction due to their differences, and their citizens would often tease
of Northern Garn's capital that number was reduced to ten. each other over being "city-lovin' sops" or "feral lunks". Now
Each clan is composed of anywhere between one to ten that Northern Garn has been ravaged by the Filthblood,
families, and each staked out their own territory. A family can almost entirely destroyed and their king slain, though, all
choose to become a part of a different clan, or leave the clans Garnians have united together to protect and help one
entirely, through elder permission and agreement. another in the hopes that they can retake their lost land.
Men and women are as equal as they can be in Garn. As far
as most are concerned, women are just men who can Garnian Characters
(usually) give birth, and if they can't give birth then they can Garnian characters are natural adventurers, always on the
pick up an axe or a bow, same as anyone else. Women and lookout for the next spot of trouble they can stick themselves
fertility are still very important to Garn, however, because of into. Consider the following traits for a Garnian character:
their high death rate. The north is a dangerous land, but the Mighty Tribesmen. Garnians value two things above all
Garnians have truly become one with it, even conquering it... else: strength and respect for the old ways. If possible, don't
before the Great Plagues came, that is. dump Strength even when not playing a Barbarian or Fighter.
Garnians make a living primarily through hunting and Consider taking proficiency with the Religion or Survival
fishing, with some (especially in the south) taking up farming. skills. Garnians trace most of their lineage back to some of
Famously one can find farmed troll-flesh in the nation, the original Charlanite tribes, and they treat their country as
provided by the monster-taming Guunthar clan. Despite the one big tribe, taking it and matters concerning it seriously.
fact that many are warriors, very few are mercenaries. Let it Out. A Garnian doesn't hold anything in, and that's
not just concerning their huge accidents. Your character
Wild and Flirtatious likely doesn't have a filter and speaks their mind whenever
Before Smeervald and his people immigrated to the tundra possible. A Garnian is not afraid to cry in front of a crowd,
they made a pitstop in the northernmost of Hon'ka, pleading and the same goes for ranting and raving, even singing. Be
for sanctuary as they gathered their bearings and rested. free with your thoughts and emotions.
Hon'ka obliged them, on the condition that the Mad Queen Regional Differences. Southern Garnians enjoy many
herself get to pamper and care for Harak Smeervald luxuries, such as disposable diapers and easily available food,
personally. Since then the Garnians and Hon'kans have had while Northern Garnians lack such things. Depending on
amicable relations, and some aspects of Hon'ka's innocent where your character is from their outlook on life can be
culture bled into Garn's. heavily influenced by these factors.
14
Eternal Childhood
Hon'ka If it wasn't obvious by now, Hon'ka is a bunch of big babies.
Capital: Bilbon They ride around in oversized baby carriages drawn by
Hallmarks: Pottymancy, agriculture, entertainment, animate toy hourses, their diapers are the thickest in all the
immaturity, chivalry, breastmilk land and adorned with cute little prints, their weapons are
One of the oldest kingdoms in the world, ruled by the oversized rattles and slingshots, and their buildings are
immortal Mad Queen whose name is lost to time and whose purposefully made to resemble the baby-block houses and
mastery over pottymancy is without equal. It is infamous for castles of the Plane of Padding. Potty training is illegal in
having almost entirely given itself over to the influence of major cities, diapers are near-mandatory, and their major god
pottymancy, with the official religon being a less-extreme is the Jester who cursed (or as Hon'kans would say: blessed)
version of the typical Cult of Padding. Magicians consider the the world with his sick fetishes in the first place. They were
place a safe haven, for practice of all but the dark magics are even the first to begin mass producing disposable diapers in
freely allowed within its borders. the likeness of the kind one can find in their favorite plane,
utilizing Justician factory technology to do so.
To a Hon'kan, no matter how old you are it's natural for you
Land of Legend to act like a baby at times. For many of them the dream life is
Hon'ka was founded on a legendary location, the fountain of to BE a baby full-time, with no responsibilities whatsoever.
youth, and to this day still sports more legendary beasts, Some of them, namely those living within the princess
locations, heroes, and even races than any other nation. It's Kayla's realm, also tack on "girl" to that, with every man,
best to assume that every mountain in Hon'ka sports a woman, and child in that region wearing traditionally
dragon lair of some sort, one of the few places where dragons feminine clothing and acting appropriately.
still remain in moderate numbers (not exactly helped by This is weird to everyone but themselves. It's not normal to
Hon'kan knight's willingness to slay "evil" dragons, of which act like an infant and to be proud of how you don't even know
there is more demand for than supply). This is reflected in its when you poop your diapers (and are likely incapable of ever
people: alongside the beastkin and other typical Charlanite knowing), yet they do it anyway. And they are likely some of
races one can find dragonkin, centaurs, minotaurs, and all the happiest in all the world because of it.
other sorts of mythical peoples. This is not without its problems: it takes a village to raise a
It is a feudal land, an absolute monarchy where assigned child, but what if the village IS children? Hon'kans have to
nobility control large swaths of land which is maintained and keep up with each other to make sure things get done, and
farmed by peasants. Many nobles take on the roles of some are unable to be kept up with: namely the nobility.
questing knights errant, taking it upon themselves to explore Previously the Mad Queen would personally discipline unruly
and protect their land, while others become magicians. and bad nobles, sometimes even turning them into diapers,
The kingdom is also well known for magic and, quite unlike but she has stopped this practice and become quite hard to
Justicium, complete lack of regulation regarding it. One get ahold of in recent years. This has led to the nobility either
would think this would mean that mad mages pop up every neglecting their duties or straight up taking advantage of the
other week to cause trouble but this does not happen; likely lower classes, leading to some talk of potential revolution...
because when you grow up in a supportive environment you
don't often develop bad habits or harbor ill will for your fellow Hon'kan Characters
man. It probably helps that nearly every village has a wizard Hon'kan characters have many similarities with Garnians,
or sorcerer of at least mdoerate skill able to turn the potential but like the children they emulate they can be quite picky and
evil-doer into an infant. silly. Your Hon'kan character likely has the following
Regardless of the mad mages or lack thereof, Hon'ka is characteristics:
absolutely riddled with arcane magic. At least half of any Loud and Proud. Hon'kans are bombastic creatures,
given village knows at least one cantrip, and Hon'kans adore almost always extroverted. If they are introverted, they likely
replacing the mundane with the magical. Why have torches still talk a bit too much when given the chance and are still
when you can have dancing lights? Why do chores yourself the loudest things in the room. Shame is not in their
when you can simply animate some objects or conjure up an vocabulary: they make no attempt to hide their diapers and
unseen servant (handy for diaper changes!)? This is also the other baby things, and it's generally not a good idea to let
only nation where pottymancy is practiced freely and openly, them in on a shameful secret of yours. Consider having a
considered to be a national treasure much to the chagrin of higher Charisma score than you may need.
their Justician allies. Never-Ending Playtime. Hon'kans always see the world in
The amount of magic and myth surrounding them has a youthful light. Every new adventure doesn't reek of danger
fueled Hon'kan imagination. Most citizens of Hon'ka, peasant to them - it sounds like fun! Your character likely carries
or noble, have aspirations of becoming known across the around toys, crayons, puzzles, and other things that they
land for their accomplishments and deeds. This is not to say fiddle with during downtime. It is likely you know at least one
that Hon'kans suffer from a collective delusion of grandeur, cantrip, for your people adore magic.
though there are some that do; their expectations are a bit Spoiled Aristocrats. Your character is likely used to the
more subdued, especially among the lower classes. A baker luxuries common to Hon'ka. If they are a peasant this won't
may wish to bake the world's biggest chocolate chip cookie be a huge issue, they know that sometimes you have to stop
and to have it be so awe inspiring to local bards that the tale playing and be fine with working for something you want.
spreads across the land until it eventually evolves into a folk The same cannot be said for the nobility...
tale, for example.
15
Empire of Hypocrisy
Justicium The empire claims that it is the arbiter of morality, and that
Capital: Magia its way of life is the only way to ensure one is not a
Hallmarks: Charity, zealotry, espionage, industry, magitech degenerate. Yet they consistently go against their own beliefs
The great empire of Justicium, the largest nation to ever in order to maintain luxuries and necessities alike. When
grace Charlan, is the second oldest beastkin civilization. It is confronted on this, imperial citizens will either shrug their
a controversial entity: often the antagonist despite its claim shoulders and admit it casually or will begin to stomp their
that the path the empire takes is set by the divine. It's both feet and shout down the logic-wielder depending on how
capable of great good and great evil, often times both justified much they believe in the empire. It's best to not confront
with the same reasoning. Contrary to popular belief, its imperial agents on this matter, lest one wishes for a quick trip
actions of malice aren't only directed at those without its to a jail cell.
borders; its citizens are oppressed in many ways, though not One good example is magic. Justicium maintains the idea
always directly. that all non-divine magic is dangerous, either morally or
regularly. That arcane magic is wild and unpredictable, citing
sorcerers as a main culprit of arcane accidents, and that
Gods and Glory druidic magic (which is divine, not that they would admit it) is
Justicium is the home of the New Faith, a religion whose practiced solely by cannibals and witches. They use the term
pantheon is composed of the New Gods that have replaced "witch" for almost every spellcaster, but druids get slapped
the ones who were slain as a result of the Kalashtar's actions. with the term more often than others. Warlocks of the non-
The religion is central to their society, and deviance from it is celestial variety best be careful within the empire's borders,
dangerous. Everything the empire does they do in the name for they are the only casters that the empire will not sanction
of their gods, and that especially includes war. Justicium has under any circumstances, and a warlock can be burned at the
started more wars and conflicts than any other nation, all to stake with little paperwork to slow the process.
prove their religion's and empire's superiority over all. But even with this absolute hatred of magicians, they still
It is a collective belief among them that the New Faith is allow magic to exist within their borders so long as it is
the only way to save a person's soul from a lesser afterlife or, regulated. This is normally a long and arduous process, but
even worse, damnation. To this end they spread as far and as there is one type of spellcaster that is fast-tracked into being
wide as possible and colonize any and all land they can. This sanctioned and allowed to practice freely: artificers. The
is justified with the idea that all other people and religions reason? Justicium runs on magitech. Their factories wouldn't
are lesser or misguided, which so many adhere to so fervantly be able to operate without it, and many of their every day
that you won't find any nations recognized on Justician maps devices are crafted by artificers. They still rely on nonmagical
save for Justicium itself, those that trade with Justicium, and tools and manual labor for a majority of their work and most
its one major "ally": Hon'ka, which the empire only barely of their magitech is concentrated within the cities and
tolerates. Not all Justicians share these beliefs, but those that countryside factories, but one can find sending stones,
control and enforce the empire's laws most definitely do. animate brooms, and other magical trinkets about most
Justicium maintains a level of xenophobia among its people Justician homes. The empire has also established magitech
in a successful bid to control thought and to maintain trains throughout its territory, but these are recent additions
reliance on the empire. This is, naturally, not exclusive to and have yet to become extensively employed.
ideas or foreign cultures, but entire races: the empire has a Another great example is sex. Justicians are, by and large,
list of "Savage Races", including goblinoids, orcs, shifters, prudish. The idea of exposing even a little fur below the neck
minotaur, tieflings, and humans, whose mere existence is is scandalous at best and liable to get you accused of being a
considered a threat to the empire and its people. These races witchy whore at worst. Women are not treated the best in the
are mistreated and worse by the empire's people and the empire, relegated to cooking, cleaning, caretaking, and child
empire itself. Some advocate for their rights, but many of rearing. Justicians don't even like to acknowledge that they
these activists are themselves oppressed groups within the even have genitals, and gods forbid you ever talk about their
empire: namely mages and druids, who even when diapers. Yet the nobility within the empire are rumored to
sanctioned are considered to be dangerous threats waiting to have secret sex parties almost nightly...
go off at any moment. Of course, this does not prevent the
empire from employing members of these "Savage Races", Justician Characters
even tieflings, under the pretense that they are examples of Justicians are simple and modest. They have strong moral
"good ones". compasses and unfortuantely many also have even stronger
Corruption is a serious issue in Justicium. To ensure that prejudices. Capable of great good and great evil, a Justician
its officials and citizens do not stray from the path of light, will usually have the following traits:
and because they just adore rules and regulations, a form of Exceptions. Just like the empire itself, a Justician always
bureaucracy has been created within the empire which is a has a few things that they'll allow to slip through the cracks of
combination of book-keeping and religious rituals. Charity is their otherwise impeccable morality/personal code.
also maintained through this network, though overshadowed Modesty. Justicians wear simple clothing that covers their
by the empire's many atrocities. Ironically, the empire is the diapers and their bodies to the best of their ability. They
most corrupt it's ever been; even with the leadership of the excuse themselves whenever they need to change or even
aasimar lineage of the Hulshani. In the past one could rely on burp or sneeze, and they do not try to attract attention.
Justician charity and good will, and many still remember the Gossip. You're likely very judgmental. At the very least you
good old days and strive to be good people and examples. can't help but talk about the latest drama, petty or otherwise.
16
Hags are attracted to the land, especially green hags. With
Nar them come apprentices, typically tieflings, humans, gnolls,
Capital: Heavily disputed and goblins. Soon enough a coven is formed, and that coven
Hallmarks: Dangerous terrain, witchcraft, insanity, grows into an actual community, even a village. Witchcraft is
reptillian races, criminal hideouts common in Nar, and explorers of the land are warned to not
stay for long in seemingly welcoming villages whose people
The swamplands of Nar have resisted all attempts from are primarily womenfolk, especially if said women claim to
outsiders to colonize it, and its inhabitants would prefer that be cunning of any kind.
to not change. Everything about the region is unforgiving and
cruel, making it inhospitable to those not born there. Its dark Swamp Madness
corners do well to attract unsavory types of all sorts, but even Nar is infamous for being home to oddballs, eccentrics, and
bandit hideouts and hag covens do not last long here without madmen. Mayhaps it's fungal spores that float unseen
proper preparation or divine luck. throughout the hot, humid air which cause it to be so
common? A curse placed upon the land by vengeful hags and
Scales and Venom renewed by their apprentices? Or perhaps even just the land
The large majority of Nar's inhabitants are reptillian, with itself is tainted. Whatever the reason, everyone agrees that
some amphibians and even a few pockets of deep trion or people from Nar are odd.
kuo-toa mixed in here and there. Lizardfolk, reptillian Sometimes this is just cultural differences. Lizardfolk are
beastkin, and the yuan-ti thrive in the land, immune to many uncommon outside of the region so very few people are used
of its diseases. The two largest groups, the yuan-ti of the to their emotionless state. Many Narish folk have odd
Servants of Sseth who maintain control over the religious beliefs and mannerisms, but do not suffer from true
southernmost swamps and the lizardfolk of the Kingdom of madness. Indeed; what most refer to as swamp madness is
the Scale King who control the northernmost swamps, have just differences in how individuals act, nothing more and
been engaged in a slow boiling war of atrition since before nothing less.
Hon'ka or Justicium were even a twinkle in anyone's eye. But there is most definitely an alarming amount of actual
The Servants of Sseth began as a radical sect of humanity insanity among the swamp's populace, most notably
who rejected the race's collective advancement (similar to concentrated among foreigners. This unnerves those around
Vanyans) in favor of demon worship. They are all abhumans, the Narish, and nasty rumors are bound to spread whenever
being hybrids of humans and serpents, able to thrive within a person from Nar is within town. Even objects from the land
the swamps. They are based out of various sunken temples, are believed to be cursed by some, and superstitious villagers
in which they barely survived the cataclysm. The ultimate will sooner turn tail and run than admire a trinket or bauble
goal of an individual yuan-ti is to rise through the ranks of believed to be from the swamps. It is a common punishment
their society until they can ascend as demigods or possibly within the empire of Justicium to banish a criminal to Nar in
even avatars of Sseth, and they will murder and cheat their the hopes that they either die, go mad, or both.
way to this goal. This infighting helps to prevent them from
accomplishing their overall goal: the conquering of the world, Narish Characters
primarily through corrupting and manipulating Justicium: a Narish folk are universally odd. Nothing really glues them
task they find has grown much easier in recent decades... together, and even though there are some large communities
The Kingdom of the Scale King, an ancient lizardfolk within the swamps it's mostly just untamed land as far as the
paladin who is famous both for having a homosexual and eye can see. A character from Nar will often have the
subserviant relationship with an ancient copper dragon who following traits:
most often takes the form of a dragonborn and plays the role Lone Wolf? It's hard to know who to trust, or if you can
of "daddy" for the king and for being prone to tantrums when trust anyone at all, in the swamps. Your character may be
his ego is bruised, is a primitive collection of villages and introverted and eccentric, lacking in social etiquette due to
great stone pyramids lined with gold and the remains of their years of isolation. They may believe that requiring aid from
enemies. Its population is primarily made up of lizardfolk, others or in general doing something with help makes one
with some dragonkin and beastkin among them. Their weak. Conversely, if they are from one of the larger
society is based around worship of a more... reptillian take on communities they may have the opposite beliefs but be
the Old Faith, and they get by through simple hunting and especially wary of those that they are unfamiliar with.
gathering, with little agriculture to supplement it. They Scavenging Survivor. To thrive in Nar requires one to not
simply wish to live in peace, which is their reasoning for their be picky about where their food comes from and what work
war with the yuan-ti, who would have instigated the conflict they must do. Narish folk will eat nearly anything and grime
regardless. and dirt bothers them not. When given the chance they'll nick
In between these two communities lies vast stretches of anything useful that they can get their grubby little hands on.
untouched swampland where witch huts, villages of various Pure Insanity. Many born within the swamps grow up
races, and criminal hideouts lie. Some attempts have been around madness and those that explore it have a bad habit of
made to establish small colonies by foreigners, but the lot of going mad themselves... if they don't die first. Something
them are ghost towns whose inhabitants disappeared long about the place breaks the minds of the weak. Your character
ago. Hermits also sometimes make their homes within the may have some sort of odd tick about them that unnerves
swamps, and druids and rangers alike treat the place with others, such as a tendency to cackle at random times, an
reverence, claiming it to be linked to the feywild in a similar obsession with collecting fingerbones, etc..
manner to Agier.
17
Yet the aurumortis are outnumbered ten to one by the
New Orteka workers and slaves of the land. Similar to Hon'kan aristocracy
Capital: New Orteka they hole themselves up within their buildings and leave the
Hallmarks: Mercenaries, wealth, knowledge, minority rabble to govern themselves for the most part. This has led to
groups, dark magic an interesting twist to New Ortekan culture; one where the
majority of it is built up by the lower classes. Ortekan
In the middle of the barren, scorched sands of the badlands dancers, their great desert food, and the many colorful tents
lies a collection of ancient tombs. They and their inhabitants that make up their work camps are all fabrications of the
have lied dormant for thousands of years, long before the servants. The aurumortis themselves are fine with this: it
cataclysm, but now they have risen. The Aurumortis, long- keeps the riff raff occupied and also provides the aurumortis
dead merchants and rich men of various races, rule the themselves some entertainment, with dancers being
jeweled oasis that they refer to as New Orteka with especially popular.
surprisingly few laws.
Living Dead Gods
Blood and Money New Ortekan religion is unique in that it fits into no
Wealth determines who serves and who is served in New preexisting pantheon. Even Agier's unique religion is
Orteka. The aurumortis hoarded both wealth and powerful considered to be part of the Old Faith by theologists. It could
magics in preparation for their awakening, and though the be described as a cult, even a cult of personality, but it lacks
magitech deep within their tombs has begun to fail like in the many of the distasteful aspects of one (disregarding their use
bunkers and their knowledge of the past has been lost to of black magic, sacrifices, etc., it's not a very controlling cult).
time, they are still a force to be reckoned with. If they wished The gods of the aurumortis are the founders of the group,
they could do so much with their money - good and bad, ancient pseudo-liches whose power was so awesome that
destroying the economy or eliminating poverty - but they do people began to believe them to be gods. This faith turned
not wish that. No, instead they choose to use it carefully to them divine, and though they lie dormant within their
their benefit. sarcophagi their influence is very much felt all throughout the
New Orteka attracts the downtrodden, the forgotten, the city state and in every room their clerics reside in. They are
aimless, and the oppressed. Gnolls, tieflings, and warforged simultaneously holy and unholy, gods of disease and life,
flock to the sandstone city with its bejeweled monuments and darkness and light, war and peace.
bountiful pools of water, lured there by the promise of honest They give few orders to their followers, all of them esoteric
and dishonest work alike. These workers, often mercenaries and illogical. Some believe the Dead Gods to be going senile
and laborers, are paid a pittance for their efforts - but there is as all aurumortis have to some capacity. Others believe that
nowhere else for them to go. They are all distrusted in some they see into the future and know exactly what actions need
manner, and some outright hated or wanted for horrible to be taken to set off a butterfly effect that will ultimately
crimes. The aurumortis do not discriminate, though: they see begin a chain of events that plays right into their plans.
a murderer's skill with a blade and will pay him to utilize the Whatever the case, they have a few laws to maintain control
talent. When their sunken-in eyes spot an urchin making off over their land: other religions, including fiend worship, are
with a noble's coinpurse stealthily they've found new talent. allowed to exist within New Orteka but if their followers grow
Assassins, thieves, and all sorts of dishonorable folk are too bold they must be punished in some manner, and their
embraced by the leaders of New Orteka. clerics must take any and all opportunities to show off the
Naturally these voluntary workers aren't enough for the power that has been granted to them.
needs of the aurumortis. All nations and societies on the
continent have practiced some form of slavery or another, all Ortekan Characters
cruel and demeaning in their own ways, but New Orteka There are two types of people in New Orteka: the worker and
employs the most slaves out of anyone. Their form of slavery, the boss. Both believe in similar things but the two are used
which they refer to as "indentured servitude", is arguably the to completely different lifestyles. Your Ortekan character will
cruelest because it instills a false sense of hope in those likely have the following traits:
bound by it. New Orteka is always in the market for slaves Charity Schmarity: The major aspects of all Ortekan life
and buys them freely from other nations who could otherwise are money and servitude: everyone serves someone, even the
care less about them. They'll scout out poor communities for bosses. An Ortekan usually won't lift a finger for anyone
newborns and offer great deals in exchange for the children, without either proper compensation or being under threat,
grooming the little ones into being servile and happy to and the cruel among them will gladly extort children, the
please all the while reminding them of the great debt they elderly, and the desperate just for a few more copper pieces.
inherited from their parents. By Any Means Necessary. Ortekans have a particular love
New Orteka could be described as one big black market. of pact magic and other "forbidden" types of magic, including
Nothing is off limits - be it magic or mundane - and there are pottymancy and necromancy, and the martials among them
no taboos. All is fair to the aurumortis, and their few non- disregard honorable tactics. So long as something gets the
religious laws all concern property rights and the protection job done why should they care if it's "wrong" or not?
of the rich. Clients and Employees. Ortekans, as a general rule, have
no prejudice against races or sexes. So long as someone can
pay or work they are useful and therefore there is no logical
reason to discriminate.
18
With the introduction of the Plane of Padding this changed.
The Underdark Dark elves became the matriarchal drow, some mind flayer
Capital: Goloyrandin (drow)/Grakstil (resisters) colonies became oddly motherly, and many other
Hallmarks: Aberrations, slavery, portals, precious communities were affected by incursions from the Plane of
minerals, changing landscape Padding and exposure to mass amounts of pottymancy. The
drow dominated, allying with the affected mind flayers and
The section of the Underdark directly beneath Charlan can establishing a new capital that was better fit for their new
be regarded as a nation of its own right. The events after the culture.
cataclysm, especially the creation of the Plane of Padding, Naturally the people of the underdark who weren't affected
have changed the shifting underground for better or for fought against this. After many failed skirmishes an alliance
worse. The ambient pottymancy that fills the air of the between the resisting peoples was formed, realizing that if
Charlanite continent is especially concentrated down under, they wanted to not become diaper dependent mewling
and the planar instability is worse here than anywhere else. wretches they would need to band together. Thus the
Underdark's second canpital, Grakstil, was formed from the
Hidden World collaboration of duergar, svirfneblin, some dwarves, and the
few remaining unconverted dark elves.
Very few surface dwellers are even aware of the existence of Unfortunately for them, the threat of pottymancy is just yet
the Underdark. The major exception to this are the dwarves another threat to their existence which has been piled onto
and the subterranean beastkin, both of whom spend or have the already massive amount they had to deal with previously.
spent a large portion of their time underground and have a From dwarven mercenaries and miners trying to clear out
long history of contending with the Underdark's denizens, inhabited caverns to the various monsters that roam the
beasts or otherwise. Stories from these natural diggers can environment there are threats both external and internal they
be heard in taverns and Hon'kan daycares often, but to most must contend with. Additionally there are still other hostile
that's all they are: stories. There can't possibly be a world communities, extra factions, and unsavory groups that fight
beneath our own, that's ludicrous! Or so they say. both the free people of the Underdark as well as the drow; a
Surface dwarves like to keep the existence of the notable example is the aboleths and their deep triton minions
Underdark a secret, though they can't control the loose lips of who have begun to stir up the kuo toa.
beastkin. This is done for a variety of reasons, the major one
being that the Underdark is a vile place that very few would Great Treasures
want to go to willingly and which corrupts lesser men, as
seen with the duergar, who the dwarves believe to have been Adventurers, treasure hunters, and wizards alike are the
miners who dug too deep and were cursed to be evil and most likely to hear of the Underdark and to seriously
emotionless as a result. The duergar would consider this a consider that these stories may be more than just stories.
nasty rumor and would retort with the fact that the dwarves Those that brave the trip to the land will find that there are
have been in a war with them and all other denizens of the indeed many opportunities to gain wealth immeasurable. The
Underdark for generations because there's gold and gems tricky part is making it back alive...
down there, but nobody can listen to a group of people that
they aren't aware of. Naturally the truth lies in the middle - Characters from the Underdark
the duergar are a bit nastier than a typical dwarf, but they are The Underdark's populace is split in two: those that resist the
by no means inherently evil and their typical psychology is changing world and those who embrace it. Nothing is black
moreso that of a typical dwarf's but extreme. Whether the and white, though, and these two groups often have some
dwarves actually started their economic crusade or they were overlap. A character from the Underdark likely has the
met with hostility that they then used as an excuse to start it following traits:
is information that has been lost to time. Desensitized. Death isn't exclusive to the Underdark, and
The Underdark is truly a hidden world of its own, and the neither is high death rate, but unlike Garn or Nar there are
sages who know of it theorize that it is a pseudo-plane of very few places considered truly safe. It's not uncommon to
sorts, one attached to nearly every Material Plane in the wake up after a night on the trail and to be missing one or
same manner that the Ethereal Plane is, though there is little two party members. Surface dwellers would be alarmed by
evidence to support this. this, possibly driven to mourning and depression. Underdark
denizens shrug their shoulders and move on after a brief
Resistance and Submission prayer.
People in the Underdark of Charlan have always kept to Adaptable. Even before the Cataclysm there was very little
themselves aside from the typical attempts to gain more land. that stayed the same in the Underdark. Geography shifted all
Duergar, svirfneblin, and dark elves are excellent examples of the time, and still does. One has to always watch their step
people just trying to make a living in this hostile environment. and be ready to adapt to a changing situation.
There were and still are many dangers unique to this biome, Grim and Gloomy. When all is dark and death is
including a large variety of monsters and many planar beings everywhere it's hard to be optimistic. It's even harder when
such as demons and aberrations, including the infamous friends and family are overtaken by mind-altering fetish
mind flayers and aboleths, who have fought for control of the magic. It's rare to see a smile on the face of a denizen of the
Underdark since they first noticed one another. Pitiful Underdark.
creatures that have been driven insane like the derro or the
kuo-toa can also be found here and classified as a danger in
their own right.
19
New Allies and New Dangers
Vanya Justicium's naval expansion and exploration soon brought
Capital: None them to Vanya, alerting the Vanyans to the existence of other
Hallmarks: War, religion, undead, wine, lycanthropy, people's across the sea and ending their isolation. Despite the
vampirism, architecture difference of religion, the Justicians and the initial group of
Long ago when the Kalashtar began to take hold, a radical Vanyans they encountered decided that their values were
sect of the major human religion - the Church of Darakhur, similar and became allies. Both parties are woefully
the old creator deity - decided to leave the continent of uneducated about each other's politics, though: Vanyans who
Charlan, fearing persecution. They discarded the magitech encounter beastkin think them to all be Justician and that
that humanity had become known for and opted instead to Justicium is in a similar state to Vanya, while Justicium
live simply in their new homeland, purely, just as the gods believes it's allied with an entire nation due to a
intended. When the cataclysm happened, everything that misunderstanding. This has resulted in more than one
could have gone wrong did go wrong, and while the specifics occasion where beastkin soldiers were sent off to fight on
have been lost to time the land is now one with strife and a behalf of two different Vanyan factions who coincidentally
great evil plots within it, unchallenged due to petty infighting. were fighting each other.
Because this relationship is recent and information is slow
to reach the mainland it's been up to the soldiers on the
Shattered Time Capsule continent to figure things out and settle the conflicts. If
Vanyan society is stagnant and isolated, stuck in a state of there's one thing Justicians are good at it's uniting people,
medieval stasis; akin to the ancient times when the elder forcefully or otherwise, and their presence among the
races were at their peak and humanity was in its infancy. religious factions has been overall positive. Actual change is
Magicians of any sort are rare, and artificery is unknown to coming about and unity is returning to Vanya; with increasing
the greater populace. Much of the advancements that can be resistance from the Scarlet King along with it, presumably
found on the Charlanite continent are absent, and their because he senses the loss of his major advantage.
society is, for the most part, feudal... or, rather, was. The Scarlet King himself has gained new allies and a new
The cataclysm changed things. Vanya had always power with the introduction of the drow into his lands who
contended with the darkness, for its land was shrouded in it, have brought pottymancy with them. Like with Justicium and
but they kept it at bay through their belief in their gods and Vanya, this relationship is still fresh and only time will tell
the power it granted them. The tremors felt across the world how well they mesh, but the threat of the Scarlet King being
from the result of the Kalashtar's actions shattered the land able to force the living into his fold through regression and
and disoriented the Vanyans, allowing the darkness to mindbreak alongside his undead is too great to ignore.
overtake them briefly but surely.
Ever since then the Vanyan people have been divided. Vanyan Characters
Conflict over territory, ideology, religion, and even basic Vanya could be considered to be a cross between Agier and
resources such as food and water are commonplace. The Justicium. A large majority of the populace is religious and
largest groups of Vanyans consist of mere hundreds of people xenophobic, but as a whole they are isolated and primitive (in
across small pieces of land, with even the religious among comparison to the rest of the word). Vanyans typically have
them splintered among different sects and cults that argue the following traits:
both miniscule details and great questions such as "are our No True Vanyan. Vanya is marred by petty tribalism. You
gods really dead?" (the answer is yes, but good luck getting wouldn't be able to get a Vanyan to admit this, but each and
them to admit that). Vanya is a land of warlords and priests every faction on the continent has more similarities than
who rule through violence and fearmongering. differences - they just absolutely cannot stand differences of
But there is some form of unity to be found here. Shifters opinion and develop grudges over them quickly and easily. A
make up an abnormally large amount of the population and Vanyan will be quick to point out that their group didn't or did
keep together, defending one another from their shared do something if it makes them look better, and you'd be hard
enemies. The human populace, depending on their faction pressed to get them to take responsibility or admit fault for
and temperament, either regards these shifters as monsters bad things they've done.
all the same and groups them with the forces of darkness or Superstitious Rabble. Even among the Vanyans who do
considers them powerful allies. not align themselves with the various churches and sects of
This state of discordance has allowed the darkness within their land superstition reigns supreme. So much so that a
Vanya to fester and grow in power to the point that now a Vanyan's nightly rituals to ward off evil would make a
large region of the land is shrouded in shadowy mist. It is the Justician blush. Naturally many of these wards, rituals, and
territory of the Scarlet King, a great and powerful lich who beliefs are outright false - the spreading of salt and hanging of
commands an army of the undead and whose allies include iron to ward off faeries, for example - and the few defences
lycanthropes and many lesser evils such as fomorians. His that they employ that DO work don't defend against
goal seems to be what one would expect: world domination. pottymancy or any such threats they are unfamiliar with.
Naturally no one knows his true plans, and he proves to be a Refined Taste. One odd thing about Vanyans is that most,
mastermind when it comes to schemes and plans, having if not all of them have an appreciation for the arts and the
contingencies for nearly every conceivable setback. This finer things in life. Few have access to these luxuries, but
demoralizes those that do contend with him, for every small vineyards and wineries can be found in the most prosperous
victory reveals more and more layers to the Scarlet King's of Vanyan lands. Your character may be an artist of some sort
plot that turn those victories into major losses. or consider themselves a critic.
20
Religion
Cults
Deity Alignment Domains Description Symbol
The Dark CN Diaper, A clown of many forms cloaked in dark colors and darker padding. Deals in A comedy
Jester Lust, pottymancy-based pranks, spooks, and diaper fetishism. His preferred form mask with
Trickery, is that of a gnoll, but he is polymorphic and able to take on any shape he so a jester's
Twilight chooses. Regularly leaves the Plane of Padding to fool with mortals for cap and a
kicks. pacifier
Diapers! N Diaper The pure concept of soft, fluffy, thick, absorbent diapers of all kinds. Any
reasonably
thick
diaper
King Rambunk CG Diaper, The brother god of Sissyphus, a self proclaimed king. Where Sissyphus A sword
Forge, represents femininity, Rambunk represents masculinity. His kingdom crafted
Nature within the Plane of Padding is a literal jungle gym of metal bars and plastic from
slides, overrun with plenty of diapercritters to wrestle with and mud to get building
dirty in, where rules are just a suggestion for one to blow raspberries at. blocks
Lolth CE Lust, An outsider, consumed by the Plane of Padding and one of its few gods An eight-
Trickery, who isn't primarily concerned with diapers, though she still very much lashed
War utilizes them. A demonic spider queen obsessed with domination, both of whip
the world and of submissives. Ruled over the drow from another material made of
plane and is responsible for corrupting the dark elves of Charlan. spider silk
Mortimer LE Arcana, A white ferret, infamous for being the accidental creator of the Plague of A wine
Tishan Lust, Decadence, the first decadenc despot, and now a demigod in his own glass full
Pestilence right. A powerful archmage, he spends much of his time enjoying himself of melted
in the Plane of Padding amongst the Dark Jester's inner court when he isn't sugar
spreading his disease.
Mother of All LG Diaper, A motherly figure whose skin shines like the sun, golden cloth wreathed A rattle
Light Life, Light, over her form. Watches over infants and utilizes regression to return with a
Order, creatures to infancy. She is one of the few completely nonsexual deities of sun-like
Peace the Plane of Padding, and she desires only to care for the innocent. head
Ruul, Lord of N Diaper, A minor god of the Plane of Padding who takes the form of a diapercritter A diaper
Mess Grave, that has been thoroughly used. His territory is composed entirely of dirty pail, full
Pestilence diapers and the stench there is enough to overwhelm weaker beings. and smelly
Queen LG Arcana, The sister god of Rambunk, a self proclaimed queen. Where Rambunk A
Sissyphus Diaper, represents masculinity, Sissyphus represents femininity. Her kingdom procelain
Order within the Plane of Padding is covered in frills and very pink, with a painted tea pot
cardboard castle in the middle. Unlike her brother she places great value on with pink
rules and schedules, with most of her personal schedule taken up by tea accents
parties where the tea never runs out and changes are optional.
Snazithus LN Diaper, A great and powerful daycare dragon, said to be the original. Not exactly a The
Lust, god of the Plane of Padding, but still watches over the plane and ensures it grinning
Order is kept in check. Makes really good food, loves friends, and is overall one of visage of a
the nicer gods. dragon
Svulblot CE Blood, War A long forgotten god of the Old Faith who used to be worshipped by evil A
tribes within the region that would later become Garn. His worshippers screaming
were cast out of the land long ago, and with his faithful gone his power bear's
waned until he became a demigod. After the fall of Northern Garn, skull,
desperate nationals have reintroduced his cult into their customs, willing dripping
to do anything for the power required to take back their land. with blood
Sygg CG Diaper, The eldritch lycanthrope god dwells deep within his territory of the Plane A ruby in
Ny'llygoth Knowledge of Padding, offering esoteric knowledge to those that seek it. Unlike the the shape
others he does not make incursions into the material, at least not for the of a
purpose of corrupting it. He has a particular hatred for those that abuse crescent
their power. moon
The White Rat CE Death, A mutant lab rat that towers above the tallest trees. Flowing through its The skull
Trickery, veins are an insane amount of pathogens and parasites, and the rat itself is of a rat
Pestilence as aggressive as can be. Through the worship of crazed goblins it became a overgrown
demigod and now lords over the largest cult known to Charlan: the with
Filthblood. fungus
Yerath'Khatyyd LE Arcana, The supreme aboleth, eldest of its kind. It is sealed deep beneath the The eye of
Tempest, world, supposedly within Charlan's core, though no one knows exactly a giant
Trickery where. Its children work towards breaking the seven seals that keep it squid
within its prison while it whispers out into the world, tempting evil hearts.
21
Pantheon of Charlan
Deity Alignment Domains Description Symbol Faith
Ali'gar, the LG Grave, A gargantuan alligator, believed to be the first uplifted animal that An alligator's Old
creator Knowledge, would later spawn the beastkin. His presence is supposedly felt in skull,
Peace every body of water, but his worshippers believe he himself is overgrown
gone, taken to the Plane of Padding by the Dark Jester. with flowers
Amora CG Lust, Peace An ancient fertility god that has been incorporated into the New A heart New
Faith. Prayed to by desperate, failed bachelors and bachelorettes.
Borgulsh LN Forge, The youngest and least powerful of the living dead gods of New The engorged Ortekan
Pestilence Orteka. He is a corpulent orc of immense appetite whose body stomach of
festers with gout and other diseases of the fat nobility. A master any animal
blacksmith, he is said to have forged all of New Orteka's arms
and armor in exchange for a neverending supply of food.
Bellus Mar, LG Knowledge, The creator god of the New Faith, said to have literally written the An ink bottle New
the first Order, new world into existence. Believed to be another incarnation of and feather
Peace Ali'gar by heretics and scholars alike. pen
Burshy'lla, CN Light, War A great fire elemental that is said to have cleared the ash blotting A torch or Old
fire's out the sun long ago. Ignited the passion of the beastkin's campfire
warmth ancestors, inspiring them to fight back against ancient orcs.
Carmilla LE Blood, The second strongest living dead god of New Orteka. Carmilla is A pair of lips Ortekan
Death, a powerful vampire who has mastered the art of seduction. She is bloodied by
Lust, a passionate being who has courted many lovers, including a their own
Trickery, multitude of fiends. Her followers drink blood ritualistically in her teeth
Twilight name, if they are not already vampires themselves.
Derth, N Death, The very embodiment of death. Rules over the medium between A wooden New
father of Grave, the material plane and the afterlife planes, judging souls thusly coffin topped
the grave Pestilence and sending them to their earned afterlives. Governs the few with a skull
positive energy undead that exist, pushing them to do good.
Gamush, LN Forge, War An industrial god, the only dwarf among the gods of the New A silver anvil New
the great Faith. Supposedly the sole surviving deity of the cataclysm, inscribed with
blacksmith patron god of the dwarves. Has a particular hatred of orcs and runes
goblins.
Hara, the LG Diaper, Life The only god of the New Faith who provides any amount of A mother's New
allmother pottymancy. Some believe her to be the Mother of All Light in arms,
disguise. outstretched
Hern, the LN Blood, The patron god of hunters and the hunted. He takes the form of a A deer's skull Old
huntmaster Nature, great deer beastkin who is armed to the teeth with a bow, arrows, which has
Trickery, spears, daggers, and a kukri. Created the Hunter's Code, a set of been riddled
Twilight hunting laws that many rangers still follow to this day, the with arrows
purpose of which is to establish a respect for the prey and the
land. Infamous for his followers also hunting sapient humanoids.
Izzmet LE Arcana, The supreme living dead god of New Orteka and the original A gilded skull Ortekan
Life, Light, Aurumortis. An extremely powerful mage, he became a lich with jewels
Knowledge through sheer willpower. Even in his current state he oversees all for eyes
that his people do, fit to punish those that anger him.
Lux'an, LG Light, A god wholly opposed to darkness. The tale of Lux'an is that of a A lit candle New
radiant Tempest mortal who rose to godhood through his purity and triumph over with red wax
saint an aboleth and its army. His minor role is that of a sailor's saint.
Mizer N Order An apathetic god, like a distant father. Cares for little else but A frosty tree Old
order and quiet, governing the winter season. branch
Nurnara, LG Arcana, A draconic god of the New Faith, Nurnara is a sleepy god that is A spellbook New
book wyrm Knowledge, concerned only with the acquisition of knowledge, especially that with a
Trickery, of the arcane magics. She rarely answers prayers, but tends to pay pseudodragon
Twilight special attention to artificers and mages who quiz her with wrapped
questions she has yet to answer. around it
Sereska CN Tempest A serpent god, said to have swallowed up a mythic hurricane and A lightning Old
become imbued with the power of the storm. bolt
Ter'ja, N Life, A great mother bear, patron god of druids. She is said to have A maple leaf Old
mother Nature, spread the seeds of the first forests of the shattered world and painted dark
nature Twilight provided the first fruit. Like nature itself, she cares not for green with
individual death, but rather for the greater protection of her berry juice
children as a whole.
22
Races
Not liking to do their own work, of course, they have
Aurumortis established the city state of New Orteka, providing a home
"You think we would just give you our knowledge? You are and jobs to many otherwise homeless races such as gnolls
fools. Knowledge is valuable, that is why you covet it, and and warforged. From here is where any and all expeditions
valuable things always have a price." into the bunker of the Badlands are launched.
--High Priest Tep-Ho, religious leader of the Aurumortis. Aurumortis Names
Long before the final days of the reign of humanity, various Aurumortis abandoned their old names when they were
diviners and oracles foresaw the doom that would come inducted into their religion, taking on simple three letter
about with the Final Experiment. From their predictions words in their stead. Attached to these new names are two
sprang a religious movement among the merchants and the letter words, which signify what race the aurumortis is: Ho
wealthy within Orteka. Their followers called themselves the for humans, Ek for elves, Hk for half-elves, Od for orcs, and
Aurumortis, and they took advantage of the panic and Hd for half-orcs.
confusion of their time to gather foul magic and massive Common Names: Bru-Ho, Fuu-Hk, Gal-Ek, Hun-Hd, Sin-
amounts of wealth, mummifying themselves in preparation Od
for when they would wake.
Aurumortis Traits
Mummified Merchants Your aurumortis character has the following traits.
Resembling desiccated corpses covered in gold and Ability Score Increase. Your Intelligence or Charisma
ceremonial garb, aurumortis are near-skeletal mummies. score increases by 2, and your Constitution score increases
Obsessed with glamour, their gilding and ornaments are by 1.
often part of their own bodies, having been stitched into them Age. Aurumortis are ancient, and magic keeps them from
long ago, and some among them have shaped parts of their decaying. The average Aurumortis is at least 1,800 years old.
flesh to resemble animals or monsters. Alignment. Aurumortis are accustomed to wealth and
The Aurumortis all came from backgrounds of wealth, have a traditionally selfish culture, but are not inherently evil.
either as nobility, merchants, or even royalty. They accepted They tend towards law, but only for themselves; all other
only elves, humans, and half-elves for most of their early races, for better or worse, can govern themselves as they see
history, but later on brought in orcs and half-orcs as well (so fit so long as they stay out of the aurumortis' way.
long as they were willing and able to pay extra fees). Out of Size. Aurumortis, being from a racially fluid culture, vary
touch with the rest of the world, most of them remain isolated in size but stay generally within the normal range for
within New Orteka. humans, elves, orcs, and their half-children, but weigh less
Aurumortis concern themselves with intellectual pursuits due to being near-skeletal. Your size is Medium.
when they are not trading: art, philosophy, politics, and the Speed. Your base walking speed is 30 feet.
sciences. Manual labor is almost poison to them, and they Darkvision. You can see in dim light within 60 feet of you
treat it with the same disgust as sitting in one's own waste. as if it were bright light, and in darkness as if it were dim
They are a race driven by greed, lusting for both monetary light. You can't discern color in darkness, only shades of gray.
treasure as well as knowledge. Through their vast hoards of Avariciousness. You know when any object you touch
gold and ancient artifacts, they manipulate the economy of contains gold, silver, or some other valuable metal, and you
Charlan to their benefit - arguably making their leaders more can determine with frightening accuracy the purity of this
powerful than the entirety of the Justician empire. metal and how much metal is within said object. This only
Aurumortis live comfortable lives, and the adventurers works for objects that you can completely grasp within the
among them consist of exiles and eccentrics who have been palm of your hand, such as a fistful of coins or a trinket.
stripped of their wealth and forced out of New Orteka. When Dunewalker. You suffer no ill-effects from extreme heat,
a normal aurumortis wants something done, he'll hire a band such as that found in a desert, and treat levels of exhaustion
of gnolls or a tiefling to do it for him. as if they were one level lower. For example, if you had two
levels of exhaustion, you only suffer the effects of one level of
Amnesiac Atavists exhaustion, and if you only had one level, you would suffer no
effects at all. You are also resistant to fire damage.
With age comes wisdom and experience, but as many Undead Nature. Your creature type is undead, rather than
mortals know, as a creature ages their mind has many humanoid. You also have resistance to necrotic damage, have
chances to become faulty. The aurumortis suffer from a proficiency with death saving throws, and do not need to eat,
collective amnesia, having long forgotten all knowledge drink, or breathe.
pertaining to the time when they were alive that they did not Languages. You can speak, read, and write Common and
write down in their archives. Because of this, the leadership Old Common. Old Common shares many root words with
of the aurumortis have made it their goal in unlife to regain Common, but has an almost alien syntax and uses a
all of their lost knowledge, and to this end they have become pictographic alphabet.
the most active archeological force in the world.
23
Beastkin Beastkin Names
"They certainly are cute, aren't they? Frighteningly quick at Beastkin use a variety of names taken from human
adapting and learning, too... reminds me of the past, in a bad civilization, with some cultures being fond of the tabaxi
way. One can only hope that history does not repeat itself." naming scheme. Any name that you could use for humans or
--A variation of a common observation of the beastkin tabaxi is applicable for a beastkin character.
among elves. Beastkin Traits
The dominant race of modern Charlan, the beastkin are a Your beastkin character has a variety of traits which separate
highly varied race of animal people of all sorts of species. The it from its cousins and even other beastkin.
direct result of magical radiation, one could easily say they Ability Score Increase. Your Strength or Dexterity score
are the final creation of the Kalashtar, albeit, an accidental increases by 1.
one. The beastkin have proven themselves a force to be Age. Beastkin age at the same rate humans do.
reckoned with, carving out territories and empires almost as Alignment. Beastkin come from many different alignments
quickly as humans did in the past. Yet despite all of their depending on their species. Any alignment is viable.
accomplishments, they are treated like children by many... Size. Beastkin height and weight vary by species, but they
and, considering their curse, this may not be inappropriate. generally fall in line with the average shape and size of a
human. Your size is Medium.
Dirty Animals Speed. Your base walking speed is 30 feet.
Beast Kind. You have proficiency in Animal Handling and
When the first beastkin were born, the laughing god known have advantage on checks made to identify animals.
only as the Dark Jester took special interest into them. Child of Nature. Your connection to the wild invigorates
Beastkin are shameless creatures by nature, highly your body's natural processes. When you spend any number
promiscuous and sexually free with very few taboos, which of Hit Dice to regain hit points at the end of a short rest, you
caused the Dark Jester to become quite enamored with them. can roll an additional Hit Die at no cost.
He considered them creatures after his own heart and Feral Strike. You have a finesse natural weapon that deals
proceeded to curse them, making them completely either 1d4 bludgeoning, piercing, poison, or slashing damage
incontinent and implanting his fetishes deep within their (chosen at character creation). This weapon can be used in
collective psyche. place of your unarmed strikes.
Beastkin, unable to control their bladder or bowels and Incontinence. You cannot control your bladder or bowels,
magically influenced, quickly donned diapers to keep their and need to wear diapers in order to contain your accidents.
homes and communities safe from their many accidents. This You have disadvantage on saves made to prevent accidents
has influenced their culture in many ways, some subtle and and cannot add modifiers to them.
others overt. Some beastkin are ashamed of this, others fully Languages. You can speak, read, and write Common and
embrace it, and even more see it as just something they have either Dwarven, Elvish, or Orc.
to deal with. The fact that many other aspects of Charlan and Subrace. Beastkin are varied by species and native
its residents have been cursed in a similar manner comforts environment. Choose amphibious, arboreal, candied,
them all, though. landbound, subterranean, tauric, or winged.
This curse has also hyperhcarged their already high libido -
it's quite easy to get a beastkin hot and bothered, and
monogamous relationships are a radical and new concept to
beastkin society. Due to how generalized beastkin have
become in both ability and genetics, their near-constant
sexcapades result in quite a few hybrids, further separating
them from other anthropomorphic races.
Ambitious Advancement
Beastkin are curious creatures, the lot of them. With the
near-extinction of humans, they had plenty of toys to play
with as they developed, giving them a healthy appreciation of
technology and magic. While some beastkin still prefer to be
in tune with nature, living as simply as possible, most have
moved forward; far forward, reverse engineering human
magitech and developing technology at a rate not seen since
the time of the Kalashtar.
This has caused quite a few quarrels with elves and
dwarves in the past. Most notably, Justicium seems to be on
the exact path that humanity took, only limited by their
adherence to the doctrine of celestials. Those beastkin who
benefit from their advancement feel as if they are unfairly
treated when the elder races berate them and that their
efforts are harmless.
24
Amphibious Subterranean
Charlan is dotted with many lakes and rivers, and the Even the animals deep underground were exposed to the
amphibious beastkin were born from these environments. magic of the cataclysm. While they have been cut off from the
Their ancestors evolved in the previously polluted conditions majority of beastkin civilization, they were some of the first
of the ancient, human-controlled Charlan, granting them a beastkin that the dwarves encountered, and as such have
high resistance to toxins. excellent relations with them. They are some of the rarest
Ability Score Increase. Your Constitution score increases beastkin, and many of them still live in uncontacted tribes
by 2. deep underground. The largest population of them that lives
Amphibious. You have a swimming speed equal to your on and near the surface can be found in Justicium.
walking speed and you can hold your breath for 15 minutes. Ability Score Increase. Your Constitution score increases
Iron Stomach. You have advantage on saving throws by 1, and your Wisdom score increases by 1.
against poison, and you have resistance against poison Superior Darkvision. You can see in dim light within 120
damage. feet of you as if it were bright light, and in darkness as if it
were dim light. You can’t discern color in darkness, only
Arboreal shades of gray.
Those beastkin who swing from tree to tree or simply climb Burrower. You have a burrowing speed equal to your
at their own pace have always been close to the landbound, walking speed. You can only use this speed to move through
but ever so slightly different. Agile and possessing an soft material, such as loose dirt and sand. While burrowing,
uncanny intellect, arboreal beastkin are known to be great you can detect and pinpoint the origin of creatures and
tricksters and advisors alike. general vibrations within 15 feet of you, provided that you
Ability Score Increase. Your Intelligence score increases and the source of the vibrations are in contact with the same
by 2. ground or substance.
Tree-Scaler. You have a climbing speed equal to your
walking speed. Tauric
Rethink. When you roll a 1 on an ability check, attack roll, Not all beastkin are fully humanoid: some maintained much
or saving throw, you can reroll the die and must use the new of their quadrupedal form. These beastkin commonly
roll. associated with landbound tribes, and acted as intelligent
mounts in many cases. In the early history of Charlan, some
Candied of these taurs were great conquerors, for they are much
Before the Plague of Decadence was well understood, some stronger than many of their brethren.
priests took the process of "curing" the afflicted into their Ability Score Increase. Your Strength score increases by
own hands. Through the painful ritual of witchpurge, they 1, and your Constitution score increases by 1.
burned many decadent alive with holy fire. These beastkin Nomad. Your walking speed increases to 40 feet.
were cured... in a way. Their personalities were restored, but Quadrupedal Build. You count as one size larger when
their physiology was irreversibly changed. These beastkin, determining your carrying capacity and the weight you can
called candied, are very misunderstood. They resemble push or drag. In addition, any climb that requires hands and
gelatinous versions of themselves, somewhat like a slime, and feet is especially difficult for you because of your anatomy.
are notably more bubbly and talkative than they used to be. When you make such a climb, each foot of movement costs
Ability Score Increase. Your Charisma score increases by you 4 extra feet, instead of the normal 1 extra foot. Finally, a
2. Medium or smaller creature who doesn't have this trait or a
Amorphous. Your gelatinous body is just barely solid; You similar trait can ride on your back if you allow it. In such a
can move through a space as narrow as 1 inch wide without situation, you continue to act independently, not as a
squeezing, dropping any equipment that cannot fit at the controlled mount.
entrance of said space. You also have advantage on checks
made to escape grapples and saving throws against being Winged
grappled. Beastkin of the sky have long been envied by their brethren.
Jolly Jelly. You have proficiency in Persuasion thanks to Despite their newfound weight removing much of their ability
your overall joyous personality and disarming appearance. to freely fly, they can still soar through the skies if they focus
You are also immune to disease due to your unique biology. on it. They tend to be wise, and their senses, whether it be
their eyesight or echolocation of some sort, are superb.
Landbound Ability Score Increase. Your Wisdom score increases by
Beastkin of the land are the most numerous and prolific of 2.
their kind. They were the first to speak to the elder races, and Flight. You have a flying speed of 30 feet. You can only use
have endured the many horrors of early Charlanite life, giving it if you aren't wearing medium or heavy armor, and if you do
them a high pain tolerance and natural experience with not end your turn on a solid surface, you descend at a rate of
difficult terrain. They are the jacks of all trades of beastkin 15 feet per round, taking no fall damage if you land. At 5th
society. level, you can maintain your flight without descending,
Ability Score Increase. Your Dexterity score increases by hovering in the air.
1, and your Charisma score increases by 1.
Hardy. Your hit point maximum increases by 1, and it
increases by 1 every time you gain a level.
Landstrider. Nonmagical difficult terrain costs you no
extra movement.
25
Others
Cousins There are so many anthropomorphic races that new ones are
"Don't you think it's odd that we've been around much longer discovered almost as often as new, normal animals are.
than the beastkin, but are only considered their cousins? Like Unlike the previous four that were discussed, though, these
we're a historical footnote, almost. Still better than when the races have made even less of a historical impact. Centaurs,
humans ruled - we weren't even acknowledged back then." while not technically anthropomorphic, share the prestige of
--Drips in Underwear, tabaxi historian. being one of Hon'ka "mythical" peoples with the similar
minotaurs. Tortles are great philosophers who are believed to
Anthropomorphic animal races have existed long before the be endangered, with less than a thousand of them thought to
beastkin, found all throughout the planes. In the past they exist. Some anthropomorphic races, like dragonkin or gnolls,
were largely ignored and left to their own devices, are the opposite - they are significant enough to not be truly
occasionally enslaved by the various empires of history but classified as cousins.
overall left alone. What separates a cousin from a member of
a more notable race like a gnoll or one of the dragonkin is Aarakocra Traits
simple: their race's overall historical importance. The cousins
have been quite content with their lot in life and have not Ability Score Increase. Your Dexterity score increases by 2
made many, if any, major influences on cultures other than and your Wisdom score increases by 1.
their own. Charlan's curse manifests within cousins easier Age. Aarakocra reach maturity by age 3. Compared to
than other races, and because of melding with beastkin humans, aarakocra don’t usually live longer than 30 years.
culture due to the beastkins' overall acceptance of the Alignment. Most aarakocra are good and rarely choose
cousins, this means many of them need diapers. sides when it comes to law and chaos. Tribal leaders and
warriors might be lawful, while explorers and adventurers
Aarakocra might tend toward chaotic.
Size. Aarakocra are about 5 feet tall. They have thin,
Hailing from the elemental plane of air, Charlanite aarakocra lightweight bodies that weigh between 80 and 100 pounds.
are known for worshipping the sun and working with cloud Your size is Medium.
giants. They are said by some to be the high elves of the Speed. Your base walking speed is 25 feet.
anthros, for they are quite haughty and pride themselves on Flight. You have a flying speed of 40 feet. To use this speed,
their high class and high-flying speed. Unfortunately for their you can't be wearing medium or heavy armor. Your arms are
pride, they are the cousin most affected by Charlan's curse your wings, and therefore you cannot perform somatic
and it is difficult to find an aarakocra that doesn't at least components for spells or manipulate things with your hands
need pull-ups. while using this speed, including weapons and spellcasting
foci. You can still make attacks with your Talons while flying.
Kenku Gustborn. You have advantage on ability checks and saving
On the isle of Agier, the firbolgs engaged in a war with the throws made against being forcibly moved by gusts of wind,
fomorians. Over the course of this war, the fomorians and other strong weather phenomena such as tornadoes, or
their night hag allies created the kenku from cursed ravens, similar magical effects like those produced by the gust
fit to be the perfect minions. After the war, the firbolgs took cantrip.
the kenku in and taught them how to turn (most of) their Talons. Your unarmed strikes deal 1d4 slashing damage
curses into boons, making them the perfect workers, and have the finesse property.
messengers, and artisans... if you ignore their inability to Languages. You can speak, read, and write Common,
create original things. They breed rapidly and one can find Aarakocra, and Auran.
kenku all across the world because of this and their
usefulness. Kenku are often diapered due to their hard work
ethic
Lizardfolk
Lizardfolk have been stuck in a state of primitive tribalism for
the large majority of their history, but they have created a
kingdom within Nar. They enjoy the company of reptillian
beastkin and dragonkin.
Tabaxi
Hailing from the jungles of what later became northern Nar,
tabaxi have always been a mysterious people. They have no
written traditions, all of their culture is spread orally by them,
and they have a rich tradition of storytelling because of this.
In recent years they've also become well known as cutthroats
and literal cat burglars, though a culture of "kittens" has
cropped up to seemingly counteract the newfound violence
among them.
26
Dragonkin Healthy Families
"It's hard to keep them in line out here, you know. They were In draconic colonies, all dragonborn and kobolds know each
ignorant before, sure, but ignorance kept them content. It other, save for introverted and shy individuals who keep to
was much simpler when only the sorcerers were allowed themselves, and they treat each other like siblings. A simple
outside, but I can't deny that they are happier." hierarchy based on age and race is established: the older you
--Eggkeeper Matra, on the topic of kobolds. are, the bigger you are, and the little ones have to listen to
you. Dragonborn are ALWAYS bigger than kobolds, and the
Adult dragons were not harmed by the cataclysm, save for dragon/s that rule the colony are the biggest no matter what.
minor wounds here and there. Their children, on the other No matter how big you are, unless you're the dragon, you
hand... With young dragons nearly all wiped out, many of the wear diapers.
remaining ones went a bit mad. They locked themselves Despite their isolation, draconic colonies are very healthy.
inside of their mountain lairs, their kobold and dragonborn This is most well observed in the kobold populations of
servants as their only company. They infantalized these Charlan, whose muscles are well defined and who are taller
servants, and in some cases themselves, long before Charlan than kobolds of other worlds.
was cursed. In recent years, as more and more dragon lairs
are being threatened, these servants find themselves thrust Kobold Traits
into a world that both amazes and terrifies them. Your kobold character has the following traits.
Ability Score Increase. Your Dexterity score increases by
Sheltered Workers 2, your Intelligence score increases by 1.
Age. Kobolds reach adulthood at age 6 and can live up to
Both dragonborn and kobolds became extremely ignorant of 120 years.
the outside world during their isolation. Before the curse, Alignment. Kobolds have been bred to be naive and
most dragons still maintained the dignity of themselves and childish, but their old selfishness still remains, making them
their servants, and allowed all to learn of the world beyond typically neutral. Their reliance on the group causes them to
their lair; but after, it was much easier to simply place a trend toward law.
pacifier into the maw of whoever started asking questions. Size. Kobolds are between 2 and 4 feet tall and weigh
Every lair operated differently, but in all of them there was between 25 and 45 pounds. Your size is Small.
one golden rule: the kobolds can never know. Speed. Your base walking speed is 30 feet.
With few exceptions, kobolds were never allowed to go Superior Darkvision. You can see in dim light within 120
near the exits of the lair nor learn anything beyond what they feet of you as if it were bright light, and in darkness as if it
needed. Over time, many kobolds became so uneducated and were dim light. You can't discern color in darkness, only
innocent that they didn't even know what death was. shades of gray.
Despite this coddling, work still needed to be done. Both to Dungeon-Born. You have advantage on checks made to
keep their colonies running and to stave off insanity, for no find traps and secret doors, as well as on saves made to avoid
one can be babied forever without losing their minds. or resist traps and resistance to the damage dealt by traps.
Kobolds were put to work as miners, Additionally, you can search for traps while traveling at a
expanding the already existing normal pace, instead of only at a slow pace.
tunnel structures, while Miner Training. You are proficient with the war pick and
dragonborn handled all other your choice of either jeweler's tools or mason's tools.
work that was either too Naturally Stealthy. You can attempt to hide even when you
intense or technical for their are obscured only by a creature that is at least one size larger
near-infantile little siblings. than you.
Languages. You can speak, read, and write Common and
Draconic.
27
Daycare Dragonborn Natural Adventurers
"No matter how positively adorable you are like that, it Created with a purpose, daycare dragonborn are almost
wouldn't be right to keep you like this... for too long, anyway. exclusively made from the most adventurous of servants,
Nap time!" those that show initiative and don't just follow orders blindly.
--Daycare dragonborn rehabilitating a regression victim. It is very rare for any daycare dragonborn to not spend their
entire life adventuring, either under the patronage of their
Daycare dragons are powerful creatures with a very progenitor dragon or on their own. Like all of a daycare
important task, but they can't always attend to it themselves. dragon's friends, daycare dragonborn are encouraged to go
Adventurers are finnicky, and kobolds are just too precious to out into the world and stake their own claims to fame, both to
throw into danger. So instead, whenever a daycare dragon extend the daycare dragon's planar protection to areas where
decides to take on dragonborn servants, they often will gift the dragon's influence does not reach and to bring back
them with some of their own power, similar to a warlock's wonderful stories for the dragon to listen to.
patron.
Daycare Dragonborn Traits
Big Siblings Your daycare dragonborn has the following traits.
Kobolds naturally look up to dragonborn as big brothers and Ability Score Increase. Your Strength score increases by
sisters, and dragonborn play the role well, but daycare 2, and your Charisma score increases by 1.
dragonborn extend this role to all they meet. They may be a Age. Daycare dragonborn, like all other dragonborn, grow
bit domineering or overbearing, but ultimately they look out quickly. They walk hours after hatching, attain the size and
for people and try to make sure no one is doing anything development of a 10-year-old human by the age of 3, and
wrong or dangerous (unless necessary). They have an even reach adulthood by 15. After this, a daycare dragon's aging is
stronger moral code than normal dragonborn, and feel a slowed, and they live to be around 100 years old.
responsibility to care for those who cannot care for Alignment. Normal dragonborn already tend to extremes,
themselves. and daycare dragonborn are no different. Their alignment is
The exception to this are daycare dragonborn who were mostly influenced by the daycare dragon who transformed
transformed by evil daycare dragons, who focus entirely on them, rather than their own decision, and the evil individuals
being bad influences while still maintaining the big sibling among them are less agents of chaos and murder and
aura. moreso agents of the Plane of Padding.
Of course, one could argue that all daycare dragonborn are Size. Daycare dragonborn are taller and heavier than most
a bad influence, for, like daycare dragons, they are still beastkin, standing well over 6 feet tall and averaging almost
creatures of the Plane of Padding - they'll gladly do their best 250 pounds. Your size is Medium.
to give other creatures a love for diapers and baby things. Speed. Your base walking speed is 30 feet.
Daycare dragonborn themselves often adopt almost Caring Conversationalists. You have proficiency in Insight
regressed tendencies as a result of their transformation, and Persuasion thanks to a newfound increase in empathy
typically wearing thicker-than-usual diapers with the from your transformation.
reasoning of "It makes my little brothers and sisters super Regression Breath. You can use your action to exhale
jealous that I get to wear diapers that are THIS thick!" pink, baby powder scented mist that mentally regresses
creatures. This mist is exhaled in a 15-foot cone. Each
Planar Guardians creature in the are must make a Charisma saving throw, the
DC of which is equal to 8 + your Constitution modifier + your
Of course, daycare dragonborn are made for a purpose: to proficiency bonus. On a failure, their Intelligence score is
fight off the encroach of the Plane of Padding and prevent its reduced by 2 (to a minimum of 2) until they complete a long
influence from negatively affecting the lives of the innocent or rest, they wet or mess themselves, and they are charmed by
the innerworkings of the Material Plane. To aid with this, you until the end of their next turn. Creatures charmed this
daycare dragons bless these dragonborn with a natural way act like overgrown toddlers.
resistance to pottymancy, something the dragons themselves After you use this breath, you can't use it again until you
have to imbibe potions to gain. After all, you wouldn't want to complete a short or long rest.
spend time, effort, and energy investing powerful magic into a Regression Resistance. Blessed by the daycare dragon,
loyal servant only for them to end up as a diaper filling you have advantage on saving throws against pottymancy
dummy (no matter how cute that would be). spells. You also suffer no negative effects from being on the
Unfortunately, daycare dragonborn do not inherit their Plane of Padding.
masters' ability to detect portals of any sort and must seek Languages. You can speak, read, and write Common and
out planar instabilities manually (much to their annoyance). Draconic.
28
Elves Ethnic Lines
"Straighten your back, keep your chin up, and for the Gods' Thanks to their feyblood, the collective emotional state of an
sake try to keep your pants clean this time." elven community influences their physical form. If a great
--High elven dance teacher instructing a beastkin student. tragedy has occurred, even those that do not care about it will
frown constantly and lose weight, and if the community is
Born from disgraced eladrin who were kicked out of the happy everyone will seem full of life and any diseases the
feywild, elves have had a long and storied history on Charlan. elves of that community suffer from will become less severe if
They are the eldest of the elder races, and have spread far not outright cured. This collective aura can, if the emotions
and wide. The cataclysm struck them hard, and their poor are strong enough, irreversibly change the elves within that
relations with many of the other races makes them rather community and transform them further into a different
disliked, but one cannot deny that their persistence in both variety of elf.
sticking to their morals and their traditions earns them some Originally, the only elves were the wood elves and high
respect. elves. The wood elves came from the ranks of eladrin that
fought on the front lines in wars with trolls, and the high
High Culture elves were those eladrin who spent their days kissing up to
the archfey within the courts. These two subraces were
Elves have always been masters of magic, starting with the nearly the exact opposite of each other, with the wood elves
divine magic of druids wielded by wood and sea elves and being expert combatants who were suited to surviving in
culminating in the high and dark elves' manipulation of the unfamiliar lands, and the high elves physically weak and
arcane leylines of the world, feeding off of the world itself. reliant on their social status and magical ability. They split off
They take pride in their natural affinity for magic, and it has early on, and from these two populations all permutations of
always been central to their cultures in one way or another. modern elves sprouted off. Sea elves were born of coastal
Elves have a specific disdain for nonmagical pursuits - nearly wood elves, and dark elves were high elves that were
everything in their society is either influenced by magic or banished to the underdark and scorned for their willingness
directly magical. Even their bodies and blood are magical. to use dark magics such as necromancy (a practice that
Ever mindful of the environment, even at the height of their continues to this day with their adoption of pottymancy).
power, no elven group (save for the dark elves) had more than Many small populations of elves, while part of larger
a million individuals within it. The high elves, often regarded subraces, have minute physical differences from one another
as one of the most opulent, pretentious, and wasteful of the that the elves place heavy importance on: most cannot tell the
elves, would actively cull their own population in order to fit difference between an Ashani Wood Elf and a Surruk one,
within this arbitrary limit. This would ultimately be their but both elves would use that inability to discern the
undoing, for when the cataclysm struck only the sea and dark difference by sight as proof of elven superiority to the less-
elves' populations would not suffer the catastrophic losses perceptive mortals.
that led to the near extinction of surface elves.
Art is extremely important to elvish society. They live long Half-Elves
enough that the only worthwhile pursuit in their eyes is art, It is taboo among elves to regularly associate oneself with the
the creation of beautiful expressions of ones' inner thoughts lesser races, and even as they slowly die out they try to limit
and emotions, a way to showcase culture and critique it. their contact with non-elves. This creates an air of mystery
Elves produce more art than any other race, and this is about them, one that humans especially find alluring. Their
because even the most mundane things they create are made natural beauty and aversion to those not of their kind made
to be works of art. elvish trophy wives a rare and sought after prize among
Elves are seen as rather ego-centric, and there is much human nobility before the transhumanist supremacist cult of
truth to this. High elves especially look down upon other the Kalashtar took root.
races, and all elves have a natural tendency to speak to other Such is the story of half-elves, the products of these almost
mortals like they are but children... which is not exactly always loveless relationships. Unlike half-orcs, which are
wrong, concerning the beastkin at least. Their expertise in readily accepted by their families and local cultures, half-
the magical arts (excluding the science of artifice) and their elves are considered bastard children stuck between two
many marvelous creations does give them some right to act worlds, neither of which they fit into. It is because of this that
like this, but this is less the result of any social conditioning half-elves are a scattered race, found among neither humans
and more because of their planar blood. Elves experience nor elves, which has created a nomadic subculture among
things differently from all other mortals, for they are not truly adults.
of the material, and being feykind causes them to be Their ancestry does provide benefits, however, for their
extremely emotional and eccentric. An elf delivering dire human blood grounds them and strips them of the natural
news to another elf will speak normally, but one doing the elvish inclination towards looking down on others, and their
same with a dwarf or some other race will speak in elf blood grants them a supernatural empathy. If halflings
infuriatingly vague rhymes and riddles out of a compulsion to make excellent mediators, then half-elves are war-ending
talk down to them. ambassadors whose words flow like honey off of their silver
tongues and whose soft-but-firm handshakes make even
despots see the error of their ways.
29
Gnoll Names
Gnolls Gnolls speak in a guttural manner, and their names often use
"I see... yellow, in your future. It is a color of cowardice, harsh sounds.
something you must be mindful of on your journeys, lest it Common Names. Baltasor, Vugdramol, Ol'gak,
lead to your ruin." Brannonok, Raggus
--A prediction all too common for beastkin patrons of gnoll
fortune tellers. Gnoll Traits.
Ever on the move, the gnolls are a race of hyena people that Your gnoll character has the following traits.
inhabit the badlands but can be found all throughout Charlan. Ability Score Increase. Your Strength score increases by
Plagued by portents of doom whenever they sleep, they are 2, and your Wisdom score increases by 1.
natural anarchists who care little for the laws, religions, and Age. Gnolls live quick lives, reaching maturity at age 4.
systems set in place by other races, carving their own paths. Gnolls live to be about 40 years old, with some reaching 60.
Alignment. Influenced by their dreams of the apocalypse,
gnolls tend towards chaos, for to a gnoll the breakdown of
Closeknit Families greater society and morality is mere hours away.
Gnolls take care of each other, and it is expected of gnoll Size. Gnolls either slouch with a hunch or stand tall, and
children to keep in close contact with their parents. Abuse range from 5 to 6 feet tall. They are naturally muscular, and
and poor parenting are one of the surefire ways for a gnoll to weigh between 180 to 230 pounds. Females, who
be ostacized and shunned. A gnoll mother is as doting to her traditionally are the leaders of gnoll tribes, are larger than
children as she is violent to those who would harm them, males on average. Your size is Medium.
something which has resulted in many of the newer Speed. Your base walking speed is 30 feet.
generations being deficient in potty training. Gnoll mothers Bite. Your bite functions as a natural weapon that you can
embody the ideal of "Live, Laugh, Love" a little too much. use in place of your unarmed strikes which deals 1d6
Gnolls boast proud oral traditions, but their culture is very piercing damage.
fragile because of this. If a tribe goes to war and is wiped out, Gnoll Weapon Training. You are proficient with the whip,
their traditions die with them. Some gnolls have taken morningstar, and net.
precautions against this and have begun to write down their Omen. Whenever you finish a long rest, roll a d20 and
practices and beliefs, but most tribes have made an effort to record the number rolled. You can replace any ability check,
reduce their war-related activities instead and focus more on attack roll, or saving throw made by you or a creature that
divination in an effort to cultivate a safer way of life. you can see with the roll. You must choose to do so before the
roll. When you finish a long rest, you lose your roll if it is
Nomadic Diviners unused.
Rampage. When you reduce a creature to 0 hit points, you
Their belief that the apocalypse is always on the horizon, a can use a bonus action to move up to half your speed and
belief that was briefly vindicated by the cataclysm, drives attack with your bite.
them to be constantly on the move. Gnolls prepare for utter Languages. You can speak, read, and write Common and
chaos by gathering wealth, honing their physical skills, and Gnoll. Gnoll is a harsh and crude language, mainly used for
practicing with weapons. Those that do not provide for the insulting those that do not understand it.
clan by selling their art, fortune telling, or prostituting will
usually be hired as mercenaries or work as bounty hunters.
Gnolls are quick, brutish, and efficient, practicing a blitzkrieg
type of guerilla warfare where the pack disorients and
eliminates/captures foes rapidly without much room for
response. New Orteka has employed a large number of gnolls
for this purpose, becoming one of the first permanent gnoll
settlements. Unlike orcs or humans, though, every gnoll has a
special gift that allows them to pursue a nonviolent way of
providing for themselves and their families. Gnolls receive
visions of the future, a byproduct of the ancient high magic
used to awaken their hyena ancestors. These visions do not
always come true, however, and often come from alternate
timelines - usually ones where the worst has come to pass.
These visions can be channelled by some gnolls to change
reality, making their portents much more than just
predictions, and making fights with gnolls a risky prospect.
Jester's Favorite
Of all the races in Charlan, the Dark Jester has a particular
liking of gnolls. His preferred form is that of a gnoll, and he
will even ignore his own spawned harlekin in order to cater
to gnolls. Because of this, many gnolls are cultists of the Dark
Jester and have a healthy appreciation of pottymancy.
30
Large Tribes
Goblins & Orcs Goblins and orcs are collectivists. There's strength in
"Give us all yer stuff or else we'z gonna kick yer arse!" numbers, and so they form large tribes. As a general rule
--The average orcish highwayman's speech. goblins and orcs care for one another, the orcs acting as big
siblings to the typically smaller goblinoids and the goblinoids
Goblins (otherwise known as goblinoids, for goblins only providing their typically higher intellect as advisors to orcish
refers to one subspecies of the race) and orcs, colloquially leaders. Some tribes are kratocratic, operating on the rule of
referred by all other races as "greenskins" due to their typical "might makes right" and generally bullying each other and all
green skin, are the underdogs of the world. They were both around them, while others are more cunning or even druidic.
created to be disposable, mistreated and tormented by those Every tribe is different, though all tribes think that their way
that should have cared for them. So the two races have is the best and will try to convert others to their ways of
become blood brothers, forever linked and just trying to fight thinking through force. Life for these races is brutal and
back against a world that hates them. violent, a constant test of their ability to survive.
Orcs, as a general rule, are crude creatures who get
Lab Rats and Laborers straight to the point and try to solve things with simple
It all began when they were born. The Kalashtar were answers. If brute force is an answer to a problem, they'll try it
running out of two things: creatures to experiment on with before any others. If it's not an answer, they'll still try it.
magic and expendable laborers willing to do the dangerous Goblins contrast this by being wily little things that prefer to
jobs that most would refuse to do. To this end they performed use trickery and cunning to get their way. Magic is also more
two experiments, creating the goblinoids in vats of slime and of a goblin's trade than an orc's, with goblin shamans taking
creating the orcs through a mixture of fleshcrafting and the role of religious leadership among greenskin tribes.
curses applied to prisoners and the homeless. These two tendencies compliment and contrast one another,
The experiments were considered a success, with the and while goblins will be bullied by orcs more than not, it's a
diminutive goblins and oxen-tough orcs quickly put to work. friendly type of hazing.
Ethics were entirely disregarded - orcs had to mine without Orcs and goblins both breed rapidly, leading to large
any protective gear, goblins were tortured and forcibly bred populations and a near inability to be, for lack of a better
with other creatures to create bugbears and hobgoblins, and term, "exterminated". These large tribes often grow
ultimately they were treated with less dignity than cattle... but desperate, leading to even good-aligned tribes being forced to
it was all they knew. After some time the orcs, who were raid and steal to feed their members until inevitably they
more free than their goblinoid brethren, learned of better decide to send the excess away from the tribe to form their
ways of life, and this caused a stir in the orcish community. own groups and find their own ways. The cycle then repeats.
Tools and raw material began to go missing, particularly cruel
overseers wound up missing or dead, and many orcs refused Want for Coexistence
to work. By the time their masters had realized what was Goblins and orcs don't particularly think of themselves as
happening, the orcish revolution had already begun. better than any other races, typically. They'll consort with
With crude and rough steel weaponry and armor that was humans, beastkin, elves, shortfolk, even angels and demons.
more like hunks of metal kept together with flimsy leather Tales of goblin rogues and orcish warbands protecting
straps the orcs bowled over the intial security forces. No one beastkin tribes and lone humans from imperial soldiers or
expected the previously servile orcs to rebel. They freed the radical Hon'kan knights are all too common, and those orcs
goblinoids from the wizard towers and alchemist labs and with good alignments especially have a tendency to take pity
escaped into the wilderness where the goblins and orcs on the elderly, the disabled, and other defenseless members
thought they could live in peace. Whatever little peace they of society, often sparing them. They are not heartless
had did not last long, for the other races were quickly monsters, and some parts of the world are beginning to see
convinced that the greenskins were a violent and dangerous this. Half-orcs and those with minute traces of orcish blood
escaped experiment that needed to be exterimated. grow in population with each passing year as more and more
Ever since then the goblins and orcs have decided that only people begin to enter relationships with orcs.
they would look out for one another. The race collectively It's not uncommon to find humans and beastkin among
declared war on the world and has dedicated itself to fighting greenskin tribes, and even in Justicium one can find the
back against all of their enemies - perceived and real, until occasional orcish citizen. Goblinoid and orcish violence has
either it is safe for their kind to live in peace or until they are begun to lower in frequency, and it seems that as they
wiped out. They have proven themselves to be able to endure become more accepted they've begun to mellow out. The
all sorts of hardship, up to and including attempts at Filthblood's destruction of Northern Garn has reignited anti-
genocide. It's become clear that the greenskins are here to goblin and anti-orc prejudice, but more and more people are
stay, and they won't give up until they get what they want one waking up to the plight of the goblins and orcs.
way or another. Unfortunately for the public's perception of them, the large
This is not to say that every goblin and orc is a violent majority of goblins and orcs still live in violent, often evil or at
creature out for revenge. Many of their kind have integrated the very least territorial tribes and warbands, causing much
themselves into society, most often either after becoming trouble for those around them. It probably doesn't help that
slaves and being granted their freedom or through military New Orteka has hired a multitude of these particularly evil
service. Garn even readily welcomed greenskins before the orcs specifically because of their amorality, or that a group of
north's destruction, though the fact that the Filthblood is anarchic greenskins have formed a nation based on piracy
almost entirely made up of goblins and orcs has hurt this. known as Ded Man'z Cove.
31
Harlekin Harlekin Names
"Fools believe that jesters and other such cretins are Harlekin name themselves after funny noises, make up words
important for exposing corruption and providing insight into for their own names, or use puns based on human names as
a leader's decisions that they would not have received from their names.
the sycophants around them. There is some truth to this... but Common Names: Tee-Hee, Bozo, Zoink, JoJo, Neddie,
the Emperor is exempt, for his will is divine. As such, I have Marlow
nothing but contempt for the clown creatures, especially as Harlekin Traits
they so brazenly and shamelessly mock our authority. The Your harlekin character has many traits which make it perfect
fact that many of them are born from the wretched Dark for clowning around.
Jester himself only serves to lend more credence to my belief Ability Score Increase. Your Charisma score increases by
that these 'harlekin' are not here on good terms." 2 and your Dexterity score increases by 1.
--Inquisitor Rael, on the subject of the harlekin. Age. Harlekin do not age and are immortal. They are
Wherever a laughing god goes, the harlekin will manifest. mature upon spawning.
Beings of pure chaos, they are born from the splinters of Alignment. Whatever their moral bent, all harlekin are
comedic energy that laughing gods shed as they spend more chaotic.
and more time in the material plane. On Charlan, the Size. Harlekin come in all shapes and sizes and have no
majority of harlekin are born from the Dark Jester, but there consistent patterns when it comes to height or weight, but
are some that are the spawn of rivals of his. It is said that are born with a starting size similar to a dwarf or human.
they are the cosmic circus that follows in the wake of any Your size is Medium.
laughing god, and that their mere presence causes tears in Speed. Your base walking speed is 30 feet.
the fabric of reality itself. Chaotic Surge. Reality seems to break around you. As an
action, you can force a creature you can see within 30 feet of
Capricious Clowns you to roll on the sorcerer's Wild Magic Surge table. Once
you have done this, you must finish a long rest before you can
Harlekin pop into existence when they are born, fully grown do so again.
and ready to cause mischief. Like some planar beings such as Ever Shifting Form. As part of any other action, you can
celestials or fiends, harlekin are made not of true flesh and change small aspects of your appearance, such as the color of
blood; but of the energy of their birthgivers. Harlekin often your eyes or skin, the shape and style of your fleshy "clothes",
become adventurers, for adventuring groups are readily or even your height and weight to a small degree.
accepting of and sometimes fully composed of specimens as Spring-Heeled. Your jump distance is double that of a
eccentric and uncontrollable as they. It is nearly impossible to normal creature's.
predict an individual harlekin's personality or behaviors: Stand-Up Comedy. You have proficiency in the
comedy is subjective, after all, and comedy is their essence. Performance skill and know the vicious mockery cantrip.
Harlekin are as wild in appearance and body plan as they Languages. You can speak, read, and write Common and
are in behavior... and many resemble other races, though are Clown. Clown uses the Common alphabet, but is exclusively
still recognizable as harlekin. The Dark Jester himself most spoken in puns, excessive and exagerative body language,
often takes the form of a gnoll. A general rule of thumb is that and honks.
at least one body part of theirs is exxagerated to an extreme
degree. For example: if a harlekin is overweight, they may be
so overweight that they are literally spherical, and yet this will
also not impede their movement. Another quirk of their
biology is that their "clothing" is actually parts of their body.
This can, and often does, include diapers.
Rare and Bombastic
A harlekin is not inclined to staying quiet, though they can be
for a short period of time if necessary, and they have an
instinctual need to let themselves be known. Whether this is
through a comedic routine, intentionally making themselves
out to be fools, disrupting social gatherings, or even being
sexual exhibitionists, a harlekin practically feeds on attention.
Harlekin are not common, though; quite the contrary.
Laughing gods lose energy slowly over time, meaning
harlekin are created slowly, and they have no way to
reproduce. Combined with their generally annoying and
unwanted behavior, which is bound to lead to potentially
violent altercations, the few harlekin that exist eventually
learn to express their need for attention in healthier, more
socially acceptable ways if they live long enough.
32
Agier has accepted a small population of humans into their
Humans lands as a sort of penance for their original abandonment.
"You took our world, you continue to take our things and They live with the firbolgs and goliaths, and are very much at
claim them as your own... you're nothing without us, and if I home among the other Agierans. As is typical of those on
had my way, you'd be reduced to nothing but the animals you Agier, they live with nature, and most who meet them find
truly are." them to be very agreeable.
--Harold Macgrad, bunker-born human. Vanya has the largest surface-dwelling group, once a
kingdom but now shattered into multiple feudal lords vying
Humanity is undeniably one of the most successful races to for control over the greater landmass amongst both
ever grace the material plane. This is both their greatest themselves and the creatures of the night that have overrun
triumph, and what resulted in their downfall: unchecked the continent. Vanyan humans tend to be quite gruff and
expansion led humanity to cause not only their own ruin, but religious, which makes them quite amicable to Justician
to change Charlan so fundamentally that they are no longer beastkin.
the top of the food chain. Many humans are disgusted by diapers, regression, and
ABDL in general, but as they are highly individualistic, some
Survivors can be very receptive to it, if not outright willing to
participate.
From the birth of the first humans from sickly hill giants to
the modern age, humans have always had hard lives that have
forced them into action. They began their lives alone, naked, Abhumans
and afraid in a world that saw them as short-lived, primitive Humanity modified themselves for a variety of
beings, and by the end of their first thousand years they had tasks, resulting in the creation of "abhumans",
established multiple kingdoms (many of which with the help races that are still considered human but are
of the elder races). Humans are the ultimate specimens when different. These races include: Kalashtar, Simic
it comes to adapting to any situation, far surpassing even the Hybrids (called just Hybrids in Charlan), and Yuan-
genericized beastkin who themselves have specialized Ti. All abhumans are very rare. Most of them are
variants. nearly extinct, with the exception of the yuan-ti
who try to manipulate Justician civilization in
Even in the modern era, when most surface-living humans secret from their sunken temples in Nar when they
were wiped out by the cataclysm caused by their leaders, aren't waging war with the native lizardfolk there.
their tenacity is quite evident, for not only have they survived, A Charlanite Yuan-Ti Pureblood has the following
but they have arguably thrived in the wilderness among the traits:
greenskins. This is not even speaking of the abhumans, who Ability Score Increase. Your Charisma score
themselves have made quite the mark on modern Charlan increases by 2, and your Intelligence score
despite their rarity. increases by 1.
The Aurumortis, who are not all human but are majority Age. Purebloods mature at the same rate as
human, are another example of humanity's will to survive. humans and have lifespans similar in length to
They went so far as to make themselves undead, stripping theirs.
themselves of the warmth of life in a sick form of doomsday Alignment. Purebloods are devoid of emotion
preparation. and see others as tools to manipulate. They care
Beastkin have long been in conflict with wild humans on little for law or chaos and are typically neutral evil.
their continent, for the two races have a natural dislike for Size. Purebloods match humans in average size
and weight. Your size is Medium.
each other. Humans see the beastkin as trespassers who Speed. Your base walking speed is 30 feet.
think they can replace them: creatures who are squatting on Darkvision. You can see in dim light within 60
their land and benefitting from their advancements. feet of you as if it were bright light, and in darkness
Ironically, most beastkin see humans as animals, wild and as if it were dim light. You can't discern color in
untamed, like they do with goblins and orcs. Together the darkness, only shades of gray.
three races are referred to as "the savage peoples" by some. Innate Spellcasting. You know the poison spray
A large population of Charlanite humans survived the cantrip. You can cast animal friendship an
cataclysm within the Bunkers, and many still can be found unlimited number of times with this trait, but you
within them. Unfortunately, the knowledge of the past has can only target snakes with it. At 3rd level, you can
been largely lost to time for the bunker-born, and with their also cast suggestion once per day with this trait.
shelters' systems beginning to turn hostile and malfunction, Charisma is your spellcasting ability for these
many of them are forced into the outside world. spells.
Poison Resistance. You have advantage on saving
throws against poison, and you have resistance to
Far and Wide poison damage.
Charlan is not the only place humans can be found, far from Snaketongue. You are proficient with the
it. It wasn't even their birthplace, that was Agier, though they Deception and Persuasion skills.
were quickly dumped onto Charlan shortly after for fear that Languages. You can speak, read, and write
they carried a plague which would decimate the hill giant Common and Draconic.
population. Humans can be found all across the world, and
have established thriving populations even in lands that few
know exist.
33
Alternate Tiefling Racials and
Planar Halfbloods Aasimar subrace
"In the past, humanity attempted to ascend to divinity in Tieflings are an extremely mutable race thanks to their
order to better govern themselves. I and my entire lineage fiendish ancestry. Demonic tieflings tend to be hardier, more
have not had to try, for we are simply born with the mandate aggressive, and less magically adept. Tieflings whose
of the heavens." ancestry has been tainted by pottymancy boast the ability to
--Emperory Andrey Hulshani, the current emperor of cast spells iconic to the unofficial school. Below are some
Justicium. racial traits for the teifling which can be used in place of a
Like humans, beastkin genetics are highly malleable. In the specified trait, as well as an aasimar subrace.
absence of a large human population, more and more
beastkin children have been born with planar blood. The Demon Blood
planes and their denizens are not immune to the curse of Replaces Infernal Legacy
Charlan, but they are highly resistant to its effects. Thanks to Born not from devils, but from demons, you are hardier than
this, many beastkin with planar blood are free from their most other tieflings. When you take damage, you can use
race's curse of incontinence... a fact that few of them realize, your reaction to roll a d12. Add your Constitution modifier to
resulting in a lack of potty training that renders the benefit the number rolled, and reduce the damage by that total. After
moot. you use this trait, you can't use it again until you finish a short
or long rest.
Aasimar
The gods of the New Faith don't bother to do much Grasping Limbs
nowadays, but their servants are quite active. Unsurprisingly, Replaces Infernal Legacy
being celestials, this does not mean being sexually active, nor Some parts of your body, such as your tail or your hair, are
does it mean constant blessings. In most cultures when an prehensile, or you have multiple, smaller limbs such as arms
aasimar beastkin is born, it is seen as a momentus occasion or tentacles. You can use these appendages to hold up to 3
and is celebrated. additional items and use them to interact with objects or
The most famous beastkin leaders, the Hulshani family, make unarmed strikes. You cannot use these appendages to
who have ruled the Justician empire since its inception, have gain the benefit of shields.
all been aasimar. Many aasimar beastkin become
adventurers, spurred onto action by their celestial guides. As Infantile Legacy
a result of destroying their own gods, no natural human Replaces Infernal Legacy
aasimar have been recorded in quite some time.
You know the accident cantrip. When you reach 3rd level, you
Genasi can cast the regression spell once with this trait and regain
Genies regularly visit the material plane, and some consider the ability to do so when you finish a long rest. When you
beastkin concubines to be treasures worth whisking away to reach 5th level, you can cast the tantrum spittle spell once
their own realms. Notoriously bad at parenting, any children with this trait and regain the ability to do so when you finish a
that result from this are flung back into the realm of mortals long rest. Charisma is your spellcasting ability for these
as orphans. Genasi are the most common planar half-race, spells.
and are seen as a fact of life: sometimes people with strange
fur colors appear out of nowhere and enter the workforce or, Innocent Aasimar
in the worst cases, become criminals. Innocent aasimar are guided towards pacifism, taught by
their guides to seek out nonviolent solutions to conflict and to
Tieflings forgive the wicked whenever possible. They are most
commonly associated with the plane of padding, but
Fiends, especially devils, regularly take carnal pleasures in represent its connection with childhood as opposed to its
order to bind contracts. Celestial and elemental energy is (more common) connection with fetishistic lust.
very particular when it comes to genetic compatibility, but Ability Score Increase. Your Dexterity score increases by
fiends can breed with nearly anything - they're the humans of 1.
the planes. Evil beastkin, dwarves, elves, humans, gnolls, any Loving Protection. Starting at 3rd level, you can use your
such humanoids have bred and will continue to breed with action to unleash the divine energy within yourself, causing
devils and demons in an effort to gain power. white mist to swirl around you and tiny, feathered, flightless
Tieflings are reviled by most, seen as hostile and evil wings to sprout from your back. The instant you transform,
mutants. Being the product of infernal pacts and cult orgies you and each friendly creature within 30 feet of you gain
makes them inclined to agree, and many tieflings accept and temporary hit points equal to your level.
relish these stereotypes. The few that don't quickly discover Your transformation lasts for 1 minute or until you end it as
that greater society wants nothing to do with them, and are a bonus action. During it, you shed dim light in a 30-foot
forced into lives of isolation. The rise of New Orteka has radius. In addition, once on each of your turns when you
provided a refuge for these wayward souls, and a large restore hit points to a creature, you restore additional hit
tiefling population can be found in the badlands because of points equal to half your level (rounded up).
this. Hags will occasionally employ tieflings as apprentices as Once you use this trait, you can't use it again until you
well. finish a long rest.
34
In the modern era the triton try to continue their traditions,
Triton but pressures from the deep triton and a dwindling
"We are tired of protecting those that would scoff at and population make it seem as if this is all for naught. Pureblood
mock us. Our people were destined for greater deeds than triton come to the surface seeking allies in their civil war, as
spilling our own blood for creatures so weak they cannot well as to spread their ideals so that other races may
defend themselves. You call us slaves, but our masters have potentially preserve them in the event that the purebloods die
shown us the true way to freedom! You will serve them too, in out.
time." Pelagic Horrors
--Deep triton cultist.
All triton have massive egos, but some are able to humble
In one of the first experiments that humankind conducted themselves at least momentarily for the sake of other
under the rule of the Kalashtar, the elemental plane of water creatures. Deep triton do not have this trait. Their rampant
briefly replaced the world's oceans. This effect was reversed narcissism led the deep triton to converse with the most
as soon as possible, but many elemental creatures became taboo and forbidden of deep sea powers: the aboleths. The
trapped on the material plane: including the triton. A proud triton trapped them deep within the ocean's darkest caverns
race of warriors, the triton took it upon themselves to make long ago, and mistakenly believed that those entrusted to
the best of the situation and made it a sport to hunt down guard them would be able to resist their temptations.
threats to surface creatures that haunted the deep. In the At first the deep triton simply wanted the Kalashtar to
modern age they continue this, but are split between two recognize their people for their great deeds, but as they
factions in a civil war; prompting members of both sides to delved more and more into forbidden knowledge, they
come to the surface. become thralls to their dark masters. By the time that the
deep triton were so corrupt that their very biology was
Good versus Evil malformed and monstrous, it was too late, and a large
Life is not often black and white for mortals. Celestials and number of triton (especially the rank and file soldiers who so
fiends are their alignment, and diverging from the path often threw their lives away under risk-taking generals, all for
results in them literally wasting away in most cases, so the beings that would insult them if they ever met) began to wage
angels and devils of the world are nearly 100% good and evil war against their own brethren.
respectively. Mortals operate in a grey area, and despite being Deep triton have become so devoted to their masters that
elemental in nature, triton are mortal. their minds and bodies epitomize madness. Normal triton are
Despite this, while there is plenty of grey morality within basic humanoids with chiselled, perfect features and aquatic
triton culture, the overall goals of the two major triton adaptations - beautiful, truly, like elves. Deep triton share the
societies are as black and white as they come. Pureblood basic humanoid shape, but are mutants that have random
triton work towards the protection of all, the surface dwellers cephalopod, crustacean, and fish body parts in place of their
especially. Deep triton, on the other hand, work towards the normal extremities. Their elemental nature has been entirely
destruction of society as all know it both within the ocean replaced with that of aberrant flesh, severing their connection
and on the surface, seeking to reestablish the ancient aboleth with the elemental plane of water (though by no means
empire. removing their connection with water in of itself).
35
Shifters Loss of Control
"Curse? I guess you could call it that, sure. I see it as a way of Lycanthropy is a curse, there's no getting around that, and
life, and a source of strength." shifters' blood flows with said curse. As much as they try to
--Lupine Lurusso, shifter barbarian. deny it, a shifter is dangerous. For the most part, they can
control themselves as perfectly as any other creature... but
In ancient times, radical druids of the Circle of the Moon under certain conditions, shifters become like mindless
spent so much time within their animal forms that they grew animals, often resulting in vicious murders and killing sprees.
feral. When forced out of these forms, their bodies had been Most commonly this is the result of a full moon, but stress
permanently altered so that they were half-animal. This drove and even diseases can force them into their monstrous forms
them mad, and their power was twisted into an affliction - and out of their minds. The only creatures a shifter won't go
creating the first lycanthropes. While true lycanthropes have out of their way to harm in this state is fellow shifters and
been all but eradicated in places other than Vanya, those with animals of the same species as their lycanthrope form.
lycanthrope ancestry are all too common. Referred to as Every shifter's trigger is different, and they are encouraged
shifters, these supernatural mortals retain many druidic to find out what exactly that trigger is at a young age when
traditions and have carved their place within societies all they are the least likely to hurt anyone so that they can learn
across the world. how to best mitigate its effects. A shifter can anticipate when
they will likely next lose control and plan accordingly,
Forest Guardians typically by chaining themselves up or locking themselves in
a room. Justicium has taken advantage of this feral state,
Shifters have always operated on the outskirts of greater however, and has purposefully set off a group of shifters and
society. Not out of oppression, though many distrust and even paraded them publicly on multiple occasions to stir the
fear them, but out of choice. Very few shifters live within waters of prejudice.
established communities, much less cities or towns, and Shifters refer to this as the Beast Within, with many
those that do are considered to be abnormal - the zealous believing that it is more than just instincts, but that is is an
wolf-blood crusaders of Vanya come to mind - like gnolls, entity or even a god. Followers of the Beast Within
shifters form very tight-knit communities. Unlike gnolls, purposefully allow themselves to become feral, emulating the
shifters believe in a form of survival of the fittest, where druids from so long ago, and tend to practice blood magic
nature's cruelty is ever-present and the weak must either and humanoid sacrifice. While it is not an exclusively evil
grow stronger or die. religion, more evil acts are committed in the Beast Within's
Laymen believe that shifters consort with tribal beastkin, name than any other. Ultimately, the Beast Within is
wood elves, faeries, firbolgs, and other such nature-aligned considered a minor god in the pantheon of the Old Faith.
beings, but this couldn't be any further from the truth. Another loss of control that some, but not all, shifters suffer
Shifters live in packs or herds of at least one family and at from is a momentary bout of incontinence (partial or full)
most three families, keeping to their own kind. Their whenever they shift, warranting the need for diapers for those
territorial nature and druidic traditions cause them to often unfortunate enough to deal with it. In Vanya this is more of
take on the role of protectors of the forest, and they take this an issue, as it can lead to bullying and hazing from the
job very seriously. While faeries can be unjustly cruel and shifter's peers, resulting in overall poor self confidence or
firbolgs are oddly passive, shifters find a balance between the even the shifter eventually lashing out at their tormentors. In
two extremes - not unreasonable, but very willing to tear the Charlan, though, this is a minor issue - an annoyance at worst
throat out of a suspicious hunter. due to the normalcy of pampers, and a blessing at best for
Shifters follow the Old Faith, worshiping the gods of the those shifters with a liking for ageplay or a kink for accidents.
natural world as opposed to simply revering large animals or
their ancestors. As the Old Faith slowly dies out, the shifters Shifter Subrace
may keep its flame alive for years to come. Charlan is home to a unique breed of shifter whose traits
Pseudo-Cousins evolved from their tendency towards sticking to family units
and traveling in groups.
Beastkin and shifters have long made alliances with one
another, and although shifters (at least in their usual forms) Packherd
retain most of their dwarf, elf, human, orc, etc. traits, the two Packherd shifters are highly social. Many trace their roots to
races share many animalistic tendencies, and most beastkin canine lycanthropes, but porcine and even bovine varieties
would refer to shifters as cousins like they would with kenku exist. Packherd shifters, as the name implies, operate best in
or lizardfolk. The major exception to this is Justicium - the a group, and they are prone to loneliness. They are fiercely
empire openly decries shifters in the same way they do with protective of their friends.
greenskins, humans, and tieflings. Like the "savage races", Ability Score Increase. Your Charisma score increases by
shifters are liable to be enslaved and slain en masse by 2, and your Dexterity score increases by 1.
imperial soldiers: something which strains their relationship Sociable. You have proficiency in the Persuasion skill.
with Vanya, for the religious there make great use of shifter Shifting Feature. While shifted, when you make a melee
soldiers and workers, treating the empire's hated "rabid attack against a creature, you have advantage if at least one of
ferals" as equals much like the beastkin of the "lesser" your allies is within 5 feet of the creature and the ally isn't
countries do in their homeland. incapacitated.
36
A gnome is always on the lookout for more information,
Shortfolk and their natural intelligence lends them well to academia.
"I think I've finally perfected it: the potion of potty training!." They are quite scatterbrained, though, and often jump from
--Every gnomish alchemist ever. one idea to another in rapid succession; quite the contrast to
dwarves. They tend to be somewhat self absorbed, and can
Of all the elder races, the shortfolk have always been some of come off as eccentric and rude, but aren't truly selfish and
the most respected. Down to earth, they do not look down can be very accommodating.
upon other races as a general rule and are willing to speak to Gnomes were the first artificers of Charlan. Magic, which
others as equals, as opposed to superiors. What they lack in by its very nature works against reality, being made to work
height, they make up for in knowledge and skills. with it through application of the scientific method and
ingenious inventions was revolutionary, and they did not hide
Dwarves: Stubborn Architects this science from the humans when they originally quizzed
them about it, nor did they hide it from the beastkin when
Dwarves are the oldest of the shortfolk, the ones that all they did the same.
others split off from. Their ancestors were spawned from the
union between earth elementals and the firey azer, the Halflings: Happy Farmers
children resulting from this forced into the material plane Hill dwarves still go deep underground quite often, living
because they did not belong in either the plane of earth or nomadic lives where everything they own can uproot itself
fire. Though they have long lost their elemental features and and make the long journey to their many clan meetings.
have become fleshy like other mortals, their connection to the Some hill dwarves did not like this lifestyle, though, and
earth is still very much present. opted for a more established life on the surface. Over time,
As soon as a dwarf is able to curl their fingers, their the clans that did this and focused on full-time agriculture
parents place a chisel and hammer in their hands. Dwarves with permanent housing became halflings.
are master architects, blacksmiths, miners, and Halflings live the simplest lives of all the shortfolk, but this
stoneworkers. Some dwarves also develop an interest in is not to say that they aren't important: they have quite the
archeology, though they live long enough that most of them green thumb, and were the sole reason that the shortfolk did
don't care about the past because they've lived the past, or at not starve during the Time of Waiting. With a sharp mind for
least the recent past. farming, they figured out ways to produce thrice as much
Dwarves, while not very grumpy and even at times very food as anyone else at the time: techniques that farmers of
jovial, are quick to offend and quite hard-headed. Their bodies today still use.
have certainly grown soft and fleshy, but their minds are like When the time comes, though, a halfling is not only willing
stone; once they've decided on something, it's hard to get to defend hearth and home, but quite able. Nimble and easily
them to veer away from that idea. They are highly respected hidden, halflings are masters of guerilla warfare and hit and
by their gnome and halfling brethren, and were responsible run tactics. Their methods of war are, arguably, barbaric; so it
for both laying the groundwork for the labyrinthian magitech is fortunate that they don't often feel the need for violence.
bunkers that many humans survived the cataclysm (and Halflings are jovial and take their time with things. They
became trapped) in, as well as creating massive underground are very open minded, and willing to mediate conflict
fortresses that the shortfolk all waited out the apocalypse in. between other races. They are a very content people, and
Even now, they are renowned and sought after for their their demeanor has disarmed even the grumpiest of guards.
inherent talent with architecture. They have a natural charisma to them that reminds most of
Gnomes: Curious Magicians doting grandparents.
In recent years, halflings have become famous as
Dwarves are a very tough, martial race, whose answer to professional caretakers. The practice was popularized in
many problems is to throw a bunch of spearmen and boar Hon'ka, but as nonmagical, recreational regression gains
cavalry at it until it goes away. While they do not scorn magic, traction as a form of relaxation the halflings have gladly
and many dwarves make use of the giant's magical runes and capitalized on it. Some would argue that a caretaker who is
divine powers from faith, they have never been very magically half the size of most of their "babies" wouldn't be a very good
adept. Gnomes, on the other hand, adore magic. Every gnome caretaker, and some do prefer to be cared for by someone
on Charlan can trace their lineage to those few dwarven larger than them, but many find that the size difference is
clans that chose to focus on honing their minds over their calming and, in some cases, arousing. Halflings have quickly
bodies... and who consorted with elves to better their become a staple in adult daycares and inns across Charlan.
understanding of the arcane.
Gnomes are the smallest of the shortfolk, and the
scrawniest. As a general rule, gnomes are terrible frontline Shortfolk and Swine
fighters. The average gnome would prefer to be a tactician to From the mighty dwarven battle boars to the
a soldier, because many of them abhor violence but adorable gnomish teacup pigs, the shortfolk of
understand its occasional necessity. Not all of them have Charlan have a special connection with swine.
magical skill, but magic flows through their blood - the most You'll find symbols and iconography relating to
potent evidence of their elvish ancestry, though most take pigs and feral hogs all throughout shortfolk
more notice of their pointed ears and fair skin. They are the society; in their art, their homes, and even their
frailest of the shortfolk, and have easily upset stomachs tools of war.
which often cannot tolerate alcohol.
37
Stuffed Stuffed Names
"Don't pull my string again, please, it makes me... go." Some stuffed don't change their names at all, but many of
--A stuffed that was cursed with a rather unfortunate them feel compelled to adopt more cutesy names.
function. Common Names: Bearington, Blushy, Cuddles, Dummy,
Gush
Whether through curses, magic rituals, or some other event,
there exist living stuffed toys on Charlan. Different from Stuffed Traits
golems, the beings collectively known as stuffed are just as Your Stuffed character has a variety of traits which enable it
intelligent as anyone else. Many try their best to integrate to take care of the little ones and bring joy to the world.
themselves back into the societies they were once apart of, Ability Score Increase. Your Charisma score increases by
whilst others take it as a chance for a clean slate. 2, and one other ability score of your choice increases by 1.
Age. Stuffed do not age, but do become tattered over time.
Toy Life This is easily reparable and kept in check with routine
Stuffed find themselves taking the form of a variety of toys, maintenance.
mainly stuffed plushies as their name sake implies, but this is Alignment. Stuffed retain their former alignments.
partially dependant on their original race. Hardier races like Size. Stuffed are a bit bigger than normal toys, but still
orcs can become wooden dolls, elves often become finely toys nonetheless. Your size is Small.
crafted silk and porcelain toys, goblins are made of garbage, Speed. Your base walking speed is 25 feet.
etc. Much to the dismay of beastkin-based stuffed, stuffed can Bedtime Protector. Unconscious, friendly creatures
still excrete (rainbows and cupcakes, mainly) and retain any within 60 feet of you cannot be critically hit, and attack rolls
disabilities pertaining to excretion like incontinence. against them can't have advantage. This benefit extends to
Even worse: it's very hard for the stuffed to be taken yourself. A creature that is touching or holding you for the
seriously. After all, a Hon'kan soldier is as likely to drool on a entire duration of a long rest cannot have bad dreams and
stuffed as he is to regard the stuffed as his comrade in a fight. loses twice as many levels of exhaustion, if any.
Something about them is just so... silly, the idea of a toy False Appearance. While you remain motionless, you are
fighting seriously is rather amusing to many. Nevertheless, indistinguishable from an inanimate toy.
they persist. Besides, hugs aren't so bad. Helpful Hug. As an action, you can hug a creature within
That's just it, too, hugs aren't so bad. For a stuffed, hugs are your reach to calm them down and make them feel safe and
like a magical drug, one that causes them to feel immense joy protected, granting them temporary hit points equal to half
and induces a momentary state of euphoria. They aren't the your level (rounded up). If they are frightened, hugging them
only ones to benefit, either: hugs from stuffed are magical remedies their fright. You must finish a short or long rest
themselves, and instill a calming sense of protection in before you can do this again.
others. Living Toy. As a pseudo-construct, you have the following
Unfortunately, or perhaps fortunately depending on your benefits:
perspective, while stuffed are exempt from many required You have advantage on saving throws against poison and
biological functions such as the need to eat, they still need to are resistant to poison damage.
sleep. When naptime calls, stuffed will try to keep on going, You don't need to eat, drink or breathe.
but will inevitably succumb. Fortunately, their dreams are You are immune to disease.
always happy - and the aura of peace that surrounds them
protects any of their sleepy friends, too! Languages. You can speak, read, and write Common and
one extra language of your choice.
Child's Play
Stuffed are full of boundless energy, and develop many
childish tendencies. Though some retain their former
personalities, the overwhelming majority barely keep any
aspects of them, and some even forget who they used to be. A
sense of adventure and wanderlust fills them, calling many of
them to adventure.
Stuffed use their cute looks and unassuming appearance to
their advantage to catch foes off guard in battle, often
carrying toy weapons that are enchanted to work like the real
thing to add to the illusion of harmlessness. Their fingers are
surprisingly dexterous and able to operate most devices and
things like any other creature could.
Because of their fragility, being toys and all, many stuffed
pick up at least one or two bits of magic here or there, if not
entirely relying on spellcraft to handle their problems. Martial
combat exposes oneself to many more opportunities for being
ripped and torn, so if a stuffed must resort to it, they will use
archery or slingshots for the most part.
38
Warforged Men of Iron
"Our purpose? I suppose we don't really have any, now. About As a side effect of being trapped in mechanical bodies,
time we made one for ourselves." Charlanite warforged have a very hard time emoting and
--Scrapper, Warforged artificer of New Orteka. empathizing, with some even lacking much in the way of
feeling emotions at all. They are much taller than most other
The favorite toys of humanity, created as the ultimate mortals, and their near unchanging expressions tend to
weapons of war, surpassing all other artificial soldier projects unnerve other creatures. Small animals such as cats and
the Kalashtar went through. Yet, like all the others, they were dogs fear them as a general rule.
ultimately abandoned, left to rot. Many of them still lie They are born having lost their touch with their own
dormant deep beneath the earth, but they wake up one by humanity, and many of them don't even want to rekindle the
one, day by day. Left with no direction, many of them took on connection. Many of them have fought for a thousand
lives of crime until New Orteka rose from the sands, hiring lifetimes on their respective planes, and the first of them
them en masse as part of their private army. fought for nearly a hundred years more - conflict is all
warforged were meant to know, and some are perfectly fine
Legion of the Damned with this. This is not immutable, though; a warforged is just
as capable of controlling themselves and changing their
How exactly Charlanite Warforged were created is no secret, behavior as humans are, just with a bit more difficulty.
every artificer and historian worth their salt knows the Warforged tend to be overly logical, but they take
infernal recipe to craft one - but very few are willing to do so, information in quickly. When it comes to magitech, warforged
for the traditional manner is almost as evil as the steps have proven to be quite proficient in its use, and can even
required to become a lich. interface with and activate otherwise impossible to use
First one must craft the metal, wood, and stone body of the magitech found within bunkers. One of these wondrous
warforged, complete with application of controlling runes devices, known as a docent, is even specifically designed for
(with or without a shelf life). Then the crafter must literally them.
pull a soul from Acheron or Ysgard, depending on how
independent they wish the warforged to be, and place it Built to Serve
within the shell of a body. After some final incantations, the Beastkin have, in a sense, always known that warforged were
transfer is complete and the soul's memories are wiped clean created to obey ever since they first encountered them. Many
- creating a soldier that can think on their feet but is more believe them to be soulless automatons even to this day,
durable than the average greenskin and more capable than typically the uneducated laymen or even the nobility who
the average person. often hold similar views on the poor, and it's attitudes like this
Most warforged were created with souls from Acheron, for that led to the unique way of punishing criminal warforged.
their creators desired utmost obedience due to the chaotic Seeing as they are exceptionally hard to properly put down,
nature of the greenskins. While souls sent to Acheron are not dulling blades, blunting spears, and even sometimes breaking
inherently evil like most other souls sent to evil planes, in hammers when executions are attempted, some particularly
modern times with the warforged now having independence cruel and talented individuals have taken to instead enslaving
this has been shown to be quite problematic - murderers and them in both mind and body.
worse have been retrofitted with tough, mechanical bodies Warforged are no strangers to body modification - many of
literally made for killing. Many successful criminals are them add onto themselves over time, referring to the practice
warforged for this reason. as "upgrading". Neither are beastkin, when it comes to
Of course, the process of creating one warforged is time warforged parts, with most advanced prosthetics being
consuming. And yet, the Kalashtar not only made it quick and crafted from warforged corpses... or just taken from
easy, but they made it so routine that even to this day, deep warforged prisoners. The practice of warforged enslavement
within the bunkers, warforged can be produced from thin air - involves an extreme form of body modification, as well as
printed, they called it. This poses a deadly threat to any would mental manipulation, usually of the magical variety due to its
be spelunkers, for warforged printers are some of the few efficacy and speed, though a more personal and psychological
magitech devices within the bunkers that almost always still touch is occasionally applied.
work, and tend to activate when unrecognized creatures These warforged are modified to be less bulky, less
enter certain rooms. dangerous - they aren't conscripted soldiers, no one would
Despite being souls trapped within golem-like bodies, waste good time and magic to do this to a conscript when
warforged are not considered true undead nor true they could simply chain them up and push them out onto the
constructs. The unique nature of their existence has blended battlefield. No, these slaves are meant to be caretakers,
together and formed an odd classification as humanoid. entertainers, maids, and general helpers. This practice is
Similarly, stuffed are also classified this way. especially prevalent in Hon'ka, where the designers of these
Ysgardian warforged, the rarest of them all, are often slaves go so far as to stuff the warforged with the proper
adventurers. The life of an adventurer lends well to a equipment required to excrete (though this is usually an
warforged's knowledge and interests, which are mainly artificial, sweet smelling substance) and perform more...
limited to martial and tactical skills. Many warforged also intimate services. If they behave well or their owners die,
find themselves in mercenary positions, most commonly these slaves can earn their freedom, though the former is
employed by either New Orteka or Justicium. rare, for well behaved ones are usually kept.
39
Racial Feats Dark Gift
Prerequisite: Aurumortis
Action Figure
Prerequisite: Stuffed Your kind are no strangers to dark pacts. You gain one of the
warlock's Pact Boons. If you would later gain another or
Special varieties of stuffed are full of boundless energy, and already have one, you cannot choose the same Boon.
you are one of these individuals. Whether someone pulls a Charisma is your spellcasting ability for any spells gained this
string or you're just that spunky, you can become hyperactive way.
for a short time. On your turn, you can take one additional
bonus action on top of your regular bonus action. You can use Integrated Tools
this ability once, and you regain the ability to do so after a Prerequisite: Warforged
short or long rest.
Some warforged designs contain compartments for
Bestial Wrath specialized tools. At the end of a short or long rest, you can
Prerequisite: Beastkin integrate a tool you are proficient with into your body. When
you use this tool afterwards, you can double your proficiency
A select few beastkin are more in tune with their feral bonus for any ability check you make with it. You must have
ancestors than others. These beastkin rage against their your hands free to use this integrated tool. You can have a
enemies and maul them like wild carnivores, their attacks maximum number of tools integrated into your body equal to
fueled by the same magic that empowers druids and rangers. your Intelligence modifier (minimum of one). If you already
If you make an attack with your Feral Strike, you can attack have the maximum number of possible tools integrated into
with it again as a bonus action. Additionally, your Feral Strike your body but want to add another, you can swap one tool of
now deals 1d6 damage, instead of 1d4, and counts as magical your choice with the new tool.
for the purpose of overcoming resistance and immunity to
nonmagical attacks and damage. Seer of the Sands
Prerequisite: Gnoll
Child of the Sea
Prerequisite: Triton Divination has a long and storied tradition among gnolls. You
learn the guidance cantrip. You also learn the identify and
Both pureblood and deep triton can attain the ability to, like augury spells, and can cast them as rituals without expending
druids, shift into bestial forms for all sorts of purposes, material components.
though this is limited to the beasts of the sea. As an action on
your turn, you can magically assume the form of a beast that Slave's Retort
you have seen before. The beast must have a challenge rating Prerequisite: Bugbear, Goblin, Half-Orc, Hobgoblin, Orc
of 1/2 or lower and have a swimming speed. You can stay in
beast form for a number of hours equal to half your level Orcs and goblinoids are intertwined, permanently linked as
(rounded down). You then revert to your normal form. You blood brothers that will stand side by side against the world
can revert to your normal form earlier using a bonus action. that hates them. With their dying breaths, many of your
You automatically revert if you fall unconscious, drop to 0 hit ancestors have struck down assassins, slavers, and
points, or die. While transformed, the same rules apply to you oppressors. You gain the following benefits:
that apply to a druid while Wild Shaped. You can use this
ability once, and you must complete a short or long rest Your Strength, Dexterity, or Constitution score increases
before you can do so again. by 1, to a maximum of 20.
Whenever you drop to 0 hit points, you can make a
Crazy Pocket weapon attack or cast a damaging cantrip against a
Prerequisite: Harlekin creature, which deals additional damage equal to your
level if it is successful.
It takes a special kind of Harlekin to dig into the fabric of the
universe as if it were a coat pocket, but that's just what you
are. You have access to a personal, literal pocket dimension Spring Trap
which can hold objects no more than six cubic feet in size, so Prerequisite: Kobold
long as the combined weight of said objects does not exceed
50 pounds. Pulling an item out of the space requires an Sporting innate knowledge of traps and a penchant for
action, and can be done once per short or long rest without trickery, some kobolds are especially fond of ambushes. As an
issue. Attempting to pull items out of the space afterwards action on your turn, you can tap into this cunning nature and
requires a roll of a d20. If you roll a 1, you instead pull out a improvise a trap or distraction of some sort. Until the end of
gag item, such as a rubber chicken or a fake cherry bomb that your next turn, your allies gain advantage on attack rolls
blows up harmlessly at the end of the round after you pulled against enemies within 10 feet of you. Once you use this trait,
it. The exact gag item is determined by your DM. you can't do so again until you finish a short or long rest.
40
Classes
Bard
Favored Classes by Group Everyone loves a story, song, or just plain entertainment, and
Certain subclasses are especially prevalent within certain bards provide all these and much, much more! As such, bards
nations, religious groups, or racial groups, either due to can be found pretty much everywhere in some form or
culture, aversion to a different subclass's style or practices, or another. Hon'ka especially is full of bards, for the populace of
recent developments within that group. This section can help the kingdom adores artistic pursuits above all else. Yes, even
you better represent your character's background and make (almost) above diapers.
them fit in more within the world. This is not to say that your Some cults take to using bards to secretly (or not so
character cannot be any class or subclass they wish, for secretly) spread their ideals. Notably, cultists who follow gods
adventurers are often exceptions to the rule, but is merely a such as the Dark Jester or the Mother of All Light will take on
guide to the most popular archetypes within these groups. roles as hypnotic idols, putting themselves in the limelight,
while the vile Filthblood will infiltrate civilizations disguised
Artificer as a typical travelling musician only to steal the very shadows
In ancient times artifcers were everywhere, but now they're of those they murder.
much less common (though not exactly rare). They are found Subclass Group
primarily among the shortfolk, specifically gnomes, and
Justicium, but can be found wherever eccentric inventors are College of
Creation
Ded Man'z Cove, Hon'ka
inclined to be. New Orteka does run on ancient magitech but
artificers are not especially common there. College of Agier, Gnolls, Justicium
Eloquence
Subclass Group
College of Agier, Cult of the Plane of Padding, Elves,
Alchemist Aurumortis, Gnomes, Hon'ka Glamour Gnomes, Hon'ka
Armorer Ded Man'z Cove, Warforged College of Hon'ka, New Orteka, Justicium
Dance
Artillerist Ded Man'z Cove, Justicium
College of Elves (Dark), Garn, Justicium
Battle Smith Garn (Southern), Justicium Domination
Brainiac Hon'ka, Justicium College of Lore Garn (Southern), Hon'ka, Justicium, New
Orteka
Barbarian College of Ded Man'z Cove, Garn (Southern)
The oldest form of warrior known to most races, barbarians Swords
can be found in all cultures to some extent, with few College of Valor Garn (Northern), Justicium, Nar, Vanya
exceptions. Some have almost outright abandoned the College of Filthblood Cultists, New Orteka, Vanya
practice, considering it a savage and dangerous path to Whispers
follow, but it is still alive in the less-tamed parts of the world.
Subclass Group Blood Hunter
Path of the Agier, Garn, Gnolls, Hon'ka Blood magic is reviled moreso than pottymancy, for many get
Ancestral Guardian off on the idea of being made into lustful diapersexuals or
Path of the Beast Beastkin, Shifters wouldn't mind becoming an infant, but blood magic has no
Path of the Dwarves, Garn, Justicium such fans - the idea of trading the very fluid that gives one life
Battlerager for magic is abhorrent to most. Yet one can find blood
hunters still, and some groups endorse them, usually in
Path of the
Berserker
Garn, Hobgoblins, Nar, Orcs secret. Blood hunters gather in secretive order halls within
mountain ranges and forests to train, share knowledge, and
Path of the Beastkin, Garn, New Orteka rest.
Libidomorph
Subclass Group
Path of the Muscle Elves (Dark, High), Garn (Southern),
Magus Hon'ka, Justicium Order of the Ghostslayer Aasimar, Hon'ka, Justicium
Path of the Storm Agier, Dragonborn, Garn (Northern), Order of the Profane Soul Nar, New Orteka, Tieflings
Herald Genasi, Nar Order of the Mutant Garn (Southern), Humans, Nar
Path of the Totem Beastkin, Garn (Northern), Nar, Order of the Lycan Garn (Northern), Vanya
Warrior Shifters
Order of the Witchseeker Justicium
Path of Wild Magic Elves, Hon'ka
Path of the Zealot Aasimar, Garn, Justicium, Tieflings,
Vanya
41
Cleric Fighter
The gods and the domains they govern have already been Fighters can be found in every society with no exceptions, for
covered earlier in this document, but clerics are not exclusive even the most pacifistic of groups have to defend themselves.
to gods or the nations where they are found - many races Subclass Group
cling to otherwise forgotten beliefs, and this will cover those
races' domains. Arcane Archer Elves (High), Hon'ka
Subclass Group Banneret Garn (Southern), Gnolls, Halflings, Hon'ka
Arcana Elves (High), Gnomes, Humans Battle Master All
Blood Orcs, Tieflings Cavalier Justicium, New Orteka, Shortfolk, Vanya
Death Aurumortis, Elves (Dark), Kenku Champion All
Diaper Beastkin, Aasimar (Innocent) Eldritch Knight Hon'ka, New Orteka
Forge Dwarves, Goliaths, Kenku Guerilla Elves (Wood), Garn, Halflings, Nar
Grave Aasimar (Fallen), Aurumortis, Kenku Marauder Cult of Svulblot, Garn, Gnolls, Orcs
Knowledge Elves (Dark, High), Gnolls, Half-Elves Ni-Knight Beastkin, Hon'ka
Life Aasimar, Firbolgs Psi Warrior Kalashtar
Light Aarakocra, Aasimar, Aurumortis Rune Knight Goliaths, Firbolgs
Lust Beastkin, Lizardfolk, Orcs
Pestilence Aurumortis, Goblins
Monk
Nature Elves (Wood), Gnomes (Forest), Firbolgs,
Monks are an exotic group, found mostly in Agier.
Halflings Subclass Group
Order Aasimar, Dragonborn, Dwarves Way of Mercy Aasimar, Daycare Dragonborn
Tempest Aarakocra, Dragonborn (Blue, Bronze), Elves Way of Shadow Filthblood Cultists, Cult of the Dark
(Sea), Genasi (Air, Water), Kobolds, Triton Jester, New Orteka
Trickery Elves (Dark), Goblins, Kenku, Tabaxi, Yuan-Ti Way of the Astral Agier, Gnolls, Kalashtar, Followers of
Purebloods Self Nurnara
War Dwarves, Humans, Orcs Way of the Four Agier, Genasi
Elements
Druid Way of the Open Agier, Kenku
Hand
Like barbarians, druids have been part of Charlan for a very,
VERY long time, and they aren't going away any time soon. Way of the Potty Beastkin, Hon'ka, Justicium
Justicium has tried their best to eliminate the Old Faith, and Dancer
by extension the practices of many druids, but even they have Way of the Sun Agier, Cult of the Mother of All Light,
their own sects. Soul Justicium
Subclass Group Way of Tranquility Agier
Circle of Dreams Hon'ka, Elves (Wood), Gnomes
(Forest) Paladin
Circle of Elves (Dark), Hon'ka, Nar Paladins can be found in all cultures and are often revered.
Entrapment
Subclass Group
Circle of the Land All
Oath of Conquest Garn, Justicium, Vanya
Circle of the Moon Garn (Northern), Nar, Shifters, Vanya
Oath of Devotion All
Circle of the Agier, Beastkin, Hon'ka, Shifters
Shepherd Oath of Glory Garn, Gnolls, Nar, Orcs
Circle of Spores Filthblood Cultists, Nar Oath of Redemption Aasimar (Innocent), Agier, Hon'ka
Circle of Stars Agier, Gnolls, Nar, Tribal Societies Oath of the Ancients Agier, Elves (Wood), Nar
Circle of the Sun Aarakocra, Aasimar, Genasi (Fire), New Oath of the Crown Justicium
Orteka Oath of the Sissy Hon'ka
Circle of Wildfire Ded Man'z Cove, Genasi (Fire), Oath of the Temple Garn, Goliaths, Justicium
Justicium
Oath of the Aasimar, Justicium, Tieflings, Vanya
Watchers
Oath of Vengeance Dwarves, Garn, Justicium, Nar,
Vanya
42
Ranger Warlock
Rangers are always a more modern development of the Devoting oneself to a patron is surprisingly common in
classical tribal warrior, the natural link between fighters and Charlan, and warlocks can be found all throughout the world.
druids, between new and old, between civilization and nature. In some cultures, warlocks even replace clerics, paladins, and
They can be found in most cultures to some degree. other religious leaders. Of course, there is a stigma attached
to being a pactsworn spellcaster, especially in Justicium;
Subclass Group though even they have their own variations.
Beast Master Agier, Garn, Hon'ka, Nar Subclass Group
Fey Wanderer Agier, Elves, Gnomes, Hon'ka The Archfey Agier, Elves (Wood), Hon'ka, Nar
Gloom Stalker Duergar, Elves (Dark), Svirfneblin The Celestial Aasimar, Justicium, Nar, Vanya
Horizon Walker Agier, Displaced Creatures, Hon'ka The Fathomless Ded Man'z Cove, Elves (Sea), Triton
Hunter All The Fiend New Orteka, Tieflings
Matchmaker Aasimar (Innocent), Harlekin, Hon'ka The Genie Genasi, New Orteka
Monster Slayer Garn, Justicium, Vanya The Great Old One Nar, Triton (Deep)
Spiritualist Agier, Aurumortis, Justicium, Vanya The Hexblade Elves (Dark), Garn, New Orteka
Swarmkeeper Candied Beastkin, Nar, Warforged The Primordial Hero Hon'ka, Justicium
The Laughing God Gnolls, Harlekin, Hon'ka
Rogue
The Undying New Orteka, Vanya
Rogues are typically creatures of an urban environment,
though some archers, bandits, and highwaymen also fit the
class. You can find them in any and every culture. Wizard
Subclass Group The study of magic is a well respected part of academia, and
in recent years has overtaken traditional studies. Magic,
Arcane Hon'ka, New Orteka, Stuffed according to wizards, can be classified as the breaking down
Trickster of reality (mostly in a temporary fashion), working against the
Assassin Filthblood Cultists, Justicium, Vanya flow of time and space and with the weave. Justicium in
Enforcer Ded Man'z Cove, Garn (Southern),
particular has condemned the unregulated arcane arts, but
Justicium, New Orteka, Orcs makes many exceptions for wizards of all sorts. Because
Hon'ka attracts so many wizards and specializes in the
Inquisitive Justicium arcane, most wizards in Charlan are huge diaper babies who
Mastermind Aurumortis, Hon'ka, Justicium wear huge, multilayered diapers under their robes. This is
Noxious Filthblood Cultists, Garn, Hon'ka
induspitable fact and Justician wizards hate it.
Necromancy and Pottymancy are considered forbidden
Phantom Aurumortis, Elves (Dark), Warforged magics (with the exception of Pottymancy in Hon'ka), and one
Scout Dwarves, Elves (Wood), Garn (Northern), must seek less reputable teachers to learn them.
Halflings Subclass Group
Soulknife Kalashtar Bladesinging Agier, Elves, Tabaxi
Swashbuckler Ded Man'z Cove, Half-Elves, Tieflings Order of Scribes Aurumortis, Hon'ka, Justicium,
Thief All Kenku
Pottymancy Hon'ka, Stuffed
Sorcerer School of Abjuration Hon'ka, Justicium, Vanya
Charlanite sorcerers are quite the spectacle, being the School of Conjuration Hon'ka, Tieflings, Vanya
flashiest of all spellcasters. They are feared by some. School of Divination Gnolls, Hon'ka, Nar, Vanya
Subclass Group
School of Agier, Hon'ka, New Orteka, Vanya
Aberrant Mind Kalashtar Enchantment
Divine Soul Aasimar, Justicium School of Evocation Ded Man'z Cove, Hon'ka, Justicium
Draconic Bloodline Dragonkin, Hon'ka, Nar School of Illusion Agier, Hon'ka, Nar, Vanya
Clockwork Soul Warforged School of New Orteka, Vanya
Necromancy
Shadow Magic New Orteka, Tieflings, Triton (Deep)
School of Hon'ka, Justicium, Vanya
Storm Sorcery Agier, Ded Man'z Cove, Genasi (Air) Transmutation
Wild Magic All War Magic Garn, Humans, Justicium, Vanya,
Youthblood Hon'ka, Stuffed Orcs
43
Applied Intelligence
Artificers Starting at 5th level, you can add half your Proficiency Bonus,
Artificer Specialization: Brainiac rounded down, to any ability check you make that doesn't
already include your Proficiency Bonus. Additionally, while
Brainiacs are introverts among introverts who prefer to wearing your mind amplifier, your thoughts can't be read by
generalize rather than specialize. They are the swiss army telepathy or other means, unless you allow it, and you can
knives of artificers, employing the usage of a device known as communicate telepathically with any creature you can see
a mind amplifier, which is unique to each Brainiac, to modify within 30 feet of you.
their own mind and bring the utility of a wizard to their
preferred field of work. Mega Mind
Starting at 9th level, you've improved the design of your mind
Bonus Cantrip amplifier, providing some much needed upgrades:
When you adopt this specialization at 3rd level, you learn one
cantrip of your choice from the wizard spell list. Intelligence The additional psychic damage you deal with your spells
is your spellcasting ability for it, it counts as an artificer increases to 1d6 + your Intelligence modifier (minimum of
cantrip for you, and it doesn't count against the number of 1).
artificer cantrips you know. Whenever you alter your vision, the range of the vision
gained is doubled, increasing to 60 feet for darkvision and
Brainiac Spells 30 feet for seeing into the ethereal plane. You also gain
Starting at 3rd level, you always have certain spells prepared the ability to gain truesight out to a range of 10 feet this
after you reach particular levels in this class, as shown in the way.
Brainiac Spells table. These spells count as artificer spells for
you, but they don't count against the number of artificer spells Whenever you heighten your reflexes, you also gain a +5
you prepare. bonus to initiative rolls.
Brainiac Spells Whenever you unlock ancestral knowledge, you can gain
Artificer Level Spell proficiency with a skill instead of a tool or weapon.
3rd detect magic, magic missile
Enlightenment
5th detect thoughts, enhance ability By 15th level, your invention has permanently changed your
9th clairvoyance, counterspell mind to the point that manipulating you is nearly impossible,
13th dimension door, confusion and you have learned how to amplify the minds of others:
17th modify memory, synaptic static You gain resistance to psychic damage, and you are
immune to the charmed and frightened conditions.
Mind Amplifier As an action while wearing your mind amplifier, you can
Beginning at 3rd level, your pursuit of intellectual touch a creature and grant them one of its benefits for 1
transcendence has resulted in a magitech device which is hour. Only one creature's mind can be amplified this way
tuned to your specific brainwaves and when worn by you at a time.
allows you to manipulate your mind directly, toggling senses
on and off and even focusing brainpower into psychic energy.
When you finish a long rest, you can use your tinker's tools or
jeweler's tools to magically create a mind amplifier.
While wearing your mind amplifier, you add additional
psychic damage equal to your Intelligence modifier
(minimum of 1) to one of your spell damage rolls on your turn
and you can use a bonus action to gain any of the following
benefits:
Alter your vision, gaining darkvision out to a range of 30
feet or becoming able to see into the ethereal plane out to
a range of 15 feet. If you already had darkvision, your
darkvision's range increases by 30 feet if you choose to
gain darkvision.
Heighten your hearing and reflexes, making it so you are
unable to be surprised while conscious.
Unlock ancestral knowledge from deep within your
subconscious, gaining proficiency with a tool or weapon of
your choice.
The benefits of the mind amplifier last until you complete a
short or long rest or until you gain another benefit.
44
Mechano-Nanny
Artificer Infusions Prerequisite: 6th-level artificer
Friendship Jewelry Item: A backpack or other container
Item: A pair of necklaces, bracelets, or earrings (requires As an action, you can activate this magic object, which causes
attunement) five mechanical arms to extend from hidden compartments
This pair of jewelry can be worn by two creatures who are on the object. As part of this action, and as a bonus action on
friendly to one another. If both creatures are attuned to the your turn, you can replicate one of the effects of the nanny
items, then they always know where the other creature is and hands spell using these mechanical arms. You can also
they have a +1 bonus to their Armor Class while they are command the hands to perform a diaper change, which takes
within 100 feet of one another. 1 minute. Whenever you wish, you can dismiss the hands as
a bonus action. The object contains only 5 hands.
Goo-Goo Grenade Refilling Bottle
Prerequisite: 6th-level artificer Item: A bottle
Item: A sphere made of hollow metal
This baseball sized grenade can be thrown to an unoccupied This bottle refills itself every day at dawn with a milk flavored
space up to 30 feet away as an action. When it lands, it healing potion. It is randomly either normal, chocolate, or
releases a colored smoke that smells strongly of baby powder strawberry cow's milk.
in a 20 foot radius sphere around it. Humanoid creatures When you reach 10th level in this class, the bottle instead
within this range must succeed on a Charisma saving throw refills itself with a milk flavored greater healing potion.
against your spell save DC. On a failure, they are afflicted
with two of the effects of the regression spell, chosen on the Replicate Magic Item
grenade's creation. These effects last for 1 minute, and the This is an already existing infusion, found in the Eberron -
creatures can make another Charisma saving throw at the Rising from the Last War book. Below are additional items
end of each of their turns, ending the effects on a success. you can replicate with the infusion.
The grenade's magic is consumed on use, rendering it inert
until reinfused. Replicable Items (2nd-Level Artificer)
Magic Item Attunement
Helmet of Hypnosis Adventurer's Onesie Yes
Item: A helmet Blocks of Learning No
As an action, a creature can place this device onto the head of Bottle of Infinite Powder No
a humanoid creature that is willing, grappled, or Caretaker's Vambrace Yes
incapacitated. When the helm is put on the creature, and at
the start of each of it's turns after, it must succeed on a Collar of Impotence No
Wisdom saving throw against your spellcasting DC, Diaper of Holding No
becoming charmed on a failed save. The charmed creature Lil Heck No
cannot remove the helmet, though any other creature can
take it off as an action. The charmed creature adopts a Portable Tea Party No
behavior of your choice (such as wearing and using diapers) Ring of Infant Communication Yes
and treats you as a caretaker. The charm lasts for as long as
the helm remains in place. If left on a creature for an entire Replicable Items (14th-Level Artificer)
week, the effect becomes permanent until dispelled. Magic Item Attunement
45
Bondage. Your transformation is no longer tumorous or
Barbarians engorged, but rather converts your skin into thick strands
of coiled flesh akin to rope. Whenever you successfully
Path of the Libidomorph grapple a creature while raging, they become restrained
Sex is integral to advanced life. Nearly every action a by you until they escape the grapple, your fingers
creature takes, consciously or not, is ultimately so that they uncoiling and binding them like string.
can get closer to the goal of spreading their seed and Cuckoldry. Your transformation no longer modifies your
ensuring that their DNA passes on to the next generation. entire body, but instead sprouts a golem-like growth in the
But it's not as simple as surviving; creatures compete with vague shape of your body, with your actual body jutting out
their own kind for the privilege to mate, and so life has of its back. While raging, you have half cover, your
evolved many strategies in the battle for sexual dominance. In surrogate body protecting you and doing all the work.
the modern age sex is not always about reproduction,
however, and in Charlan this is especially true. The Path of Infantilism. Your transformation becomes less monstrous
the Libidomorph was created by Garnian beastkin who and more traditionally cute, replacing the bulging muscles
sought to apply their hyperactive sex drives to combat and and tumor-like growth with smooth skin, bigger eyes, a
used druidic ways to do so. Their efforts resulted in a type of chubby physique, and other infantile features. While
barbarian whose rage physically transforms them, and which raging, as a bonus action you can let loose a tantrum that
cannot be described as rage so much as unbridled horny fury. forces all creatures of your choice within 15 feet of you to
make a Constitution saving throw (DC 8 + your
Blessing of Girth proficiency bonus + your Constitution modifier). On a
At 3rd level, your rage will begin to transform your body, failure, they take thunder damage equal to 1d6 + your rage
enlarging you in a similar manner to a sexual organ, causing damage bonus and become deafened until the start of
your musculature to become uneven and tumor-like, your their next turn.
eyes to bulge, and your veins to pulse and rise to the surface
of your skin; a truly monstrous form, but one necessary to Once you have transformed this way, you must finish a long
beat the competition. While raging, you count as one size rest before you can do so again.
larger than you actually are, though your physical dimensions
remain mostly the same, and you gain temporary hit points Avatar of Lust
equal to your Constitution modifier at the start of each of By 14th level, your libido knows no bounds. Whenever you
your turns. specialize your transformation with Blessing of the Fetish,
Sex Appeal
you can choose two benefits instead of one, combining
Starting at 3rd level, something about you just makes people fetishes and kinks into one big orgy of desire within your
hot and bothered, especially when you actually try to seduce body that twists and molds your flesh into the perfect killing
them. Whether its some sort of natural musk, unnatural machine that will dominate all competition.
beauty, or a pheramone produced by your dirty diapers, you
can use your Constitution modifier in place of your Charisma Body Horror in Charlan
modifier when you make a Charisma (Persuasion) check, and If you couldn't tell, body horror is a small (but
you have advantage on ability checks made to seduce important) aspect of Charlan. It's not for everyone
creatures. though, so it's important to make sure your entire
group is okay with these things if someone wishes
Destructive Impulses to play this subclass, you wish to use the Decadent
Starting at 6th level, your transformation strips you of any in an encounter, or you want to go into the gory
inhibitons you had towards violence and removes the limits details of Aurumortis physiology. If most or all of
your body has on your potential. While raging, you deal your table isn't comfortable with the topic, you
double damage to objects and structures, and whenever a could still possibly include these things with either
creature hits you with a melee attack that removes all of your a bit of reflavoring or by simply not going into
temporary hit points you can use your reaction to make a detail when describing them. Make sure the players
melee weapon attack against them. at your table are comfortable and set boundaries
for what subjects are acceptable.
Regarding Blessing of the Fetish, not all fetishes
Blessing of the Fetish could be included for it, naturally. Consider
At 10th level, you delve deeper into your desires and can reflavoring one of these options for your fetish of
tailor your transformation to them temporarily. When you choice, or talk with your DM to create an entirely
begin raging, you can choose to gain one of the following new option. The absolute peak of their power
benefits: should be similar to the Bondage and Cuckoldry
options, while at minimum they should be as
Acrotomophilia. Your transformation menaces with powerful as Acrotomophilia and Infantilism. When
spikes and blades of bone and flesh which sprout from designing new fetishes, try to make their effects
your elbows, but becomes dexterous and slender to allow somehow related to the fetish at hand; for example
for quick and precise movements. While raging, you have Acrotomophilia creates sharp blades so that the
two magical natural weapons that deal 1d8 slashing user can easily amputate their victims.
damage and have the light property. These weapons
require no hands to use.
46
Path of the Muscle Magus -Muscle Magus
Spellcasting- -Spell Slots per
The elusive Muscle Magus is a truly unique form of Barbarian Spells
Spell Level-
barbarian. While many barbarians are barely literate, and the Level Known 1st 2nd 3rd 4th
large majority of them couldn't care less about magic, Muscle 3rd 3 2 - - -
Magus not only are learned, but they are accomplished
spellcasters in their own right. Feeling sufficiently deadly on 4th 4 3 - - -
their own, they focus on spells that protect creatures and 5th 4 3 - - -
augment material and body alike. These barbarians primarily 3 - - -
hail from Hon'ka, but can also be found amongst elves. 6th 4
7th 5 4 2 - -
Magic Muscles 8th 6 4 2 - -
Beginning at 3rd level, you retain the ability to cast spells
while raging, but you still cannot concentrate on spells while 9th 6 4 2 - -
raging, and you can cast any wizard spell without the material 10th 7 4 3 - -
components specified for it, unless a cost is indicated for the 4 3 - -
component or it is consumed by the spell, in which case you 11th 8
must still have the material. 12th 8 4 3 - -
13th 9 4 3 2 -
Spellcasting
When you reach 3rd level, you gain the ability to cast spells 14th 10 4 3 2 -
through the sheer power of your muscles. 15th 10 4 3 2 -
Cantrips. You learn three cantrips: mage hand and two 4 3 3 -
other cantrips of your choice from the wizard spell list. You 16th 11
learn another cantrip of your choice at 10th level. In addition 17th 11 4 3 3 -
to its other uses, you can make melee weapon attacks with 18th 11 4 3 3 -
your mage hand that deal 1d6 force damage.
Spell Slots. The Muscle Magus Spellcasting table shows 19th 12 4 3 3 1
how many spell slots you have to cast your spells of 1st level 20th 13 4 3 3 1
and higher. To cast one of these spells, you must expend a
slot of the spell's level or higher. You regain all expended spell
slots when you finish a long rest. Brain Blast
Spells Known of 1st-Level and Higher. You know three Starting at 6th level, when you damage a creature with a
1st-level wizard spells of your choice, two of which you must wizard spell while raging, you can deal additional damage
choose from the abjuration and transmutation spells on the equal to your rage damage bonus.
wizard spell list.
The Spells Known column of the Muscle Magus Steadied Intellect
Spellcasting table shows when you learn more wizard spells By 10th level, you have become so smart that not even your
of 1st level or higher. Each of these spells must be an own anger can distract you from the pure logic coursing
abjuration or transmutation spell for which you have spell through your neurons; that is how magical your muscles are.
slots. You can now concentrate on spells while raging.
The spells you learn at 8th, 14th, and 20th level can come
from any school of magic. Arcane Strength
Whenever you gain a level in this class, you can replace one Starting at 14th level, your rage increases the power of your
of the wizard spells you know with another spell of your spells, causing your muscles to bulge and pulse with magical
choice from the wizard spell list. The new spell must be of a might! When you cast a wizard spell while raging, it is treated
level for which you have spell slots, and it must be an as if it was cast with a spell slot of one level higher.
abjuration or transmuation spell unless you're replacing the
spells gained from 8th, 14th, and 20th level.
Spellcasting Ability. Constitution is your spellcasting
ability for your wizard spells, because your muscles double as
your brains. You use your Constitution whenever a spell
refers to your spellcasting ability. In addition, you use your
Constitution modifier when setting the saving throw DC for a
wizard spell you cast and when making an attack roll with
one.
Spell save DC = 8 + your proficiency bonus + your
Constitution modifier
Spell attack modifier = your proficiency bonus + your
Constitution modifier
47
College of Domination
Bards Bards of the College of Domination are interesting, to say the
College of Dance least. They can sing and dance and play instruments just as
Many bards incorporate dance into their performances, but well as any other bard, with many of them breaking out into
those of the College of Dance focus entirely on it. A practice long-practiced songs as they do what they do best... but that
originating in mystical New Orteka, these bards encompass isn't their way of operation. If anything, typical bardic talents
belly dancers, ballerinas, and any other performer that uses are simply an accessory to their true passion: control. Most
their body as their instrument. often, this control is sexual, though the rare nonsexual
Dancers' performances are often erotic in nature, and can Domination bard does exist.
hypnotize the weak willed with ease. They often find Bards of this college pride themselves in keeping others in
themselves operating within royal courts and performing for check. They walk with a confident swagger in their step and
nobles, moreso than other bards anyway, for they quickly gain take charge in any situation they find themselves in. Even
fame among those with a more refined but still indulgent outside of the bedroom one will find them in leadership
taste. They are popular with all walks of life, though the positions. Surprisingly, this college can trace its origins to
nobility tend to prefer more conservatively dressed dancers. Justicium, founded by the sexually repressed wives and
Dancers do not use their bodies alone, mind you, they often concubines of the most prudish of paladins. Most bards of
add to their charming wiles and rhythmic movements with this college are female, and nearly all of them are secretive,
illusions and flowing outfits, with New Ortekan dancers being maintaining a public persona to save them the trouble of
especially fond of shimmering glitter and images of elephants dealing with judgmental people.
and snakes.
Stinging Punishment
Dancer's Toolkit Starting at 3rd level, your presence gives off an air of
At 3rd level, you gain proficiency in either Performance or authority which can induce fear into those that defy or
Persuasion. You also learn the minor illusion cantrip. disappoint you. Whenever a creature within 30 feet of you
makes an ability check or attack roll, you can use your
Hypnotic Movements reaction to expend a usage of Bardic Inspiration and deal
Starting at 3rd level, people can't keep their eyes off of you psychic damage to them equal to the result of the roll. After
when you dance, as if you are the most beautiful thing they they take this damage, they must succeed on a Wisdom
have ever seen. You can take the Disengage action as a bonus saving throw against your spellcasting save DC or become
action on your turn. When you disengage, you can expend frightened of you until the end of their next turn. While
one use of your Bardic Inspiration (rolling it when you do so) frightened of you this way, the creature feels ashamed, as if
to charm a creature within 30 feet of you that can see you they are painfully aware of how displeased someone they
until the start of your next turn. While charmed, whenever the look up to has become.
creature makes an attack, they subtract a number equal to
the roll of your Bardic Inspiration die from their attack roll. Whipper
At 3rd level, you gain proficiency with the whip and can use a
Mirage whip as your spellcasting focus. Whenever you make an
Starting at 6th level, when you create an illusion through a attack with a whip, you can use your Charisma score in place
spell, you can focus upon it as part of the casting to make it of your Strength or Dexterity score for attack and damage
almost real. This realism lasts for 1 minute or until you end it rolls with it.
as a bonus action. Rope Master
Handheld objects, such as weapons or shields, become At 6th level, You learn the entangle and ensnaring strike
semi-solid and are able to be used like the real thing. You are spells, which summon spectral ropes and bondage gear
unable to perfectly copy things down to their minute details, instead of plants for you. While a creature is grappled,
such as keys, nor can you replicate magical properties of restrained, or paralyzed, you have advantage on Charisma
such items. (Persuasion) checks against them.
Larger objects, such as illusionary doors, walls, pits or
boulders are treated as difficult terrain. Mind Break
If you create an illusion of a living creature, they also By 14th level, you've learned how to corrupt even the most
become semi-solid and seem real. The illusion has an Armor prudish of creatures, if only for a little while, locking away
Class of 10 + your Charisma modifier and 1 hit point, their free will and turning them into your toys. Whenever you
disappearing when they drop to 0 hit points. It cannot take hit a creature with a whip, grapple a creature, restrain a
any actions on its own, though you can take the Attack, Help, creature, or have dealt psychic damage to them with either
and Shove actions or cast a spell as if you were in the Stinging Punishment or vicious mockery in the past turn, you
illusion's space. You can direct the illusion to move up to 30 can use a bonus action on your turn to try to make them
feet as a bonus action. yours. The creature must make a Charisma saving throw
Fast Dancing against your spellcasting save DC. On a failure, they are
Starting at 14th level, when you charm a creature with your charmed by you for 1 minute, and are inclined to treat you as
Hypnotic Movements feature, you can take the Dodge action a master of some sort while charmed this way. Once the
as a reaction on your turn. Additionally, you can now take up effect ends, or if the creature succeeds on the saving throw,
to two reactions, instead of one. they become immune to it until you complete a long rest.
48
Blood Curse of Witchpurge
Blood Hunters Starting at 18th level, you've learned the sacred ritual of
Order of the Witchseeker Witchpurge, through which is the only source of redemption
for witches. You gain the Blood Curse of Witchpurge for your
Justician inquisitors and witch hunters aren't exactly known Blood Maledict feature. This does not count against your
for their kind and caring nature, but they are known for their number of blood curses known.
purity. It was when some of them adopted the path of the
blood hunter that this changed: a radical group of these
otherwise exemplary New Faith purists created the Order of Blood Curses
the Witchseeker, not wanting to give themselves to Blood Curse of Witchpurge
lycanthropy, serve devils, or taint their blood. Justicium sees Prerequisite: 18th level, Order of the Witchseeker
blood hunters as a necessary evil, for while they abhor their As a bonus action, a creature within 30 feet of you must
techniques they cannot deny their efficacy, and both the make a Constitution saving throw or erupt in holy fire. While
Ghostslayers and the Witchseekers have proven themselves on fire this way, it takes 1d6 fire damage at the start of each
to be invaluable. of its turns. At the end of each of its turns, the target can
Witchseekers focus their ire on magicians and arcane make another Constitution saving throw. On a success, the
creatures. It is their core belief that all magicians not curse ends.
officially recognized by the empire are witches, and that Amplify. The cursed creature takes 3d6 fire damage when
witches do nothing but harm. you initially curse it, and suffers an additional 2d6 fire
damage at the start of each of its turns.
Rite of the Antimage
When you join this order at 3rd level, you learn the Rite of the Blood Curse of Mutual Suffering
Antimage esoteric rite (detailed below). As a bonus action, you can link to a creature within 30 feet
Rite of the Antimage. Your rite damage is the same for up to a minute, forcing them to share in the pain they
damage type as the weapon you apply the rite to. While the inflict upon you. The next time the cursed creature damages
rite is active, you gain the following benefits: you with a weapon attack, this curse deals necrotic damage
You have resistance to the damage caused by spells. to the cursed creature equal to half of the damage you
suffered. This curse then ends.
When you damage a creature that is concentrating on a Amplify. This curse instead deals damage equal to the
spell, that creature has disadvantage on the saving throw damage you suffered.
it makes to maintain its concentration.
Blood Curse of the Small
Magic Hatred As a bonus action, you weaken the muscles in the body of a
By 3rd level, you have trained in the arts required to not only creature within 30 feet of you, making them weaker and less
slay witches, but to also root out their illusions and continent. Until the end of your next turn, the creature has
deceptions. You can cast detect magic at will, and whenever a disadvantage on Strength (Athletics) checks it makes. It wets
creature you can see casts a spell, you can use your reaction and messes itself when the curse is applied.
to make a weapon attack against them. Amplify. The next Strength saving throw the target has to
make before this curse ends has disadvantage.
Expel Magic Blood Curse of Stupidity
Starting at 7th level, when you fail a saving throw against a As a bonus action, you curse a creature that you can see
spell or other magical effect, you can use your reaction to within 30 feet of you, slowing down their thoughts. Until the
reroll the save, possibly changing the outcome. end of your next turn, they have disadvantage on all
Once you have used this feature, you must finish a short or Intelligence ability checks they make. It wets and messes
long rest before you can do so again. itself when the curse it applied.
Brand of Justice Amplify. The next Intelligence saving throw the target has
Beginning at 11th level, your Brand of Castigation now not to make before this curse ends has disadvantage.
only curses your foe, but empowers you. While a creature is Blood Curse of Terror
branded by you, if they move on their turn you can use your As a bonus action, you can curse a creature within 30 feet of
reaction to move up to half your speed towards them. you, filling their mind with horrifying whispers and visions
Additionally, whenever you damage a branded creature with and forcing them to make a Wisdom saving throw or become
your Crimson Rite, you roll one additional hemocraft die. frightened of you until the end of their next turn.
Crimson Smite Amplify. This curse lasts for 1 minute. At the end of each
By 15th level, when you hit a creature with a melee weapon of its turns, the cursed creature can make another Wisdom
attack, you can consume a Crimson Rite that is currently saving throw. On a success, this curse ends.
affecting that weapon as part of the attack to deal 3d8
damage of the rite's type to the target. The damage increases
by 1d8 if the target can cast at least one spell. You lose the
ability to apply that rite to a weapon until you finish a short or
long rest.
49
Diaper Domain
Clerics Clerics of the diaper domain have fully given themselves over
Blood Domain to the Plane of Padding, either servants of a god that was
Evolving from the death and war domains, clerics of the consumed by it, or one working towards the regression of all.
blood domain practice profane magic and are almost Diaper Domain Spells
universally mad. Followers of vampires, long-forgotten blood Cleric Level Spells
gods, and even mad dictators with delusions of godhood,
these clerics wade into battle alongside other warriors, 1st absorb elements, nanny hands
screaming and cackling as they spill the blood of combatant 3rd aid, sissify
and innocent alike. Blood gods include Carmilla, Hern, and
Svulblot. 5th flesh to plush, protection from energy
7th brain drain, confusion
Blood Domain Spells
Cleric Level Spells 9th animate objects, wet nurse
1st cause fear, inflict wounds
Priest of Padding
3rd cloud of daggers, magic weapon When you choose this domain at 1st level, you gain
5th life transference, vampiric touch proficiency in heavy armor and learn the babify cantrip.
7th death ward, summon greater demon Pacify
9th reincarnate, steel wind strike Starting at 1st level, you know that all violence is ultimately
caused by crankiness. When a creature within 30 feet of you
Bonus Proficiency that you can see make an attack against one of your allies,
When you choose this domain at 1st level, you gain you can use your reaction to summon a calming pacifier into
proficiency with martial weapons. their mouth (or equivalent organ) that disappears at the start
of their next turn and grants them disadvantage on that
Divine Defense attack roll. A creature with no orifices is immune to this
At 1st level, your god protects you in battle, deflecting the feature.
blows of your foes so that you may better make the blood You can use this feature a number of times equal to your
flow. While you are not wearing armor, your Armor Class Wisdom modifier (minimum of once). You regain all
equals 10 + your Dexterity modifier + your Wisdom modifier. expended uses when you finish a long rest.
You can use a shield and still gain this benefit. Channel Divinity: Layer Up
Channel Divinity: Bloodthirst Starting at 2nd level, you can use your Channel Divinity to
Starting at 2nd level, you can use your Channel Divinity to give extra protection to a creature in need. As an action, you
empower a creature with blood magic. As an action, you can can present your holy symbol and conjure a spectral diaper
point your holy symbol at a friendly creature within 30 feet of onto a creature within 30 feet of you, granting them
you, empowering that creature until the end of your next turn. temporary hit points equal to your cleric level + your Wisdom
While empowered this way, that creature regains hit points modifier. While they have these temporary hit points, they
equal to half the damage it deals with weapon attacks, to a have a +1 bonus to their armor class.
maximum of your cleric level + your Wisdom modifier per Channel Divinity: Purging Stink
attack. Starting at 6th level, you can use your Channel Divinity to
Skulltaker purge the evil from a creature's body. As an action, you can
Starting at 6th level, the death of your enemies fuels you, point your holy symbol at a creature within 30 feet of you and
keeps you going. When you reduce a creature to 0 hit points, cast lesser restoration on them, ending up to two diseases or
you can use your reaction to gain temporary hit points equal conditions and forcing them to mess themselves when you do
to your Wisdom modifier (minimim of 1) and gain advantage so.
on your next attack roll. Divine Protection
Divine Strike Starting at 8th level, when you take damage, the damage
Starting at 8th level, you gain the ability to infuse your taken is reduced by half your Wisdom modifier (rounded up).
weapon strikes with divine energy. Once on each of your Baby Brain
turns when you hit a creature with a weapon attack, you can At 17th level, when you use your Pacify feature on a creature,
cause the attack to deal an extra 1d8 necrotic damage. When you can choose to make each suckle not only calming, but
you reach 14th level, the extra damage increases to 2d8. regressing. You can force them to make a Wisdom saving
Blood Rush throw against your cleric spell save DC. If they fail, they are
At 17th level, you just can't wait to get into the thick of it. charmed by you for 1 minute and their Intelligence score is
While you are not wearing armor, your walking speed reduced to 2 until the effect ends. You can use a bonus action
increases by 10 feet, and you can take the Dash action as a to end this effect early. Once a target fails this saving throw,
bonus action on your turn. you can't use this feature again until you finish a long rest.
50
Lust Domain Pestilence Domain
It is a common saying that one should never get attached a Strongly related to the death, grave, and life domains, clerics
cleric of lust, whether they're simply changing your diapers of the pestilence domain could be said to be a twisted
on the weekend or in bed with you nightly, for they are known combination of the three. While not an outright evil domain,
for being ironically unfaithful. These clerics use love, both clerics of gods of pestilence are not averse to using utterly
physical and emotional, to their advantage in any situation horrible diseases against their foes. The good among them
they can; leading to inevitable stinging rejection for most. argue that their god's blessings allow them to better care for
Gods of lust include Amora, Carmilla, and the Dark Jester. not only their patients, but themselves. Gods that govern
pestilence, for very few gods devote themselves entirely to the
Lust Domain Spells concept, include Borgulsh, Derth, and the White Rat.
Cleric Level Spells
Pestilence Domain Spells
1st charm person, silent image
Cleric Level Spells
3rd alter self, enthrall
1st false life, ray of sickness
5th hypnotic pattern, major image
3rd blindness/deafness, ray of enfeeblement
7th charm monster, compulsion
5th stinking cloud, vampiric touch
9th dominate person, dream
7th blight, sickening radiance
Tools of Seduction 9th cloudkill, contagion
When you choose this domain at 1st level, you gain
proficiency with the Deception and Persuasion skills. Blessings of Health
When you choose this domain at 1st level, you gain
Experience Enhancer proficiency with the Medicine skill and become immune to
At 1st level, you learn the heat and bother and minor illusion disease.
cantrips, which count as a cleric cantrips for you.
Plague Bell
Channel Divinity: Sweet Nothings At 1st level, you learn the toll the dead cantrip, and whenever
Starting at 2nd level, you can use your Channel Divinity to a creature fails their saving throw against it, you learn
convince even the most abstinent of creatures that you are whether or not they are resistant or immune to disease,
worthwhile. When you make a Charisma (Persuasion) check, poison damage, or the poisoned condition.
you can use your Channel Divinity to gain a +10 bonus to the
roll. You make this choice after you see the roll, but before the Channel Divinity: Bubonic Burst
DM says whether it succeeds or fails. Starting at 2nd level, you can use your Channel Divinity to
spread sickness at an alarming rate.
True Love When you deal poison damage to a creature, you can use
Starting at 6th level, if a spell you cast would charm a your Channel Divinity as a reaction to deal that damage to all
creature, you can cast it as if you were in the space of an other creatures of your choice within 10 feet of them. These
illusion you have created. Creatures charmed this way have creatures must also make a Constitution saving throw, taking
disadvantage on checks made to see if the illusion is real or an additional 2d6 poison damage and becoming poisoned
not, and treat the illusion as if it is the creature that charmed until the end of your next turn on a failure or taking half as
them. The illusion must resemble a living humanoid for this much additional damage on a success.
feature to work.
Act of Mercy
Potent Spellcasting Starting at 6th level, when a creature within 30 feet of you
Starting at 8th level, you add your Wisdom modifier to the makes a saving throw against disease or poison, you can use
damage you deal with any cleric cantrip. your reaction to make it so they have advantage on the save.
Sacred Ritual of Intimacy Pestilent Spellcasting
At 17th level, the pleasure you and your partners experience Starting at 8th level, you add your Wisdom modifier to the
is literally divine. Over the course of 1 hour, you and a damage you deal with any cleric cantrip. Additionally, you can
number of willing, friendly creatures equal to or less than change the damage dealt by any spell you cast into poison
your Wisdom modifier (minimum of 1) can perform a "ritual". damage.
At the end of this ritual you and any other participants gain
temporary hit point equal to twice your level. While a creature Poxwalker
has temporary hit points from this feature, they are immune Starting at 17th level, your god has blessed you with
to being charmed. complete immunity to the negative symptoms of the various
Once you have used this feature, you cannot do so again toxins and plagues that you create in their name. You are
until you finish a long rest. immune to poison damage and the poisoned condition.
Additionally, your spells ignore resistance to poison
damage and treat immunity as resistance.
51
Druids Circle of the Sun
Contrary to popular belief, the druids of the Circle of the Sun
Circle of Entrapment existed long before New Orteka. These druids wield the heat
Druids of the Circle of Entrapment cultivate a special form of of the desert sun as a deadly weapon against their heretical
aromatic trapvine flower within their body, melding their foes, and the Aurumortis have given them a special place
flesh with plant matter and growing various flowers across within the gilded walls of New Orteka as enforcers of the
their skin, allowing them to break minds and restrain Ortekan faith.
creatures that would do them harm. Originating in Nar as
fertility shamans, their presence has spread to Hon'ka as well. Scorching Radiance
Starting at 2nd level, you have harnessed the power of the
Kudzu Cuddle sun, able to smite your foes with holy fire. You have a pool of
Starting at 2nd level, you have learned how to lash out with radiant energy represented by a number of d6s equal to your
the vines and roots of the plants growing within your body. As druid level. When you deal damage to a creature, you can
a bonus action on your turn, you can attempt to grapple a spend a number of these d6s equal to half your druid level or
creature within 15 feet of you, wrapping them in vines. less. You deal additional radiant damage equal to the result of
Grappling a creature this way only takes one hand. When you rolling the spent dice. You regain all spent dice after you
make a grapple attempt, you can make a Wisdom check (with finish a long rest.
which you are proficient) instead of a Strength (Athletics)
check. Circle Spells
Your mystical connection to the sun and the desert allows you
Circle Spells to cast certain spells. At 2nd level, you learn the sacred flame
Your cultivation of aromatic flowers within yourself allows cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the
you to cast certain spells. At 2nd level, you learn the friends spells listed for that level in the Circle of the Sun Spells table.
cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the Once you gain access to a circle spell, you always have it
spells listed for that level in the Circle of Perfume Spells prepared, and it doesn't count against the number of spells
table. Once you gain access to a circle spell, you always have you can prepare each day. If you gain access to a spell that
it prepared, and it doesn't count against the number of spells doesn't appear on the druid spell list, the spell is nonetheless
you can prepare each day. If you gain access to a spell that a druid spell for you.
doesn't appear on the druid spell list, the spell is nonetheless Circle of the Sun Spells
a druid spell for you.
Druid Level Spell
Circle of Perfume Spells 3rd guiding bolt, hellish rebuke
Druid Level Spell
5th aganazzar's scorcher, heat metal
3rd charm person, entangle
7th blinding smite, haste
5th enthrall, suggestion
9th fire shield, wall of fire
7th hypnotic pattern, plant growth
9th compulsion, grasping vine Sunbaked Traveller
At 6th level, like the majestic camel, you can endure even the
Aphrodisia harshest journeys. You ignore any drawbacks caused by a hot,
At 6th level, the pollen that constantly surrounds you has a arid environment and no longer need to eat or drink.
stimulating effect on others. You add your Wisdom modifier Creatures you travel with also ignore any drawbacks caused
to any Charisma (Deception) or Charisma (Persuasion) by a hot, arid environment.
checks you make, and when you succeed on either of these Additionally, you have advantage on Dexterity (Stealth)
checks against a creature, they are charmed by you until the checks made to hide in a sandy or rocky environment and on
end of your next turn. Wisdom (Survival) checks made to find food or water in
those same environments.
Restrictive Bondage
At 10th level, your vines' grip grows stronger. As long as a Pyromancer's Hide
creature is grappled by your Kudzu Cuddle ability they are Starting at 10th level, you have endured the pain that comes
also restrained. As a bonus action you can constrict your with playing with fire for so long that you are numb to it. You
vines around a creature restrained this way, dealing gain resistance to your choice of either fire damage or radiant
bludgeoning damage equal to 1d4 + your Wisdom modifier. damage.
Snapping Senses Celestial Cleanse
At 14th level, your sense for danger is heightened through At 14th level, you can call upon the power of the sun to
your connection with aromatic trapvines. You gain a +5 bonus vaporize your foes. As an action, you can cast dawn without
to your passive Wisdom (Perception) score, and you can't be expending spell slots or material components. Once you have
surprised while you are conscious. cast the spell this way, you must finish a long rest before you
can do so again.
52
Fighters Martial Archetype: Marauder
Found chiefly among Northern Garnians and the pirates of
Martial Archetype: Guerilla Ded Man'z Cove, though the archetype has also made its way
Charlan is no stranger to rebellion and unconventional to the exotic dancers of New Orteka, Marauders wade into
warfare. Those embroiled in violent radical politics, abused battle screaming with fury and swinging dual blades, slicing
peasants, and oppressed minority groups alike have taken up flesh like butter and inspiring fear into their foes. A Marauder
pitchforks and torches against despots and rulers throughout thrives off of combat, never stopping, never resting, and the
the years, and some have grown very acquainted with the lifestyle lends itself well to the zealous, bloodthirsty warriors
brutal and unforgiving fighting that comes with rebellion. of Svulblot, developing a minor connection to blood magic
Guerilla fighters often come from simple but tragic through the archetype and connecting it to dark religions.
backgrounds - farmers whose crops were razed by corrupt
nobles, the children of families torn apart by greenskin Marauder Rites
attacks, and even the survivors of Justician purges. Feared by When you choose this archetype at 3rd level, you gain
the general public, they often have to make do with simple proficiency in two of the following skills: Intimidation,
ramshackle equipment. Performance, or Religion.
Guerilla Training Sanguine Warrior
At 3rd level, you gain proficiency in improvised weapons and By 3rd level, you've become accustomed to the flow of battle
Stealth. When you throw an improvised weapon, the range is and the rivers of blood that spew forth from it, following up
twice as long. your deadly main-hand attacks with sneaky strikes that your
enemies least expect as you rush through your foes. Once per
Ambush Predator turn whenever you engage in two-weapon fighting and
When you choose this archetype at 3rd level, the first hit you successfully hit a creature, you can focus on a vulnerable
score against a surprised creature (or a creature you are body part, stinging them for an additional 1d4 necrotic
hidden from) on your turn is a critical hit. Additionally, you damage. This damage increases to 1d6 at 7th level, 1d8 at
add your Wisdom modifier (minimum of 1) to your initiative 10th level, 1d10 at 15th level, and 1d12 at 18th level.
rolls. Additionally, while you are not wearing heavy armor, your
walking speed increases by 10 feet.
Ration Supplies
Starting at 7th level, you've the learned the importance of Wild Swings
conserving resources when they aren't readily available. Starting at 7th level, whenever a creature provokes an
When you expend a charge from a nonmagical item or use a opportunity attack from you, you can engage in two-weapon
healing potion, roll a d20. If the result is 10 or higher, the fighting. Your second attack does not have to be against the
charge/potion is not expended and can be used again. Also, creature that provoked the attacks.
whenever you regain hit points from a potion, you regain
additional hit points equal to your Constitution modifier. Drinking Strikes
Starting at 10th level, when you take the Attack action on
Commando your turn, you can consume the usage of your Second Wind
Starting at 10th level, you have advantage on a Dexterity ability to declare your strikes to be Drinking until the end of
(Stealth) check if you move no more than half your speed on your turn. While Drinking, whenever you hit a creature with a
the same turn. You also gain a climbing and swimming speed weapon attack, you regain hit points equal to 1d4 + half your
equal to your walking speed. Constitution modifier (rounded up).
Uncanny Dodge Flurry
Starting at 15th level, you can nimbly dodge your enemies' By 15th level, the thrill of battle instills a certain rhythm into
strikes. When an attacker that you can see hits you with an your flesh, into your bones, one that pushes you to keep
attack, you can use your reaction to halve the attack's damage hitting and hitting until there's nothing left to hit! On your
against you. turn, when you engage in two-weapon fighting, you can make
a second attack as part of the bonus action. You can use this
Phantom ability a number of times equal to your Constitution modifier
Starting at 18th level, you can weave in and out of the light, (minimum of once), and you regain uses after a short or long
disappearing before your enemy's eyes. You can take the Hide rest. You cannot use this ability more than once per turn.
action as a bonus action on your turn, and you can attempt to
hide even when you are only lightly obscured. Marauder Charge
Starting at 18th level, you can pass through the space of any
creature that is one size larger than you or smaller. Once per
turn, you can choose to shove a creature that you pass
through as a reaction.
53
Martial Archetype: Ni-Knight Champion of the Moon
Night is important to many peoples of Charlan. Nocturnal Starting at 10th level, your Warrior of the Moon abilities
beastkin revere it and the moon as diurnal creatures revere increase in potency. You gain the following improvements:
the day and sun. It is considered to be the domain of mythical Moon's Vigil. You can alternatively roll a Power die as a
figures such as the Sandman and very real figures such as bonus action and add the result to your passive Perception
the Dark Jester alike. Those that dwell in the light fear the for 1 hour.
denizens of the dark, and so nocturnal beastkin warriors took Renewing Touch. You can now expend any number of
up a fighting tradition with some druidic elements that was Power dice when restoring hit points. Additionally, whenever
developed to protect the sleepy cities they called home from you restore hit points to a creature, they regain additional hit
that which goes bump in the night. Over time, this tradition points equal to your Constitution modifer per Power die
was passed onto diurnal beastkin and eventually spread into expended (minimum of 1).
the greater consciousness of Charlan. Sleeper Hit. You can now expend any number of Power
dice when dealing damage, and you can choose to turn the
extra damage into radiant damage.
Night Owl
When you choose this archetype at 3rd level, you learn the Cry of the Full Moon
lullaby cantrip, and Constitution is your spellcasting ability Starting at 15th level, whenever you reroll a failed saving
modifier for it. You also gain darkvision out to a range of 60 throw using Indomitable or whenever you use Action Surge,
feet. If you already had darkvision, it increases by 30 feet. you can use your reaction to cry out with magical power and
Additionally, your body absorbs some of the moon's energy rally your allies! Up to six friendly creatures of your choice
when you sleep. You lose twice as many levels of exhaustion within 60 feet of you who can hear you can move up to their
when you finish a long rest, if any, and cannot have bad speed without provoking attacks of opportunity and gain
dreams. temporary hit points equal to your Constitution modifier
(minimum of 1).
Warrior of the Moon
By 3rd level, you've harnessed some of the power of the moon Tribute to the Night
within yourself, which you can refresh with a good night's (or Starting at 18th level, you can recollect some of your
day's) rest. You can use this power to enhance your abilities expended power from a fallen foe by sending its energy to the
to better protect your friends. This power comes in the form moon. Whenever you reduce a creature to 0 hit points and
of four Power dice, which are d8s. You regain all of your are missing at least half of your Power dice, you can regain a
expended Power dice when you finish a short or long rest. Power die as a reaction. Doing so consumes the creature's
You gain another Power die at 7th level, and one more at 15th body (but not its equipment or anything inorganic within or
level. on it), turning it into a silvery, magical dust that slowly floats
You can use your Power dice in the following ways: into the sky.
Moon's Vigil. When you look out into the inky blackness of
the night in search of evil, it is not just you that looks, but the
moon as well. Whenever you make a Wisdom (Perception) Ni-Knight Connections
check, you can roll a Power die and add the result to the Many Ni-Knights are part of ancient orders,
check. including actual knight houses, magical girl groups,
Renewing Touch. Like the phases of the moon, you and and even druidic circles. Lone warriors do exist, but
your allies wax and wane in battle, but with a little bit of very few Ni-Knights have no contact whatsoever
power you can restore creatures' phases, if not making them with others of their kind. When creating a Ni-
full and healthy once more. You can touch a creature as an Knight, consider having them know a mentor figure
action and expend a Power die, restoring hit points equal to or a group of similar nocturnal heroes, and work
the result. out exactly who these people are with your DM.
Sleeper Hit. You can empower your strikes, the gravity of Ni-Knights also often have a religious bent to
the moon felling your foes. Once per turn whenever you them. Usually they are associated with the Old
damage a creature with a weapon attack, you can roll a Faith and the worship of nature, but there is
Power die and deal additional damage to it equal to the nothing stopping a Ni-Knight from being an
adherent of the New Faith or being otherwise not
result. religious. Some Ni-Knights don't even believe their
powers come from the moon, but rather that they
Nightmare Ward come from within themselves. While this is
Starting at 7th level, creatures who seek to get the drop on unlikely to be true, it's not implausible: magic does
you or your allies will find that you have an answer for their indeed flow through mortal creatures naturally.
hollow threats, secure in knowing that the cowardly cretins Whatever your Ni-Knight's power source or beliefs
are like but dreams: unable to truly harm you. You learn the are, they are unlikely to be passionless people and
night light spell, can cast it as a ritual, and Constitution is will usually have something that they
your spellcasting ability for it. wholeheartedly believe in; even if it's just the want
Additionally, the moon shrouds you from monsters, using to rid the world of evil.
their own senses against them. While in darkness, you are
invisible to any creature that relies on darkvision to see you in
that darkness.
54
Monks Way of Tranquility
Monks of the way of Tranquility are known for being
Way of the Potty Dancer especially wise, even compared to other monks, and are
Few monks exist on the continent of Charlan. It is a practice sought out as teachers. Manipulating the ki that flows within
that is almost exclusive to Agier and remote parts of Vanya. all creatures and even within the air itself, they can protect
Of the few monastic traditions that can be found on Charlan, their allies and debilitate their enemies. Some of these
the Way of the Potty Dancer is a rather unique one. Utilizing monks can even tame ki itself and fashion great beasts from
intense body control, they can completely potty train it, akin to the legendary mounts of the gods.
themselves - and disrupt the potty training of others. As the
monk trains, this evolves into being able to control their body Teachings of Tranquility
so much that they can transfer bodily harm meant for them to When you first adopt this tradition at 3rd level, you learn the
the fool who attacked them, and even more! guidance cantrip, and you gain proficiency in Insight.
Potty Training Misty Shield
When you first adopt this tradition at 3rd level, your intensive At 3rd level, you can surround a willing creature you can see
training manifests in the following ways: within a mist of ki as a bonus action. This mist lingers around
them for 1 minute, until the creature drops to 0 hit points, or
If you were incontenent or partially incontinent, you until you use this ability again. Whenever a creature shielded
instead become continent. by your mist takes damage, you can use your reaction to
If an effect would render you incontinent, you are immune reduce the damage by a number equal to a roll of your
to it. Martial Arts die + your Wisdom modifier (minimum of 1).
You know the accident cantrip and Wisdom is your Cloud Mind
spellcasting ability for it. Once per turn when you hit a Starting at 6th level, your mists can muddle the minds of
creature with an unarmed strike, you can cast accident on those that would seek to do others harm. As a bonus action
them as part of the attack. on your turn, you can spend 2 ki to force a creature you can
see within 30 feet of you to make a Wisdom saving throw. On
Potty Dancing a failure, they are blinded for 1 minute as a cloud of negative
Starting at 3rd level, you can use your superior bodily control ki surrounds the top of their head. They can repeat the saving
to draw yourself to the edge of an accident. You squirm and throw at the end of each of their turns, ending the effect on a
fidget, allowing for erratic movements that make you difficult success.
to hit. As a bonus action on your turn you can begin a potty Soothing Mist
dance, gaining a +2 bonus to your Armor Class. This effect Beginning at 11th level, you can spend 1 ki and use a bonus
lasts for up to 1 minute, and you must concentrate on it as if action to restore a number of hit points equal to a roll of your
it were a spell. You can choose to end this effect early on your Martial Arts die to both you and a creature protected by your
turn as part of another action. Whenever this effect ends, you Misty Shield.
wet yourself. If the creature affected by your Misty Shield drops to 0 hit
Leak Guard points after you use a reaction to reduce the damage they
Starting at 6th level, whenever you are struck by a melee take, you can spend 2 ki to bring them back to 1 hit point as
attack, you can use your reaction to reduce the damage by an part of that same reaction, preserving the mist.
amount equal to 1d10 + your Dexterity modifier + your monk Speeding Nimbus
level. At 17th level, you can shape the ki in the air into a mount fit
Desperate Strike for the heavens. You can cast find greater steed once, and
Beginning at 11th level, you can use your bodily control to must finish a long rest before you can do so again. When cast
redirect damage from attacks. When you reduce the damage this way, the creature is always a celestial, the form you
of an attack through Leak Guard, you can spend 1 ki point to choose for it must have a flying speed, and it looks as if it is
make a single unarmed strike against any creature within made of a cloud rather than flesh and blood.
reach, as part of the same reaction. If this attack hits, you Additionally, whenever you use your Step of the Wind,
deal additional damage equal to the amount of damage you instead of having your jump distance doubled, you gain a
blocked. flying speed equal to your walking speed for the turn, floating
on tiny clouds beneath your feet.
Dump Defense
At 17th level, sometimes you just can't make it to the potty,
and you must give in to the loss of control. While Potty
Dancing, at the start of your turn you can spend 1 ki point
and end the effect, dumping your defenses in your pants. For
the next minute, when you take the attack action, you gain
one additional attack as part of that action. You cannot begin
another potty dance while this effect is active.
55
Aura of Silliness
Paladins Starting at 7th level, you constantly emanate an aura of sissy
Oath of the Sissy silliness while you're not incapacitated. The aura extends 10
feet from you in every direction, but not through total cover.
The Oath of the Sissy is one that has overtaken nearly all the A hostile creature in this aura has disadvantage on saving
paladins of Hon'ka as either the Plane of Padding consumes throws against being charmed.
more and more gods or the people of the land become more At 18th level the range increases to 30 feet.
embroiled in childish silliness. These paladins focus on
heinous pottymancy to mentally manipulate friend and foe Empty Head
alike, bringing them into the fold of immaturity. Starting when you reach 15th level, creatures cannot read
your thoughts (as if you didn't have any) and you gain
Tenets of the Sissy resistance to psychic damage.
Those that dedicate themselves to this oath are varied, but
almost universally they have given themselves over to the Stalwart Sissy
influences of the Plane of Padding, similarly to Diaper At 20th level, as an action, you become the embodiment of
domain clerics. Instead of acting like knights in shining stereotypical femininity, losing nearly all muscle tone,
armor, they take on the role of princesses in glittery dresses, heightening the pitch of your voice, and becoming oh-so-
fighting the evils of both the Nine Hells and potty training. adorable. For 1 minute, you gain the following benefits:
Femininity. Masculinity is to be rejected whenever
possible in the pursuit of cuteness. It's not that boys CAN'T Your walking speed increases by 15 feet.
be cute, just that being a sissy (the ultimate form of cuteness) Allies within your Aura of Silliness have resistance to
is the opposite of boyishness. psychic damage.
Silliness. Taking things seriously all the time is for boring
actual grown ups, and you aren't all grown up, are you? The first time any enemy creature enters your Aura of
Conversion. Why keep all the fun of being a diaperbrain Silliness or starts their turn there, they must make a
sissy to yourself? Tell all your friends! With a bit of memory Wisdom saving throw or become charmed by you for 1
modification and hypnosis they may even be wholly minute or until they take any damage. A creature charmed
convinced to your side. this way has disadvantage on saving throws against spells.
A creature becomes immune to this effect for 24 hours if
Oath Spells they succeed on the saving throw or if they are freed from
You gain oath spells at the paladin levels listed. the charm.
Oath of the Sissy Spells
Paladin Level Spells Once you have used this ability, you must finish a long rest
before you can use it again.
3rd nanny hands, silly smite
5th instant fertilizer, sissify
9th flesh to plush, hypnotic pattern
13th charm monster, confusion
17th dominate person, chaos sphere
Channel Divinity
When you take this oath at 3rd level, you gain the following
two Channel Divinity options.
Tea Party. As an action, you can present your holy symbol,
blessing up to ten items of food and drink for 24 hours. When
a creature consumes blessed food or drink, they regain hit
points equal to twice your Charisma modifier (minimum of 2),
are cured of the poisoned condition, and must make a
Constitution save against your spellcasting DC, messing
themselves on a failure. Undead and fiends that consume this
food take 2d4 radiant damage and cannot regain hit points
for 1 minute.
Pretty Swirls. As an action, you can point your holy
symbol at a creature that can see you within 60 feet of you
and force them to make a Wisdom saving throw. On a failure,
they become charmed by you for 1 minute, until they take any
damage, or until a creature uses an action to shake them out
of it. While charmed this way, the creature thinks of
themselves as a girly big baby and is incontinent.
56
Oath of the Temple Aura of Power
Many Old Faith variations focus on bodily strength and the Starting at 7th level, your body is so magnificent that its
raw physical power than be honed through constant, rigorous power rubs off on those around you. You and allies within 10
training. Garnian paladins continue this tradition, honoring feet of you have advantage on Strength saving throws. The
their clan's cultures and forming the Oath of the Temple. range of this aura increases to 30 feet at 18th level.
They are sworn protectors of the weak, dedicating their lives Holy Heavyweight
to perfecting their own bodies to do so. These paladins are Starting at 15th level, you count as one size larger than you
often nomadic thrill seekers and monster hunters, travelling are for the purposes of grappling. In addition, you can move
from village to village and proving their strength by finding your full movement speed when you are dragging or carrying
the strongest beasts and defeating them, sometimes literally a grappled creature your size or smaller.
wrestling with monstrosities and dragons. Paladins of this
oath hail mostly from Garn, for it is deeply rooted in their Avatar of Might
ancestral beliefs. At 20th level, as an action, you become a being of pure
strength, your muscles glistening with holiness. You gain the
Tenets of the Temple following benefits for 1 minute:
The tenets of the Oath of the Temple are nearly universal,
with little variation. When a creature attempts to escape one of your grapples
Fitness. Your body is a temple, and you must treat it as and succeeds, you can use your reaction to force them to
such. Carve your temple so that you can perform your duties reroll. The creature must use the second result.
optimally.
Strength. The weak often live in fear of the strong, for You have resistance to nonmagical bludgeoning, slashing,
many use their strength to commit acts of evil. You must and piercing damage.
always fight these brutes wherever you can and protect those You have advantage on Strength ability checks, and
that cannot protect themselves. whenever you hit a creature with a weapon attack, you can
Perseverance. No matter how dire the odds, no matter choose to hit them with so much force that they must
how many times you fail, so long as you still stand there is succeed on a Strength saving throw against your
still a chance for evil to be driven back to the shadows! spellcasting save DC or be pushed up to 30 feet away from
you. If the creature collides with an object, they take an
Oath Spells additional 2d8 bludgeoning damage, and if they collide
You gain oath spells at the paladin levels listed. with another creature, both creatures take the damage.
Oath of the Temple Spells
Paladin Level Spells Once you have used this ability, you must finish a long rest
3rd catapult, shield
before you can use it again.
5th enhance ability, enlarge/reduce
Divine Classes in Charlan
9th erupting earth, life transference
It should be noted, especially for clerics and
13th staggering smite, stoneskin paladins, that divine classes do not always gain
17th bigby's hand, skill empowerment their power from direct blessings from the gods.
Like some settings, such as Eberron, some of the
gods are quite indifferent, and their clerics and
Channel Divinity paladins most often gain their power purely from
When you take this oath at 3rd level, you gain the following just how much faith they have in their deities, their
two Channel Divinity options. beliefs, or both.
Iron Grip. Whenever you successfully grapple a creature, Similarly, druids are not limited in their power by
you can use your Channel Divinity to put every bit of your lack of nature. If lumberjacks level an entire forest,
faith into your muscles, making it nearly impossible for your the druids who lived there will still have druidic
foe to escape your wrath. A creature that you are grappling power, for their power lies in the connection they
has disadvantage on any ability checks it makes to escape have developed with nature itself, as opposed to a
your grapple until it escapes. blessing from a selection of trees.
Turn Weaklings. As an action, you can present your holy Warlocks, which are in an odd limbo between
arcane and divine, work in a fashion that you may
symbol, and each humanoid or giant within 30 feet of you that have heard before but most settings are not clear
can hear you must make a Wisdom saving throw. On a failed on: they are like investments. No matter how they
save, the creature is turned for 1 minute or until it takes got their power, when they die that power goes
damage. back to their patron. So if the warlock gained no
A turned creature must spend its turns trying to move as power, the patron doesn't really lose out on much
far away from you as it can, and it can't willingly move to a save for now being bereft of another minion. If they
space within 30 feet of you. It also can't take reactions. For its grew powerful, though, whenever they die the
action, it can use only the Dash action or try to escape from patron gains a large bonus to their power for
an effect that prevents it from moving. If there's noewhere to essentially doing nothing.
move, the creature can use the Dodge action.
57
Hardened Heart
Rangers At 7th level, your heart has grown resilient to breakage and
Matchmaker Conclave manipulation. You gain proficiency with Charisma saving
throws. If you already have this proficiency, you instead gain
Rangers are known for being wild souls, protecting proficiency in Intelligence or Wisdom saving throws.
civilization but typically staying far from it. Those of the
Matchmaker Conclave are the opposite: they protect the wild Little Angel
and beyond but can usually be found within the most urban At 11th level, you have been blessed by the Mother of All
areas. Founded by cultists of the Mother of All Light, these Light with the wings of a cherub. Though tiny and adorable,
rangers emulate the activities of the cherubs during the Day they are powerful enough to grant you a flight speed equal to
of Love, using their powers to (as the name implies) make half your movement speed (rounded up, so if you had 35
romantic matches between others so as to distract them from movement speed for example, you would gain 20 flight
deeds that would harm nature, harm others, or get in the way speed). Using these wings, you can also hover in mid-air. If
of things they want to happen (such as regressions by you already had a flight speed, it simply increases by the
cherubs). Capricious and mischevious, these rangers are amount you would have gained. If these wings are ever torn
unpredictable in their actions but often take oaths of non- off or rendered unusable, they heal and grow back within 24
violence: enchanting their weapons on the fly so that they hours.
deal no harm. Unlike many clerics of lust, Matchmaker
rangers are loyal partners who are experts at maintaining Shield of Love
multiple relationships of both the romantic and platonic At 15th level, you know that you can't just stand idly by and
varieties. allow your partners to be abused or hurt! When one of your
allies or a creature that is charmed by you takes damage, you
Matchmaker Magic can use your reaction to reduce the damage they take by 1d8
Starting at 3rd level, you learn an additional spell when you + your Wisdom modifier. The creature must be within 60 feet
reach certain levels in this class, as shown in the of you and you must be able to see them.
Matchmaker Spells table. The spell counts as a ranger spell Additionally, you regain expended uses of your Cupid's
for you, but it doesn't count against the number of ranger Arrow feature after completing a short or long rest instead of
spells you know. only a long rest.
Matchmaker Spells
Ranger Level Spell Courtship Rituals of Charlan
3rd ceremony It's been stated previously that sex is a very
important part of Charlan, and an example of at
5th sissify least one romantic advance has been given, but
9th hypnotic pattern there are many more romantic rituals that can be
found throughout Charlan's many societies. Here
13th charm monster are just a few examples:
17th dominate person In Hon'ka, sex itself is rarely talked about: seen
as something "adult" and private. Hand holding,
kissing, and hugging are, however, very common
Romance Expert public displays of affection. Lovers will buy toys
At 3rd level, you have advantage on Wisdom (Insight) checks and candy for one another, with the poorer peoples
to tell if someone is feeling heartache, romantically inclined making their own arts and crafts. Cooties is a
for someone, or is jealous. You also add double your common folk myth (and an occasional real curse)
proficiency bonus to Charisma (Persuasion) checks made to in the land that supposedly punishes bad lovers by
influence people romantically. making them drool uncontrollably, rendering their
speech near unintelligible.
Cupid's Arrow Garn is, naturally, very sexually charged and very
Also at 3rd level, when you make a ranged weapon attack blunt: their flirting is never subtle. Whenever a
against a humanoid creature you are hidden from, you can potential partner has to compete with another for
enchant the projectile as a bonus action so that it deals no someone's love, the two competitors will go out
damage, but forces the creature to make a Wisdom saving on a great hunt and try to bring back the largest
meal or the most impressive trophy. Similar things
throw against your spellcasting save DC or become charmed happen within Nar and among tribes.
by the first humanoid creature they see for 1 hour, falling in Justicians are more reserved with their affection.
love with them. This charm is broken if the creature does Polyamory is less common in the empire than
anything harmful to them, but they have no idea they were anywhere else, and most Justicians do not seek
charmed and the projectile crumbles into glittery pink dust romantic relationships until they are at least 20,
after striking them. You can use this ability a number of times though being beastkin this takes a lot of willpower.
equal to your Wisdom modifier (minimum of once), and When they do wish to express their love to
regain expended uses after you complete a long rest. another, poetry and song are the tools of choice for
Additionally, once per turn when you hit a creature with a the brave. Most will opt for well written letters
ranged weapon attack that you did not enchant with Cupid's from secret admirers, though.
Arrow, you can deal an additional 1d8 psychic damage to
them.
58
Spiritualist Conclave Torment
Long before civilization cropped up in the new land of At 11th level, your spirit guide can further torment those that
Charlan, some of the first rangers were Spiritualists. Those you have haunted, preventing them from thinking clearly as
that uphold the ways of this conclave are often secretive, they are overcome with negative emotions. As a bonus action
speaking only to those they trust and the dead that they on your turn, you can command your familiar to torment a
commune with. Guided by the spirits of nature, they seek to creature affected by your Haunt feature within 30 feet of it.
rebuke those that would disturb the deceased, working in The creature is overwhelmed with horror, imposing
tandem with the departed to protect both the living and the disadvantage on the next attack roll they make before the end
dead. of their next turn.
Spirit Guardian
Spiritualist Magic At 15th level, your spirit guide can sacrifice itself for you. As a
Starting at 3rd level, you learn an additional spell when you reaction whenever you take damage that would either reduce
reach certain levels in this class, as shown in the Spiritualist you to 0 hit points or kill you outright, you and your familiar
Spells table. The spell counts as a ranger spell for you, but it switch places and the familiar takes the damage in your
doesn't count against the number of ranger spells you know. stead. To use this ability, your familiar must be within 60 feet
Spiritualist Spells of you. Once you have done this, you can't do so again until
Ranger Level Spell you finish a short or long rest.
3rd detect evil and good
5th prayer of healing Rangers and Magic
While many rangers wield divine magic of a natural
9th magic circle origin, all rangers are different. Some rangers don't
13th death ward even use magic - their "spells" are tools and
fighting techniques that they employ in battle.
17th dispel evil and good Other rangers employ arcane magic, and many
Justician rangers use divine magic of a celestial
Spirit Guide origin, gaining power from faith instead of nature.
At 3rd level, a wise animal spirit has bonded with you, Think about where your ranger came from, the
seeking to guide and protect you. You learn the find familiar culture they were born in, and how they fight. If
spell and can cast it without expending spell slots or material they are a member of the Hunter conclave, they
components. When cast this way, the familiar is an undead could very easily be of the nonmagical variety,
instead of a beast, and it has additional hit points equal to having trained in many unique ways of using
weapons. Similarly, if they are of the Horizon
your level. Whenever the familiar is reduced to 0 hit points, it Walker or even Monster Slayer conclaves, they
can drop to 1 hit point instead. It can do this once per long could have trained under Hon'kan wizards and use
rest. While you and the familiar are within 30 feet of one arcane magic. Deciding exactly what your ranger's
another, you both have a bonus to saving throws equal to your magic is, if it is even magic at all, can add more
Wisdom modifier (minimum of 1). You must finish a long rest flavor to them and flesh them out.
before you can cast the spell this way again.
Haunt
At 3rd level, your connection with those that have left this
mortal coil allows you to torment your foes with the pain of
the recently deceased. As a bonus action, you can haunt a
creature you can see within 60 feet of you. While haunted, a
creature takes 1d6 extra damage the first time you hit it with
a weapon attack on each of your turns. This benefit lasts until
you finish a short or long rest. It ends early if you haunt
another creature.
Bridge Between Worlds
At 7th level, you have learned how to best communicate with
the recently deceased. You can cast speak with dead at will,
without expending a spell slot or material components.
59
Roguish Archetype: Noxious
Rogues Biological warfare has been practiced in some ways all
Roguish Archetype: Enforcer throughout history. Beastkin warfare has had a storied
An archetype perfected by urban orcs, Enforcers can be history of utilizing both the usual suspects, such as the
found among many organized gangs to this day. Utilizing employment of natural toxins, and more odd additions that
cruder methods than other rogues, they are often seen as less are more specific to Charlan itself: dirty diapers, chiefly. Many
skilled than their more dexterous counterparts. This is far rogues consider a dirty diaper to be a death sentence because
from the truth: breaking bones is easy, breaking them in the all it takes is for the guard to sniff you out before you're
right way is hard. There's a certain, simple appeal to their caught, but noxious rogues are a different breed entirely. Not
approach: Smash and grabs, hit and runs, and all sorts of only have they embraced hefty, full pampers, they've
quick and dirty jobs are their speciality. incorporated them into their fighting style and have
specialized in poisons, surrounding themselves in miasmatic
Brutish auras that disorient and disable their foes.
At 3rd level when you pick this archetype, you gain
proficiency with Strength saving throws. Whenever you make Bioterrorist
a Dexterity saving throw you can make a Strength saving At 3rd level when you pick this archetype, you gain
throw instead. Additionally, your Sneak Attack now applies to proficiency with the Poisoner's Kit, and crafting poisons costs
weapons that lack the finesse property. half the resources for you. You also gain an additional way to
use your Sneak Attack; you don't need advantage on the
Dirty Fighting attack roll to use your Sneak Attack against a creature if they
Beginning at 3rd level, you can use the bonus action granted are poisoned and you don't have disadvantage.
by your Cunning Action to shove a creature.
Overwhelming Stench
Stoic Starting at 3rd level, you've perfected the chemical
Starting at 9th level, you have advantage on saving throws concoction and the amount of fiber in your diet required to
made against being frightened. Whenever a creature makes a mess yourself on command. As a bonus action on your turn,
Wisdom (Insight) check against you, they do so with you can fill the seat of your pants, surrounding you in a hazy
disadvantage. cloud of stink for 1 minute. Any creature of your choice that
starts their turn within 10 feet of you must succeed on a
Body Check Constitution saving throw or become poisoned until the start
At 13th level, when a creature moves around you within your of their next turn. The DC for which is equal to 8 + your
reach, you can use a reaction to shove them. They have Constitution modifier + your proficiency bonus.
disadvantage on their ability check to contest this if they are Once you have used this ability, you must finish a short or
at least one size smaller than you. If the shove succeeds, the long rest before you can use it again. At 7th level, you can use
creature's speed becomes 0 for the rest of the turn. this ability twice between rests.
In addition, when you make an opportunity attack, you can Aromatic Faux Pas
shove the creature as part of the attack. Starting at 9th level, the lingering aroma about you is
Kick 'Em While They're Down offputting to polite society and not conductive to conversation
At 17th level, when you make an attack against a prone for creatures who aren't used to your presence. When a
creature, your Sneak Attack damage against that creature creature within 10 feet of you makes a Charisma (Deception),
increases by 2d6. Charisma (Persuasion), or Wisdom (Insight) check, they have
disadvantage on the roll if they haven't interacted with you for
10 minutes or more in the past 24 hours.
A Note on Poison
It's an unfortunate fact that poison is not a good Stinker
damage type. It's resisted by many monsters, and At 13th level you have learned how to incorporate deadly
more are immune to it than any other damage type. toxins into your stench. When you finish a short or long rest
Its associated condition, Poisoned, suffers from you can drink a poison at no harm to yourself. The next time
the same issue. To make matters worse, the official you activate your overwhelming stench ability, each creature
poisons are lackluster and expensive for single within 10 feet of you that fails their saving throw also suffers
doses. Any rogue that bases their playstyle around the effects of that poison. Consuming a second poison causes
poison is at an inherent disadvantage that can the first to become inert within you.
prove to be frustrating moreso than fun. If one of
your players plays a Noxious Rogue, or simply tries Potent Poisons
to use poison in general, consider three things: At 17th level, you've learned the ins and outs of poison
lowering the prices of the available poisons or
increasing the amount you get for their current
acclimation and know just how to disable it. Creatures
prices, introducing custom poisons, and offering
normally immune to the poisoned condition instead have
unique ways to get more mundane poisons, like advantage on the save against Overwhelming Stench.
dirty diaper contents substituting for basic poison. Creatures that are normally immune to poison damage take
half damage from poison damage you deal and poison
damage you deal ignores poison resistance.
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Sorcerers
Sorcery vs Wizardry in Charlan
Sorcererous Origin: Youthblood Despite the obvious differences between sorcerers
Pottymancy. Feared by those that still cling to their fragile and other arcane classes, that being that sorcerers
ideals of maturity and adulthood, your blood flows with this often are gifted, cursed, or born with their power
power. Whether you, or your ancestors, were exposed to the as opposed to attaining it from hard work and
waters of the fountain of youth, were blessed by the Mother studying, sorcery in Charlan is classified as a
of All Light, or simply came across the Dark Jester when he distinct form of magic on its own from normal
was in a pranking mood, you are flooded with regressive arcane or divine magic, the former of which is
magic. Childish energy makes your spells more potent and referred to as wizardry.
This is because sorcerers, in exchange for their
protects you from those that wouldn't think twice about sudden power, almost always have little quirks
harming the young at heart. about them, often influenced by the source of their
power. This can range from tiny things such as
Pottymancy talking with a lisp if one is a Youthblood sorcerer or
At 1st level, you learn the babify cantrip. Additionally, you add speaking in scripture more often than not if one is
the regression spell to the list of spells you know. These a Divine Soul sorcerer, to bigger things like
spells do not count against your number of cantrips and randomly shrinking and growing or even feeling the
spells known. You become incontinent if you weren't already. pain that the sorcerer inflicts upon others with
magic.
Nuh-uh In addition, sorcery is noticeably less
Starting at 1st level, when a creature succeeds on a saving controllable than wizardy, and while this lack of
throw against a Sorcerer spell you have cast, you can roll 1d4 control can be tempered, no sorcerer can be truly
and deduct it from the total as a reaction, possibly changing trained - they will, inevitably, lose control over one
the outcome. You can do this a number of times equal to your of their spells or randomly shoot off magic. This
may happen only once in a sorcerer's lifetime, and
Charisma modifier (minimum of once), and you regain for most sorcerers it's not something they need to
expended uses after a long rest. worry about for the majority of their days, but it
has led to an inherent distrust of sorcerers. In
Toddler's Defiance Justicium, where they make many exceptions for
At 6th level, your magic has grown, though you have not. useful spellcasters, non-Divine Soul sorcerers are
Whenever you fail a saving throw, you can use your reaction not usually extended this mercy (similar to non-
and spend 2 sorcery points to roll 2d4 and add it to the roll, Celestial warlocks). They are arrested if found to be
possibly changing the outcome. unsanctioned and typically either used as
conscripts or magical batteries. For these reasons,
Babbling Student if you play a sorcerer, you may want to hide the fact
At 14th level, much like actual babies, you learn language and from others, save those you know you can trust.
skills quickly. You can cast tongues on yourself at will, without
expending a spell slot or material components.
Additionally, you gain a skill proficiency of your choice.
Whenever you finish a long rest, you can choose a different
skill to become proficient in, replacing the old proficiency.
Forever Young
At 18th level, you no longer age, and can't be aged magically,
the regressive magic in your blood permantly stopping you
from becoming more physically mature. If your age is
regressed in any way, you can age and be aged up to the point
of your original age.
You can also invoke a creature's nurturing instincts
whenever they try to strike you, potentially deterring them. As
a reaction when a creature attacks you, you can spend 2
sorcery points to force them to make a Wisdom saving throw
against your spellcasting save DC. On a failed save, they must
choose a different target, or the attack automatically misses.
On a successful save, the creature is immune to this effect for
24 hours. Constructs and undead are immune to this effect.
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Whenever a creature would roll on the sorcerer's Wild Magic
Charlanite Wild Magic table, they can roll on this table instead..
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Pactrobatics
Warlocks Starting at 10th level, you've become rather nimble as you get
Otherworldly Patron: The more and more into your role as a jester. Your base walking
Laughing God speed increases by 10 feet, you can stand up from a prone
position using only 5 feet of movement, you have resistance
Hecktor gleefully makes pacts with any being that he to the damage caused by falling, and you can take the
considers sufficiently interesting. He considers this both a Disengage action as a bonus action.
fun boon to grant people that he enjoys watching, as well as a
form of keeping tabs on them (though he rarely tells them of Cosmic Joke
that part). Warlocks of Laughing Gods are often already At 14th level, your comedic routine has achieved a level of
comedic people, whether intentionally or not, and tend to fill hilarity so horrifyingly potent that it can drive mortal men to
the role of a jester or a fool well. If they don't go about insanity. As an action, you can let loose a string of jokes,
adventuring, they likely perform for a travelling circus or even puns, and slapstick comedy, forcing a number of creatures of
act in a noble's court. Hecktor is not alone though, there are your choice equal to your Charisma modifier within 30 feet of
many laughing gods in existence, for they are an innumerable you that can see or hear you to make a Wisdom saving throw,
species. While Hecktor is the most likely to be encountered, it falling prone and becoming incapacitated from laughter until
is not out of the ordinary for a warlock to be approached by the end of your next turn on a failure. On subsequent turns,
other such beings like Boingo, Bozo, Skittles, or Pennywise. you can use your action to maintain this effect, extending its
duration until the end of your next turn. However, the effect
Expanded Spell List ends if the creature can neither see nor hear you or if the
The Laughing God lets you choose from an expanded list of creature takes damage. After you have used this ability, you
spells when you learn a warlock spell. The following spells must finish a long rest before you can use it again.
are added to the warlock spell list for you.
Laughing God Expanded Spells Dark Jester Variant
Spell Level Spells If your warlock is specifically a warlock of the Dark
1st chaos bolt, tasha's hideous laughter Jester, who deals in nightmares, hypnotism,
shapeshifting, and manipulation, you can choose to
2nd detect thoughts, nystul's magic aura use these optional features in place of your
3rd bestow curse, nondetection expanded spell list and capstone:
4th confusion, jester's funhouse Infantilizing Insult
5th animate objects, seeming Starting at 14th level, when you call someone a
baby, even they believe it! As an action, you can let
loose a string of infantile accusations toward a
Bonus Cantrip humanoid creature you can see within 30 feet of
At 1st level you learn the vicious mockery cantrip. This does you. That creature must make a Charisma saving
not count against your Warlock cantrips known and is treated throw against your warlock spell save DC. On a
as a Warlock cantrip for you. failure, the target's clothes are replaced with an
outfit that you think is appropriate, including an
Sharp Wit extremely thick diaper. They fall to the floor,
Starting at 1st level, you have a pool of d4s that you can suddenly filled with a lust for diapers, and are
spend to influence those around you. The number of dice in incapacitated for 1 minute or until you lose
the pool is equal to half your warlock level (rounded up). concentration (as if you were concentrating on a
When a creature that you can see makes an attack roll, an spell) as they fill their pants and rub their
ability check, or a damage roll, you can use your reaction to diaperfront vigorously. After you have used this
spend one die from the pool and roll it, subtracting the ability, you must finish a long rest before you can
number rolled from the creature's roll. The creature is use it again.
immune if it can't hear you or if it is immune to being Dark Jester Expanded Spells
charmed. Spell Level Spells
Alternatively, when you make a Charisma (Deception),
Charisma (Performance), or Charisma (Persuasion) check, 1st sleep, tasha's hideous laughter
you can spend a die and roll it, adding the number rolled to 2nd detect thoughts, instant fertilizer
your roll.
Your pool regains spent dice when you finish a long rest. 3rd bestow curse, nondetection
4th jester's funhouse, polymorph
Inspiring Comedy 5th dominate person, wet nurse
At 6th level, your Sharp Wit dice are upgraded to d6s as you
perfect your comedic shtick. You also gain a new way to use
your Sharp Wit dice. Whenever a friendly creature makes an
attack roll, ability check, or saving throw, you can use your
reaction to spend a die from your pool and roll it, adding the
number rolled to the creature's roll.
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Otherworldly Patron: The Plane of Aura of Corruption
Padding At 1st level, you are able to bridge the gap between yourself
and the Plane of Padding. As an action, you can bring a
While other patrons are normally creatures or beings of great fraction of the plane to you, which manifests as a 10 foot
power, the Plane of Padding is power in and of itself. Instead radius aura around you. Non-magical objects that are not
of making a pact in the traditional sense, warlocks with this being worn or carried within this aura transform into
patron gain their magic through either interacting with the childlike mockeries of themselves. For example, pairs of
plane or discovering its secrets. Unlike pottymancers, who underwear turn into thick diapers, walls appear to be made
cultivate the power of the plane in a studied manner, of baby blocks, and the air is filled with white wisps of baby
warlocks of the Plane of Padding are chaotic forces of nature powder.
that adore spreading the influence of Pottymancy wherever Creatures other than you that start their turn within this
they go. They don't have any true allegience to any diaper aura or enter it for the first time on their turn must make a
deity, though they may closely align themselves with one or Charisma saving throw against your warlock spell save DC or
more of them, and simply serve to expand the plane's be corrupted by the plane while within the aura. While
territory in one way or another. corrupted this way, they suffer an effect from the Planar
However, this power is not without consequence. As the Corruption table of your choice and have any attack rolls and
Plane of Padding is a corruptive force, its influence affects saving throws they make reduced by 1d4.
those who wish to use it in unique ways. At your option, you This aura lasts for 1 minute or until you use your bonus
can pick from or roll on the Planar Corruption table to create action to dispel it. You can use this ability a number of times
a side effect of using the Plane's power for your character. equal to your Charisma modifier. You regain all expended
Planar Corruption
uses when you take a long rest.
d6 Corruption effect Arcane Corruption
1 Your skin is as soft and as smooth as a baby's, and you At 6th level, your attunement to the Plane of Padding allows
can never get a diaper rash. you to corrupt spells that target you or a creature inside your
2 You are incontinent and never recognize when you are Aura of Corruption as a reaction. When a spell is corrupted
in a full diaper unless someone points it out. this way, creatures affected by the spell have advantage on
the saving throw against it and resistance to damage dealt by
3 You cry uncontrollably whenever you are hungry, tired,
bored, or injured. You can still speak and act normally
it. However, the corruption of the spell spreads to them as
when this happens, but it's hard to understand you. well, each creature suffering an effect from the Planar
Corruption table until they take a short or long rest.
4 Any item you wear or equip turns into a chilidish Once you use this feature, you cannot do so again until you
version of itself (though it still functions as normal). take a short or long rest.
5 Instead of speaking, you babble like a baby (though
everyone understands you as if you were talking). Planar Resilience
6 You have a fervorous desire to spread the love of thick, At 10th level, you become numb to the corruption of the
pillowy diapers to everyone you meet. Plane of Padding. If you are ever on the plane, you suffer
none of its adverse effects.
You may optionally take additional effects from this table at In addition, you have advantage on saving throws against
6th, 10th, and 14th level as you become further corrupted by pottymancy spells, resistance against damage dealt by
the Plane of Padding. pottymancy spells, and resistance to psychic damage.
Expanded Spell List Absolute Corruption
The Plane of Padding lets you choose from an expanded list At 14th level, the power of the Plane of Padding has allowed
of spells when you learn a warlock spell. The following spells you to bring a sliver of it to the world. As an action, choose a
are added to the warlock spell list for you. point within 60 feet of you to cause the Plane to spring forth
from. Everything within a 30 foot cube originating from the
Plane of Padding Expanded Spells point you chose is absolutely corrupted by the Plane of
Spell Level Spell Padding for 1 minute. While corrupted this way, the area
1st detect baby, innocence of youth behaves identically to your Aura of Corruption but is also
considered being in the Plane of Padding for the sake of its
2nd instant fertilizer, sissify secondary effects.
3rd night light, stinking cloud Once you use this ability, you cannot do so again until you
take a long rest.
4th confusion, jester's funhouse If you use this ability on the same point every day for a year,
5th chaos sphere, dream it becomes permanent.
Bonus Cantrips
At 1st level, you learn the accident and babify cantrips. They
count as warlock cantrips for you, but don’t count against
your cantrips known.
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Otherworldly Patron: The Light the Way
Starting at 6th level, when you hit a creature with an attack,
Primordial Hero you can use a bonus action to make it so that all attacks
Adventurers of the ancient past sometimes ascend, and many against them within the next minute are made at advantage.
of these former adventurers eluded the destruction of the Once you have used this ability, you must finish a short or
gods. Now, seeing the same pattern of hatred and violence long rest before you can do so again.
that caused the original cataclysm in today's societies, they
seek to recruit warlocks to fight on their behalf. Primordial Reflection
Warlocks that make contracts with these beings are Starting at 10th level, when a creature hits you with a melee
instructed to spread peace, love, and justice! They are guided attack while you are within your Hero form, you can use a
to be righteous souls, and are typically connected with a reaction to knock the attack back at them. That creature
group of other warlocks under the same patron, each given a must make a Dexterity saving throw or take damage (of your
magical uniform that identifies and empowers them. Power Source's type) equal to half of the damage they dealt to
you, up to a maximum amount equal to your level.
Expanded Spell List
The Primordial Hero lets you choose from an expanded list Primordial Prism Power
of spells when you learn a warlock spell. The following spells Starting at 14th level, you can finish off your enemies in the
are added to the warlock spell list for you. name of justice and love. As an action, you can summon a
prismatic orb of justice and elemental might at a point within
Primordial Hero Expanded Spells 60 feet of you that you can see. The orb then explodes,
Spell level Spells sending out shards of elemental power that seek out
1st healing word, heroism
creatures of your choice within 30 feet of it, forcing them to
make a Dexterity saving throw against your warlock spell
2nd moonbeam, sissify save DC. A creature takes 8d6 damage (of your Power
3rd beacon of hope, mass healing word Source's type) on a failure, or half as much on a success.
Once you have used this ability, you must finish a long rest
4th aura of life, freedom of movement before you can do so again.
5th skill empowerment, wet nurse
Primordial Hero
At 1st level, your patron empowers you with the ability to
manipulate the elemental power granted to you by your
Power Source. As a bonus action, you can transform into
your Hero form, donning a special magical suit of armor,
skintight suit, or pretty dress (your choice). While in your
Hero form, your Armor Class becomes 10 + your Dexterity
modifier + your Charisma modifier (unless it were higher)
and you can change the damage type of spells and attacks
into your Power Source's type. Your Hero form lasts for a
number of hours equal to half your warlock level (rounded
down to a minimum of 1), until you exit it as a bonus action,
until you fall unconscious, or until you die. You can transform
this way twice, and regain the ability to do so once you
complete a short or long rest.
Power Source
At 1st level, you choose a power source associated with your
patron when you gain this feature. You become resistant to
the associated damage type and gain the cantrip associated
with it.
Power Source
Power Source Damage Type Cantrip
Fire Fire create bonfire
Water or Ice Cold shape water
Earth Thunder mold earth
Air Lightning shocking grasp
Nature Acid accident
Light Radiant word of radiance
Darkness Necrotic spare the dying
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Warlock Pact Boons Pact of the Diaper Bag
Pact of the Blanket Your patron does not think your friends are potty trained yet.
You are gifted with a diaper bag, the appearance of which is
Your patron knows how important nap time is for you, and based on your patron.
how scared you get without your blankie. You are gifted with The diaper functions as a handy haversack, but always
a blanket, the size, color, and material of which is dependant contains a bottle of baby powder and a jar of rash cream. The
on your patron. bag also comes supplied with ten disposable diapers, cloth
While holding the blanket, which takes one hand, you have diapers or pullups in any combination you choose. These
resistance to psychic damage, are immune to spells or supplies come with themed labels and prints based on your
magical effects which require you to be dreaming, and you patron, and are restocked when you finish a long rest.
cannot be put to sleep magically. The blanket can be used as When you change a creature into a diaper supplied by your
a spellcasting focus. diaper bag, the creature has advantage on saving throws
If the blanket is destroyed or lost, you can perform a 1 hour against one condition of your choice, choosing from blinded,
ritual over the course of a long rest to replace it. charmed, deafened, frightened, or poisoned. This lasts until
Your blanket turns to sweet-smelling ash when you die. the creature finishes a short or long rest.
If the diaper bag is ever destroyed or lost, you can perform
Pact of the Bottle a 1 hour ritual over the course of a long rest to replace it. If
Your patron wishes to ensure that you are always well fed and you are slain, your bag (and any renewable supplies
nourished. You are gifted with a baby bottle, or if your patron remaining) crumble into sweet-smelling ash, and its contents
thinks you are old enough, a sippy cup. The appearance of are spilled forth.
the bottle is determined by your patron. It is filled with a Pact of the Potty Pants
delicious liquid which changes look, viscosity, and flavor
depending on your mood and desire. By default, it is a pure Your patron finds your inability to keep your pants clean
white milk. humorous, and grants you abilities based upon this as a cruel
The bottle functions as a potion of healing. The bottle joke. Your patron gifts (or curses) you with a special diaper,
upgrades to a greater healing potion at 6th level, a superior which takes the form of a pamper pal. It appears with a
healing potion at 10th level, and a supreme healing potion at design appropriate to your patron and a personality trait of
14th level. If another creature drinks from the bottle, they are your choice.
healed for half of the amount and must immediately make a While wearing your pact diaper, you have resistance to one
Constitution save against your spellcasting DC, wetting damage type of your choice, choosing from acid, cold, fire,
themselves on a failure. lightning, or thunder. When you take damage of the chosen
The bottle can be used a number of times equal to your type, your diaper briefly glows with stored power, and the first
Charisma modifier (minimum of 1), after which it becomes time you hit with an attack on your next turn, the target takes
empty, and refills whenever you complete a long rest. If the an extra 1d6 damage of your chosen type.
bottle is ever destroyed or lost, you can perform a 1 hour If your diaper is ever destroyed or lost, you can perform a 1
ritual over the course of a long rest to replace it. hour ritual over the course of a long rest to replace it. When
Your bottle turns to sweet-smelling ash when you die. you perform this ritual, you can choose a different damage
type. Your diaper turns to sweet smelling ash when you die.
Pact of the Circlet
Your patron has decided to reward you with additional
magical prowess, allowing you to shape and twist your spells
to your wants and desires through the usage of a special
focus. You are gifted a special circlet, the form of which is up
to your patron. The circlet can be used as a spellcasting
focus, requiring no hands to be used this way. When you cast
a spell using the circlet as a focus, you can choose to apply
metamagic to the spell. You choose what metamagic your
circlet applies when the circlet first comes into your
posession, and can change this choice whenever you gain a
Warlock level. The metamagic options available to you
include:
Careful Spell
Distant Spell
Extended Spell
If your circlet is ever destroyed or lost, you can perform a 1
hour ritual over the course of a long rest to replace it. It
crumbles to ash when you die.
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Caretaker's Curse
Warlock Invocations Prequisite: Pact of the Diaper Bag
ABCs of Magic When you change a creature into a diaper supplied by your
Prerequisite: Pact of the Tome diaper bag, you can choose to lock it into place and cast
Your book of shadows teaches you the fundamentals of innocence of youth on them without expending a spell slot or
magic. Choose two 1st-level spells from the wizard spell list. material components. A locked diaper can only be removed
The spells appear in the book and don't count against the by you or the destruction of the diaper. While they are
number of spells you know. With your Book of Shadows in wearing the diaper, you know their exact location and how
hand, you can cast the chosen spells using a warlock spell many hit points they have so long as they are on the same
slot. You may reselect one or both of these spells when you plane as you. Whenever you cast a warlock spell that targets
finish a long rest. a creature, you can target a creature under the effects of this
curse if they are within 1 mile of you, regardless of the spell's
Adept Babifier normal range. Any effect that removes a curse from an item
Prerequisite: babify cantrip can be used to negate the effects of this ability.
When you cast babify, the spell has a range of 30 feet, you You can curse a diaper with the same effects as an action
can apply two effects with a single casting, and you can cause and give it to a creature. You can have a number of diapers
two new types of effects: equal to your Charisma modifier (minimum of 1) cursed this
way.
You can force a creature to giggle, babble, or utter an
embarassing phrase such as "I love my diapers!". Circlet of Absorbtion
You can cause a creature to wet or mess themselves. Prerequisite: 15th level, Pact of the Circlet
Your circlet hungers for more magic, more power!
Immediately after a creature casts a spell that targets you or
Big Stinker includes you in its area of effect, you can use your reaction to
Prerequisite: Pact of the Potty Pants force the creature to make a Charisma saving throw, the DC
When you cast a warlock spell, you can choose to mess for which equals your spell save DC. On a failed save, the
yourself to force all creatures within 5 feet to make a spell has no effect on you and you regain a pact magic spell
Constitution saving throw against your warlock spell DC, slot if you were missing any. Once you have used this ability,
becoming poisoned until the end of your next turn on a you can't use it again until you finish a long rest.
failure. You do not provoke opportunity attacks from
creatures you have poisoned this way. Circlet of the Grand Magi
Prerequisite: 9th level, Pact of the Circlet
Blinding Power You learn an advanced metamagic, choosing from these
Prerequisite: 5th level, Primordial Hero patron options:
Whenever you transform into your Hero form, hostile
creatures within 20 feet of you must succeed on a Dexterity Heightened Spell
saving throw against your Warlock spell save DC or be Quickened Spell
blinded until the end of your next turn.
Twinned Spell
Boosted Bottle
Prerequisite: 9th level, Pact of the Bottle You can use this metamagic up to three times, and you
Your bottle is filled with more vitamins, nutrients, and regain the ability to do so again once you finish a long rest.
magic than ever! A creature that drinks from it is healed for You can change your choice of advanced metamagic when
the full amount instead of half and has advantage on saving you gain a Warlock level.
throws against poison for 1 minute.
Confounding Confetti
Borrowed Power Prerequisite: Laughing God patron
Knowledge of the occult is not limited to just one subject. You You can cast color spray at will as a 1st-level spell, without
swap out one of your patron's expanded spells for a spell from expending a spell slot or material components.
another patron's expanded spell list. Whenever you complete
a long rest, you can choose a different spell, including the Dream Floater
spell you originally swapped. Prerequisite: Pact of the Blanket
The chosen spell must be of a level that you are able to cast As long as you are holding your pact blanket you can cast
and of the same level as the spell you swap for it. If you've Feather Fall at will. Additionally, when you fall, you can use
already learned a spell from your patron's expanded spell list your blanket to instead glide. You gain a flying speed equal to
and you swap it, you forget that spell and instead learn the your base speed. You cannot use this speed to ascend, and
spell you swapped it for. you descend 10 feet for every 20 feet you move. You cannot
hover while flying in this way.
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Eldritch Paddle Skillful Pal
Prerequisite: Pact of the Blade Prerequisite: 5th level, Pact of the Potty Pants
When you form your pact weapon, a spectral paddle trails Your pact diaper's Intelligence, Wisdom, and Charisma
behind its swings. When you take the Attack action with your scores each increase to 14, and it gains a +7 bonus to one
pact weapon, you can make a melee spell attack with this skill of your choice, either Arcana, History, Investigation, or
paddle as a bonus action. This attack deals force damage Nature. It learns an additional language, and can also
equal to 1d4 + your Charisma modifier. stabilize you if you drop to 0 hit points if it succeeds on a
Wisdom (Medicine) check, which it makes with a +7 bonus.
Eldritch Lullaby Your diaper decides when to make an ability check.
Prequisite: 7th level, Pact of the Diaper Bag
Your voice soothes your party and magically accelerates Snacks From Beyond
their healing. If you or any party members expend at least Prequisite: 9th level, Pact of the Diaper Bag
one hit die during a short rest, they regain hit points equal to In addition to the diapers and changing supplies, your bag
the maximum value of each die instead of rolling, and regain now comes supplied with six snacks that also restock after a
half the hit dice they spent (minimum of zero). Once a long rest. These snacks take up no extra space in the bag,
creature has gained the benefits of this invocation, they must and when you retrieve them they take the form that you most
finish a long rest before they can do so again. desire, so long as that form is childish like a PB&J sandwich
with the crusts cut off or a celery stick. A creature can eat a
Flavor Saver snack as an action, functioning as a potion of healing and
Prerequisite: Pact of the Bottle nourishing the creature for 24 hours. Any snacks left uneaten
As an action, you can fill your bottle with any magical outside of the bag rot after 8 hours, and a creature can only
potion in your possession. This process consumes the potion benefit from the magical effects of the snack once per 24
entirely. Your bottle learns the new potion (which you assign a hours.
color and flavor), allowing it to dispense the effects of the
learned potion instead of its normal effects. You can change Spellstopping Pal
the contents of your pact bottle to any potion it has learned as Prerequisite: 15th level, Pact of the Potty Pants
a bonus action. Once you have dispensed a learned potion Your pact diaper's Intelligence, Wisdom, and Charisma
you must finish a long rest before using that potion again. scores each increase to 16, and it can cast counterspell as a
Oils and distinctly harmful potions (such as the potion of 3rd-level spell once if you use a reaction to command it to do
poison) cannot be learned. If your bottle is replaced it loses so. It regains the ability to do so whenever you finish a long
any potions it learned. rest.
Hypnotic Talisman Starry Circlet
Prerequisite: Pact of the Talisman Prerequisite: Pact of the Circlet
The wearer of your talisman can cast charm person at will Your circlet grows with knowledge and power. You learn an
as a 1st-level spell, without expending a spell slot. Regardless additional spell from the warlock spell list. This spell must be
of who casts the spell, they use your spellcasting save DC for of a level that you can cast, and whenever you finish a long
it. Only one creature can be charmed this way at a time. rest you can exchange the spell for a different spell that still
fits the prerequisites.
Pottymantic Projection
Prerequisite: Plane of Padding patron Baby's Sitter
You are capable of projecting your aura to other creatures Prerequisite: Pact of the Chain
through your connection with pottymancy. As a bonus action Your familiar is empowered to be a proper babysitter,
on your turn, you can expend one use of your Aura of gaining the following benefits:
Corruption to have it originate from a creature within 30 feet Your familiar knows the state of any diapers within 60 feet
of you who is under the effects of a pottymancy spell you've of itself.
cast. Only one of your auras can exist at a time. When you do
this, you can choose if the creature the aura originates from Your familiar can cast the babify cantrip using your spell
is immune to its effects. Regardless of who the aura save DC. It casts the spell without verbal components.
originates from, you are immune to its effects.
Whenever another creature within 5 feet of your familiar
Restorative Bottle is attacked, it can use its reaction to force the attack roll to
Prerequisite: 7th level, Pact of the Bottle be made at disadvantage.
When you or another creature drinks from your bottle, you
can cast lesser restoration as a reaction without expending a Warding Blanket
spell slot. Prerequisite: 9th level, Pact of the Blanket
Your blanket is adorned with sigils and runes that further
Security Blanket protect you from the dangers of the night. As long as you are
Prerequisite: 5th level, Pact of the Blanket holding your pact blanket you gain a bonus to all saving
While you hold your pact blanket in one hand, you gain a +2 throws equal to half your Charisma modifier (minimum
bonus to your Armor Class as if you were holding a shield, bonus of +1, rounded down).
and gain advantage on all saving throws against being
frightened.
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Warlock Familiar
You and Your Familiar
The Pact of the Chain Familiars aren't just mindless summons, and while
A warlock who has been bestowed with the Pact of the Chain they aren't true animals (if they even take the form
can select the following familiar in addition to those outlined of animals), they are creatures summoned forth
in the feature's list. Dark dolls escape from the infamously from beyond. The relationship with your familiar,
rigged carnival games that The Dark Jester sets up across the whether you are a wizard, warlock, or any other
planes when they grow bored of sitting on the prize shelf, and spellcaster, is an aspect of your roleplay which can
are sometimes traded freely among planar denizens (usually greatly flesh out your character.
unkowingly). They're mischevious beings who love to tease Is your familiar more of a pet? Or is the familiar
an equal member of your relationship? Perhaps the
other creatures, play pranks, and scare children, but are familiar actually controls you, even!
considered benign when it comes to products of the Plane of Don't be afraid to banter with your little friend if
Padding. it can speak, either. Little arguments over why the
imp has to be the one sneaking into the cave full of
owlbears instead of you can be somewhat
Dark Doll entertaining, so long as it doesn't take up too
much time at the table, and the added fact that
Tiny construct, chaotic evil you're essentially talking to yourself like an insane
person is very fitting for most spellcasters.
Armor Class 12 (natural armor) Familiars aren't the only companions this applies
Hit Points 7 (3d4) to! Sometimes taking the burden of roleplaying an
Speed 25 ft. NPC, even one that can't speak, off of the DM is
very much welcome and appreciated. If you have a
hireling, a pet, or summon a particular creature
STR DEX CON INT WIS CHA
often (such as the mount summoned by find steed
12 (+1) 7 (-2) 10 (+0) 8 (-1) 12 (+1) 15 (+2) and find greater steed) then your character likely
has developed a relationship with them.
Skills Stealth +2
Damage Resistances bludgeoning, piercing, and
slashing from nonmagical attacks
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened,
frightened, paralyzed, petrified, poisoned
Senses passive Perception 11
Languages Common and any languages known by
the master
Challenge 1/2 (100 XP)
Actions
Unarmed Strike. Melee Weapon Attack: +3 to hit,
reach 5ft., one target. Hit 3 (1d4 + 1) bludgeoning
damage.
Boo! One creature of the doll's choice within 30
feet of it must succeed on a DC 12 Wisdom saving
throw or be frightened of the doll until the end of
their next turn. If the doll was hidden from the
creature before this, the creature has disadvantage
on their saving throw.
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Brain Power
Wizards By 14th level, your mental regression has grown so strong
Arcane Tradition: Pottymancy that you can convert brainpower into magic. They weren't
using it properly anyway. When you use your intellect drain
While laymen will refer to all spellcasters that utilize ability you can drain 4 points of Intelligence to increase your
pottymancy as "pottymancers", only wizards who study and Intelligence score by 4, up to a maximum of 24.
specialize in the magic can truly lay claim to the name. No Additionally, you can also choose to turn the drained
colleges outside of Hon'ka will officially teach the magic, and intellect into spell slots instead of gaining Intelligence. You
it is fully outlawed in Justicium. Pottymancers are seen as gain spell slots in any combination you wish, so long as their
eccentric, moreso than most wizards, at the least and combined level equals 4 (for example, one 4th level slot, two
perverse at the most - either immature adults who can't get 2nd level slots, or one 3rd and one 1st level slot). Once you
over their lack of childhood, something even most Hon'kans have regained spell slots in this way, you cannot do so again
can deal with, or perverse fetishists that have fully devoted until you finish a long rest.
themselves to sexual escapades. No one intelligent would tell
this to a pottymancer's face, however, and if they did then they
would quickly lose what little brainpower they had in the first Spellcasting Flavor
place. A pottymancer fuels their magic with the intellect of It helps to flesh out your character more when you
others, with some of them being so powerful that their bodies flavor your spells and how you cast them - and this
radiate with youthful energy, keeping them young and healthy. applies to every caster, not just wizards. Eberron's
Artificer class section provides great examples for
Pottymancy Savant this, and while they focus on the artificer
Beginning when you select this school at 2nd level, the gold specifically they give a good idea as to how it can
and time you must spend to copy a spell with the pottymancy be done. It's more fun to describe how you cast the
tag into your spellbook is halved. fireball than to just say "I cast fireball."
In Charlan, while magic is taught all the time,
every wizard's way of casting specific spells is a bit
Improved Pottymancy different - either the words they chant, the
When you choose this school at 2nd level, you learn the movements of their fingers, or some other minute
accident cantrip. If you already know this cantrip, you learn a detail. A layman would likely not be able to tell
different wizard cantrip of your choice. The cantrip doesn't whether a wizard is casting silence or detect magic,
count against your number of cantrips known. but would usually be able to tell that they are
When you cast accident, it has a range of 30 feet for you casting a spell that deals fire damage or relates to
instead of touch and a creature that fails its save cannot take fire, if they aren't outright able to tell it was a
reactions until the beginning of your next turn. fireball being cast. Once a spell's effects go off,
they tend to be obvious, of course.
Intellect Drain
Starting at 6th level, you have become so adept at pottymancy
that you're capable of absorbing the brain power from your
foes to fuel your own magic. As an action, you can choose a
creature within 60 feet of you that you can see and channel
special magic between your minds, forcing them to make an
Intelligence saving throw against your spell save DC. On a
failed save, their Intelligence score decreases by 2, to a
minimum of 2, and your Intelligence score increases by 2, to a
maximum of 22. This effect lasts for 1 minute, until you drop
to 0 hit points, until you end the effect early as a free action,
or until use this ability on a different creature.
Once the effect ends, or if the creature succeeds on its
initial saving throw, you can’t use this feature on that creature
again until you finish a long rest.
Focused Regression
Beginning at 10th level, while you are concentrating on a
pottymancy spell that only targets the creature affected by
your Intellect Drain, your concentration can’t be broken as a
result of taking damage or having an accident.
Additionally, you can't be aged by magic and you no longer
age physically. Your exposure to constant energies of the
Plane of Padding has inured you against maturity.
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Planesense
Feats You've become attuned to the unstable nature of Charlan and
Damage Dumper have developed a special sense for planar portals, as well as a
Everyone can use a breather sometimes. For you, it also connection to certain planes. You gain the following benefits:
means filling your pants. You gain the following benefits: Increase your Intelligence, Wisdom, or Charisma score by
Increase your Constitution score by 1, to a maximum of 1, to a maximum of 20.
20. As an action, you can magically detect the distance and
As a bonus action on your turn, you can mess yourself and direction to the closest planar portal within 1 mile of you.
regain hit points equal to 1d10 + your level. Once you have Once you use this feature, you can't use it again until you
used this ability, you must finish a short or long rest before finish a short or long rest. You also become resistant to
you can use it again. the negative effects of one plane of your choice, if any.
71
Spells
4th Level
Spell Lists brain drain (enchantment)
Artificer Spells jester's funhouse (illusion)
Cantrips (0 Level)
accident (conjuration) torturous enema (conjuration)
6th Level
babify (transmutation) mass regression (transmutation)
1st Level 7th Level
create changing supplies (conjuration) mass flesh to plush (transmutation)
detect baby (divination)
Cleric Spells
nanny hands (conjuration) Cantrips (0 Level)
regression (transmutation) babify (transmutation)
2nd Level lullaby (enchantment)
tantrum spittle (evocation) 1st Level
3rd Level baby monitor (abjuration)
flesh to plush (transmutation)
create changing supplies (conjuration)
night light (abjuration)
detect baby (divination)
4th Level
brain drain (enchantment) innocence of youth (illusion, ritual)
torturous enema (conjuration) nanny hands (conjuration)
5th Level regression (transmutation)
wet nurse (conjuration) 2nd Level
sappy paci (necromancy)
Bard Spells
Cantrips (0 level) sissify (enchantment)
babify (transmutation) 3rd Level
brown note (enchantment) night light (abjuration)
heat and bother (enchantment) tamaranth's scolding (abjuration)
4th Level
lullaby (enchantment) torturous enema (conjuration)
1st Level 5th Level
create changing supplies (conjuration) wet nurse (conjuration)
nanny hands (conjuration) 6th Level
regression (transmutation) mass regression (transmutation)
2nd Level Druid Spells
sissify (enchantment) Cantrips (0 Level)
tantrum spittle (evocation) accident (conjuration)
3rd Level babify (transmutation)
flesh to plush (transmutation) lullaby (enchantment)
tamaranth's scolding (abjuration) 1st Level
detect baby (divination)
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innocence of youth (abjuration, ritual) heat and bother (enchantment)
regression (transmutation) 1st Level
2nd Level
nanny hands (conjuration)
instant fertilizer (evocation) regression (transmutation)
sissify (enchantment) 2nd Level
sissify (enchantment)
tantrum spittle (evocation)
tantrum spittle (evocation)
3rd Level
night light (abjuration) 4th Level
brain drain (enchantment)
4th Level
brain drain (enchantment) 5th Level
chaos sphere (conjuration)
torturous enema (conjuration)
6th Level
5th Level mass regression (transmutation)
wet nurse (conjuration)
9th Level
6th Level curse of crinkles (transmutation)
mass regression (transmutation)
Warlock Spells
Paladin Spells Cantrips (0 Level)
1st Level accident (conjuration)
create changing supplies (conjuration)
babify (transmutation)
detect baby (divination) 1st Level
silly smite (enchantment) nanny hands (conjuration)
3rd Level regression (transmutation)
night light (abjuration) 2nd Level
tamaranth's scolding (abjuration) tantrum spittle (evocation)
2nd Level 3rd Level
sissify (enchantment) flesh to plush (transmutation)
Ranger Spells tamaranth's scolding (abjuration)
1st Level 4th Level
baby monitor (divination) brain drain (enchantment)
create changing supplies (conjuration) torturous enema (conjuration)
detect baby (divination) 7th Level
mass flesh to plush (transmutation)
2nd Level
instant fertilizer (evocation) 9th Level
nera's curse of crinkles (transmutation)
3rd Level
night light (abjuration) Wizard Spells
5th Level Cantrips (0 Level)
wet nurse (conjuration) accident (conjuration)
Sorcerer Spells babify (transmutation)
Cantrips (0 Level) 1st Level
accident (conjuration) baby monitor (divination)
babify (transmutation) detect baby (divination)
nanny hands (conjuration)
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regression (transmutation) Baby Monitor
2nd Level 1st-level divination (pottymancy)
sappy paci (necromancy) Casting Time: 1 action
sissify (enchantment) Range: Touch
Components: S, M
tantrum spittle (evocation) Duration: 8 hours
You touch a creature, allowing you to hear every sound
3rd Level within 60 feet around them for the duration of the spell.
flesh to plush (transmutation)
Brain Drain
night light (abjuration) 4th-level enchantment (pottymancy)
tamaranth's scolding (abjuration) Casting Time: 1 action
Range: 60 feet
4th Level Components: V, S
brain drain (enchantment) Duration: 1 minute
torturous enema (conjuration) You invoke the powers of the Plane of Padding upon a
creature’s mind, causing their mind to regress. The target
6th Level makes a Charisma Saving Throw. On a failure, their brain is
mass regression (transmutation) drained of knowledge and capability temporarily, causing
them to have disadvantage on all ability checks and be unable
7th Level to add their proficiency bonus to ability checks for the spell's
mass flesh to plush (transmutation) duration. At the end of each of their turns, a creature may
repeat the saving throw, ending the effect on a success. Does
9th Level not affect creatures with an Intelligence score of 6 or lower.
nera's curse of crinkles (transmutation) At Higher Levels: When you cast this spell with a spell
slot of 5th level or higher, the disadvantage and lack of
proficiency applies to attack rolls as well.
Spell Descriptions
Accident Brown Note
conjuration cantrip (pottymancy) enchantment cantrip (pottymancy)
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: 60 feet
Components: S Components: V
Duration: Instantaneous Duration: Instantaneous
You touch a creature in some manner, suddenly filling their You whistle an otherwise unknown magical tune, forcing
bladder and bowels. They must make a Constitution saving all creatures of your choice who can hear you within range to
throw. On a failure they wet, mess, or both wet and mess make a Constitution saving throw. On a failure, they mess
themselves (your choice). The accident is so distracting that if themselves heavily and their movement speed is reduced by
the creature is concentrating on a spell or other effect, they 10 feet until the end of their next turn as they adjust to the
lose concentration. load.
Babify
transmutation cantrip (pottymancy)
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: 1 hour
You zap an item or creature with magical youth, altering its
appearance and properties in a minorly babyish way. You can
place text on an object's surface in crayon, thicken a diaper
(or turn a pull-up or underwear into a diaper), make
someone's skin as smooth as an infant's, or any other similar
effect, so long as it does not affect the item's functionality
(save for absorbency) or creature's abilities. Any items or
creatures transformed by this ability return to normal at the
end of the spell's duration, or until you end one or more of the
effects early as a bonus action. Unwilling creatures make a
Charisma saving throw to overcome the spell.
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Chaos Sphere Flesh to Plush
5th-level conjuration (pottymancy) 3rd-level transmutation (pottymancy)
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 30 feet
Components: V, S, M (the drool of a pottymancer) Components: V, S, M (some thread and toy stuffing)
Duration: 1 minute Duration: Concentration, up to 1 minute
You temporarily break the veil between the Plane of You perform a horrifyingly cute ritual, attempting to turn a
Padding and whatever plane of existence you currently reside creature you can see within range into a plush toy.
on, allowing its overwhelming energies to flow through and If the target's body is made of flesh, the creature must
conjure forth a shimmering, 5-foot-diameter sphere of make a Constitution saving throw. On a failed save, its
pottymancy energy that floats 5 feet above a point you choose movement speed is halved as it begins to grow shorter and its
within range. When you first cast the spell, and at the start of limbs turn into stubby plush material. On a successful save,
each round the sphere is active, the closest creature within the creature isn't affected.
60 feet of it must succeed on a Charisma saving throw or roll A creature affected by this spell must make another
on the Charlanite Wild Magic table. The orb is nonmaterial Constitution saving throw at the end of each of its turns. If it
and can be passed through, staying in place until it successfully saves against the spell three times, the spell
disappears. As a bonus action on your turn, you can move the ends. If it fails its saves three times, it is turned into a plush
orb up to 30 feet, and you can end the spell as an action. If a toy for the duration. The successes and failures don't need to
creature passes through the orb or the orb passes through be consecutive; keep track of both until the target collects
them, their clothes are transformed into an infantile mockery three of a kind.
of what they once were, and if they were not wearing a diaper The resulting plush is a tiny sized inanimate object that
then a diaper will appear on their person. vaguely resembles the creature. If the plush is destroyed or
At Higher Levels. When you cast this spell using a spell the spell wears off, the creature is restored to normal but
slot of 6th level or higher, the number of creatures that must cannot take actions, bonus actions, or reactions until the start
save against the spell increases by one. of its next turn as it regains consciousness. If you maintain
your concentration on this spell for the entire possible
Create Changing Supplies duration, the transformation lasts until the effect is removed
1st-level conjuration (pottymancy, ritual) or the plush is destroyed.
Casting Time: 1 action
Range: 10 feet Heat and Bother
Components: V, S enchantment cantrip (pottymancy)
Duration: Instantaneous Casting Time: 1 action
You create some changing supplies, including enough baby Range: Touch
powder, wipes, and diapers to change up to five creatures. Components: S
You choose what type of diapers are created, as well as their Duration: 10 minutes
sizes, colors, and if they come with locking tapes or not. With a single, intimate touch you excite a creature that is of
Diapers with locking tapes can only be untaped by another age, causing them to become aroused for the duration of the
creature. 24 hours after the diapers are used and discarded, spell. This does not cause them to be attracted to any one
they disappear into the Plane of Padding. specific person or thing, but it does arouse them to the point
that they may have trouble thinking clearly. If they did not
Detect Baby have a diaper fetish, they develop one for the duration of the
1st-level divination (pottymancy, ritual) spell. Undead and creatures immune to being charmed aren't
Casting Time: 1 action affected by this spell.
Range: 30 feet
Components: V, S Innocence of Youth
Duration: Instantaneous 1st-level illusion (pottymancy, ritual)
You waggle your fingers and condescend at a creature Casting Time: 1 minute
within range. You learn their current physical age, mental Range: Touch
age, their actual age if they are regressed or progressed in Components: V, S, M (diaper and baby powder, used in the
some way, whether or not they have had an accident in the casting)
past 24 hours, and if they can cast any spells with the Duration: 8 hours
pottymancy tag. As part of the casting, you perform a diaper change on a
willing creature. If the diaper is removed the effect ends early.
For the duration of the spell they are treated by other
creatures, spells, and magical effects as if they were a young
child. Any image or text (including ones constructed by
magic) involving "adult" topics appears as a child-safe version
to the target. This effect does not prevent the target from
locating traps or identifying things that are specifically
harmful to them, such as poisons.
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Instant Fertilizer You sing a soothing tune for a creature who can hear you
2nd-level evocation (pottymancy) within range. The creature must make a Wisdom saving
throw, falling unconscious on a failure. It wakes up at the end
Casting Time: 1 action of the spell's duration, if it takes damage, or if a creature uses
Range: 60 feet an action to slap it awake. The creature does not fall or drop
Components: V, S, M (a handful of coffee beans and a prune, any items when it falls unconscious, it merely closes its eyes
both of which the spell consumes) and rests. Undead and creatures immune to the charmed
Duration: Instantaneous condition aren't affected by this spell.
You stuff your mouth with a prune and coffee beans as you
focus on a beast, humanoid, or monstrosity within range. Mass Flesh to Plush
They must make a Constitution saving throw, and on a failure 7th-level transmutation (pottymancy)
they deposit an impossible amount of mess into a waiting Casting Time: 1 action
cloth diaper that appears on their person. The diaper Range: 30 feet
dutifully contains the accident, becoming a Large object in an Components: V, S, M (some thread and toy stuffing)
explosive manner that pushes all creatures within 5 feet of Duration: Concentration, up to 1 minute
the wearer away from them. If this would crush the wearer or You perform a horrifyingly cute ritual on up to 6 creatures
any other creatures, they are instead smushed between the you can see within range, transforming them into plush toys.
diaper and other surfaces safely. The creature wearing the If the targets' bodies are made of flesh, they must make a
diaper has its movement speed reduced to 0 until it is freed Constitution saving throw. On a failed save, their movement
from the diaper by another creature as an action. If the speed is halved as they begin to grow shorter and their limbs
creature is physically capable, it can attempt to free itself turn into stubby plush material. On a successful save, they
from the diaper by making a Dexterity saving throw as an aren't affected.
action. A creature affected by this spell must make another
As a bonus action, you can shrink the diaper and the Constitution saving throw at the end of each of its turns. If it
contents within to a normal size so that you may remove it. successfully saves against the spell three times, the spell
The diaper and the mess contained within functions as a ends. If it fails its saves three times, it is turned into a plush
potent fertilizer. When not shrunk, the diaper weighs four toy for the duration. The successes and failures don't need to
times as much as the creature the spell was cast on. be consecutive; keep track of both until the target collects
At Higher Levels: When you cast this spell with a spell three of a kind.
slot of 3rd level or higher, you can target one additional The resulting plush is a tiny sized inanimate object that
creature for each slot level above 2nd. vaguely resembles the creature. If the plush is destroyed or
Jester's Funhouse the spell wears off, the creature is restored to normal but
4th-level illusion (pottymancy) cannot take actions, bonus actions, or reactions until the start
of its next turn as it regains consciousness. If you maintain
Casting Time: 1 action your concentration on this spell for the entire possible
Range: 60 feet duration, the transformation lasts until the effect is removed
Components: V, M (a fully used diaper) or the plush is destroyed.
Duration: Concentration, up to 1 minute
Magical darkness forms a 30-foot cube originating from a Mass Regression
point you can see within range for the duration. A creature 6th-level transmutation (pottymancy)
with darkvision can't see through this darkness, and non-
magical light can't illuminate it. On the outside, the cube Casting Time: 1 action
pulses with bright colors and faint cheering can be heard Range: 60 feet
from within out to a range of 30 feet. However, the inside is Components: V, S
filled with maniacal laughter and nightmarish visuals. Duration: Concentration, up to 1 hour
Any creature that enters the cube for the first time on its You invoke the eldritch powers of youth on up to 6
turn or starts its turn there must succeed on a Charisma humanoid creatures (possibly including yourself) within
saving throw or become frightened of the cube for the spell's range. They must make a Charisma save, suffering one of the
duration. While frightened this way, the creature's speed is 0 following effects on a failure:
and it cannot benefit from any bonuses to its speed. It also Their underwear becomes a diaper if it wasn't already and
wets itself if it is capable. they immediately wet (and possibly mess) themselves.
If the creature takes any damage while inside of the Additionally, their clothes, armor, weapons, and trinkets or
darkness, they may repeat their saving throw against this other such items are transformed to become childish
spell, ending the effect on a success. mockeries of what they once were. Weapons transformed
this way deal 1d4 less damage while armor and shields
Lullaby transformed this way grant 1 less Armor Class.
enchantment cantrip (pottymancy)
The creatures' size becomes Medium if they were Large,
Casting Time: 1 action or Small if they were Medium. If their size was larger than
Range: 10 feet Large or smaller than Small, this does not affect them.
Components: V Their equipment resizes to fit their new form.
Duration: Concentration, up to 1 minute
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The creatures forget how to walk. At the start of each of Grabby Hands. The hands swarm one Medium or smaller
their turns and whenever they move while not prone for creature within 5 feet of them, attempting to lift the target's
the first time on their turn they must make a Dexterity limbs into the air. Make a check with the hands' Strength
saving throw. On a failure, they immediately fall prone. contested by the Strength (Athletics) check of the target. If
The creatures forget how to speak and read all languages the target is Small, you have advantage on the check. If you
they know. Whenever they try to speak these languages, succeed, the target is restrained (escape DC equal to your
they instead babble, drool, and spit. When they spellcasting save DC) by the hands and lifted 5 feet above the
communicate in any other way (such as telepathy) they do ground. While the hands restrain a target, you can use a
so with an oh-so-adorable lisp. They still understand when bonus action to spank them. When you do so, the target takes
a creature speaks to them in a language they know. bludgeoning damage equal to 1d6 + your spellcasting ability
Whenever they try to cast a spell with verbal components, modifier. This damage cannot reduce a creature below 1 hit
they must make an Intelligence saving throw. On a failure, point.
the spell fails. Teasing Hands. The hands tease a creature within 5 feet
of them, either patting them on the head or stimulating them
The effects are reversed whenever the spell ends. If a sexually (if they are underage, the hands will refuse to do the
creature wet themselves as a result of the first effect, latter). The creature must make a Wisdom saving throw
however, they do not un-piss the urine. Instead, it now stains against your spellcasting save DC, becoming charmed by the
their old underwear. hands until the end of their next turn on a failure.
At Higher Levels. When you cast this spell using a spell Feeding Hands. The hands conjure forth a baby bottle or
slot of 7th level or higher, you can choose one additional some baby food and a spoon and then attempt to feed a
effect to impart to the targets for each slot level above 6th. creature within 5 feet of them. The creature must make a
When you cast this spell using a spell slot of 9th level or Dexterity saving throw against your spellcasting save DC or
higher, if you concentrate on this spell for the full duration, have its mouth stuffed with a bottle's nipple or a spoonful of
the transformation lasts until dispelled. mashed food, either of which prevent it from speaking
entirely until the end of its next turn, hindering its ability to
Nanny Hands cast spells with a verbal component and to communicate.
1st-level conjuration (pottymancy) At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, you summon another set of 5
Casting Time: 1 action hands in a different unoccupied space for each slot level
Range: 60 feet above 1st. You can only control one set of hands at a time, but
Components: V, S, M (some baby clothes and a bottle) can also use an action to control them this way.
Duration: 1 minute
You create a collection of 5 spectral, floating hands in an Nera's Curse of Crinkles
unoccupied space that you can see within range. The hands 9th-level transmutation (pottymancy)
last for the spell's duration, and they move together at your
command. Casting Time: 1 action
The hands are a medium swarm of tiny objects with AC 15 Range: 30 feet
and 10 hit points. If they drop to 0 hit points, the spell ends. Components: V, S
They have a Strength of 16 (+3) and a Dexterity of 12 (+1). Duration: Concentration, up to 1 hour
The hands don't fill their space and can move into other Choose one humanoid creature that you can see within
creature's spaces. range. The creature must succeed on a Charisma saving
When you cast the spell and as a bonus action on your throw or become transformed into a diaper of a size and type
subsequent turns, you can move the hand up to 30 feet and of your choosing. The transformation lasts for the duration,
then cause one of the following effects with it. If you do not or until the diaper is destroyed. If you concentrate on the
give the hands another command, they will continue their spell for the full duration, the transformation becomes
previous command or take the Dodge action if they were not permanent. A casting of wish can revert this transformation,
given one. If they follow a previous command, they will target or the caster can end it any time. Any waste contained in the
the last creature they affected, and if that target is hidden diaper disappears when it becomes a creature again. The
from them or nowhere to be found, they will target the creature is entirely aware of their surroundings in this state,
nearest creature, moving and Dashing to achieve this. but is unable to do anything about it, and remembers
Checking Hands. The hands give a creature within 5 feet everything that happened while they were within this form.
of them a diaper check, even if they aren't wearing a diaper. If As a diaper, they function as a diaper of cleaning and have a
you so choose, you can make the hands cast accident on the design of their face on either the front or butt of the diaper
creature as part of this action, using your spellcasting ability. (your choice), though they cannot speak.
The created diaper is also enchanted. Whenever a creature
uses the diaper, either their lifespan is increased by 1 year
and the diaperfied creature is physically and/or mentally
regressed by 1 year or they physically and/or mentally
regress by 1 year and the diaperfied creature ages by 1 year.
The enchantment is chosen on creation.
77
Night Light When you cast this spell using a spell slot of 5th level or
3rd-level abjuration (pottymancy, ritual) higher, if you concentrate on this spell for the full duration,
the transformation lasts until dispelled.
Casting Time: 1 minute
Range: 30 feet Sappy Paci
Components: V, S, M (a stuffed toy and a blanket) 2nd-level necromancy (pottymancy)
Duration: 8 hours Casting Time: 1 action
You create a ball of light on a door, wall, or window within Range: 60 feet
range, which sheds 20 feet of dim light in all directions. Until Components: V, S, M (picture of a lost child)
the spell ends, whenever an unfriendly aberration, beast, Duration: 1 round
fiend, or undead enters the light, they must succeed on a Bringing forth the memory of a long-gone infant, you create
Wisdom saving throw or be pushed out of it and become a ghostly pacifier that flies towards a creature within range
unable to enter it again for 24 hours. On a success, they are and inserts its spectral bulb into their mouth. The creature
immune to this effect for 24 hours. must make a Constitution saving throw. On a failure, they
Regression take 3d8 necrotic damage and an ability score of your choice
1st-level transmutation (pottymancy) is drained into the pacifier as a liquid momentarily, reducing
it by 2 (to a minimum of 2) until the start of your next turn.
Casting Time: 1 action On a success, they take half as much damage.
Range: 60 feet At Higher Levels: When you cast this spell with a spell
Components: V, S slot of 3rd level or higher, the damage increases by 1d8 and
Duration: Concentration, up to 1 hour the drain increases by 1 for each slot level above 2nd.
You invoke the eldritch powers of youth on a humanoid
creature (alternatively, yourself) within range. They must Silly Smite
make a Charisma save, suffering one of the following effects 1st-level enchantment (pottymancy)
on a failure:
Casting Time: 1 bonus action
Their underwear becomes a diaper if it wasn't already and Range: Self
they immediately wet (and possibly mess) themselves. Components: V
Additionally, their clothes, armor, weapons, and trinkets or Duration: Concentration, up to 1 minute
other such items are transformed to become childish The next time you hit with a melee weapon attack during
mockeries of what they once were. Weapons transformed this spell’s duration, your attack deals an extra 1d8 radiant
this way deal 1d4 less damage while armor and shields damage.
transformed this way grant 1 less Armor Class. Additionally, if the target is a creature, it must make a
Wisdom saving throw or fall prone, wetting themselves in a
The creatures' size becomes Medium if they were Large, fit of laughter, unable to stand up for the duration. At the end
or Small if they were Medium. If their size was larger than of each of its turns, and each time it takes damage, the target
Large or smaller than Small, this does not affect them. can make another Wisdom saving throw. The target has
Their equipment resizes to fit their new form, and they advantage on the additional saving throws if they are
appear to become younger as they shrink. triggered by damage. On a success, the spell ends.
The creature forgets how to walk. At the start of each of
their turns and whenever they move while not prone for Sissify
the first time on their turn they must make an Dexterity 2nd-level enchantment (pottymancy)
saving throw. On a failure, they immediately fall prone. Casting Time: 1 action
The creature forgets how to speak and read all languages Range: 30 feet
they know. Whenever they try to speak these languages, Components: V, S, M (A strip of pink cloth)
they instead babble, drool, and spit. When they Duration: Concentration, up to 1 hour
communicate in any other way (such as telepathy) they do A ribbon of pink energy floats towards a humanoid
so with an oh-so-adorable lisp. They still understand when creature you can see within range and wraps itself around
a creature speaks to them in a language they know. them, forcing them to make a Charisma saving throw. On a
Whenever they try to cast a spell with verbal components, failure, they become incontinent if they weren't already, any
they must make an Intelligence saving throw. On a failure, items they are equipped with become pink and frilly, like baby
the spell fails. girl's toys and clothes (including a thick, pink diaper, if
possible), and they are charmed by you, all for the duration of
The effects are reverted whenever the spell ends. If a the spell, until you or your allies attack them, or until they
creature wet themselves as a result of the first effect, drop to 0 hit points. While charmed this way, they are very
however, they do not un-piss the urine. Instead, it now stains forgetful and giggly, making them unable to concentrate on
their old underwear. spells, and are obsessed with tea parties and other
At Higher Levels. When you cast this spell using a spell stereotypical little girl activities and interests. Additionally,
slot of 2nd level or higher, you can choose one additional food they touch adopts a pink color and becomes very sweet
effect to impart to the target for each slot level above 1st. whilst retaining its nutrition, clothes they touch become like
baby girl's clothes, and objects they touch become pink and
infantile, all until the spell ends.
78
Additionally, the creature inherits the ribbon's magical ability, You attempt to fill the bowels of a creature you see within
and can cast sissify at 2nd-level with a range of touch (via a range with magical water, forcing them to make a
smooch, hug, forced breastfeeding, or some cushy facesitting) Constitution saving throw. On a failure, they take 4d8 psychic
until it successfully charms a creature with it, using your spell damage (taking half on a success) from the strain of having to
save DC. The creature does not have to concentrate on the suddenly hold it in, but find that the water is seemingly
spell. It will prefer to do this instead of any other action, and sealed within them. They must make a Constitution saving
will prioritize its allies. Whenever the spell ends for the throw at the start of each of their turns, taking 4d8 psychic
original target, it also ends for any targets that were charmed damage on a failure or half as much on a success.
this way. Creatures charmed this way are charmed by all When the spell ends, they mess themselves heavily and
creatures affected by the spell as well as by the original become either partially incontinent or incontinent (if they
caster. weren't already) until they finish a long rest. If they were
At Higher Levels. When you cast this spell using a spell concentrating on a spell, they lose concentration on it. If the
slot of 3rd level or higher, the duration of the spell increases creature is not wearing a diaper, a diaper appears on their
by 1 hour per slot level higher than 2nd and the level of sissify person to catch the accident. This spell does not affect
that sissies created by the spell can cast increases to the level undead, constructs, or creatures without any orifices or
it was originally cast at. When cast at 9th level, if you bowels.
concentrate on it for the full duration, the spell lasts until At Higher Levels. When you cast this spell using a spell
dispelled. slot of 5th level or higher, the damage increases by 1d8 for
each slot level above 4th.
Tamaranth's Scolding
3rd-level abjuration (pottymancy) Wet Nurse
Casting Time: 1 bonus action 5th-level transmutation (pottymancy)
Range: 30 feet Casting Time: 1 action
Components: V, S, M (a dunce cap) Range: Touch
Duration: 1 minute Components: S, M (a bottle of milk)
You punish a creature within range for misbehaving, Duration: 8 hours
wrapping their bottom in a thick, locked diaper and causing You imbue a humanoid creature with motherly instincts
an irremovable dunce cap to appear on their heads for the and hormones, causing their breasts to swell with milk for
duration of the spell. Until the spell ends, whenever they the duration. If they do not have breasts, breasts appear on
make an attack or cast a harmful spell they must first make a their body. Over the course of a minute, up to two creatures
Wisdom saving throw. On a failed save, the creature loses can drink from the breasts if the creature allows them,
their action and takes 2d4 psychic damage. If the punished nourishing them. The milk is sweet, and a single drink can
creature restores another creature's hit points, takes the Help sustain them for an entire day. When a creature finishes
action, or takes an action to apologize to you, the spell ends. drinking from the breasts, they regain hit points equal to 4d8
At Higher Levels: When you cast this spell with a spell + your spellcasting ability modifier. The spell ends when the
slot of 4th level or higher, the damage increases by 1d4 for creature's breasts have been drank from a total of 4 times.
each slot level above 3rd. Incapacitated creatures will instinctively drink from the
breasts when presented with them.
Tantrum Spittle At Higher Levels. When you cast this spell using a spell
2nd-level evocation (pottymancy) slot of 6th level or higher, the size of the creature's breasts
Casting Time: 1 action increases and the number of times they can be drank from
Range: 30 feet increases by 2 for each slot level above 5th.
Components: S
Duration: Instantaneous
Akin to an infant that has not been burped properly, you
spit up magical bile and spew it at a creature or object within
range. Make a ranged spell attack against the target. On a hit,
they take 4d6 acid damage and must make a Charisma
saving throw. On a failure, the infantile nature of the bile eats
away at their personality and brings to light their inner child,
causing them to use their next action to wail and stomp their
feet in a tantrum.
At Higher Levels: When you cast this spell with a spell
slot of 3rd level or higher, the damage increases by 1d6 for
each slot level above 2nd.
Torturous Enema
4th-level conjuration (pottymancy)
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
79
Collar of Impotence
Magic Items Wondrous item, uncommon
Charlan has its fair share of magical items; however, the ones
unique to the continent are almost universally diaper or baby This heavy, pig-iron collar has many glowing runes carved
related. into it. When worn by a creature, they cannot expend spell
slots or cast cantrips. The collar adjusts itself to the
Adventurer's Onesie creature's neck size so that it is tight enough that they cannot
Wondrous item, uncommon (requires attunement) remove it, but not tight enough to choke them. Additionally,
the creature cannot experience sexual attraction while they
This onesie, which can come in a variety of colors, helps to wear the collar. The collar has an Armor Class of 15, 30
protect a creature from pottymancy. While wearing this maximum hit points, is resistant to all damage, and any
onesie, an attuned creature has advantage on all saving creature that deals damage to it must succeed on a DC 16
throws against pottymancy spells. The wearer can disable Intelligence saving throw or take 2d6 psychic damage. The
and enable this property without an action, just in case they collar can be rendered inert via a casting of dispel magic,
want to be a baby (for some reason). causing it break apart and fall to the floor.
Blocks of Learning Diaper of Cleaning
Wondrous item, uncommon (non-exotic language) or rare Diaper (any), common
(exotic language)
This diaper cleans itself at the end of a long rest.
This set of baby blocks is covered in the letters of a
language's alphabet chosen by the creator. A creature that Diaper of Draining
plays with the blocks for at least 1 hour a day for a week will Diaper (any), rare (requires attunement)
learn the language that the blocks take their alphabet from.
While worn by an attuned creature, the diaper increases a
Bottle of Infinite Powder single ability score by +2 (to a maximum value of 20). The
Wondrous item, common ability score affected can be identified by its prints.
Curse. Whenever the wearer is forced to wet or mess by an
This bottle of baby powder has been inscribed with magical ability, effect, or spell while wearing the diaper, the bonus to
runes and will never run out of powder no matter how much the targeted ability score instead becomes a -2 reduction.
it is used. Removing the diaper does not remove this curse.
Prints Ability Score
Caretaker's Vambrace
Wondrous item, common (requires attunement) Swords and Shields Strength
Nunchucks and Daggers Dexterity
This leather vambrace has been decorated with pastel colors
and fun shapes. While worn by an attuned creature, the Various Foods Constitution
wearer can designate a willing creature as their charge. Books and Potions Intelligence
While a creature is their charge, the attuned creature knows
exactly how many hit points they have, what conditions (if Leaves and Rosaries Wisdom
any) are currently affecting them, and if any of their clothing Lutes and Crowns Charisma
is soiled. An attuned creature can telepathically communicate
with their charge so long as the two remain within 120 feet of Diaper of Holding
each other. Diaper (any), rare
The attuned creature can end the effect at any time, and if
they try to designate another creature as their charge while This item functions much like a diaper of cleaning, except it
they have one already, the effect ends on the previous can hold up to a week's worth of excretions before leaking,
creature. If the designated creature dies, they cease being a and requires a command word to clean. Further, the front can
charge as well. be used to access an extradimensional space of 1 cubic foot,
capable of holding up to 50 pounds of weight. Items stowed
Crinkles of Change or retrieved from this space are clean regardless of the state
Diaper (any), common of the diaper.
This diaper is initially plain white with small black lettering Drooling Ring
in the middle of the crotch that reads "change me". A creature Wondrous item, common
wearing the diaper can, as an action, rub the diaper with both
of their hands and give it a good squeeze, changing the This colorful, plastic teething ring hums with magical energy.
diapers color, design, and to a minor extent thickness until it When a creature chews on it, they forget how to speak any
matches their desired aesthetic. This action cannot transform languages they know and can only drool and babble until they
a cloth diaper into a disposable diaper, and vice versa. The complete a short or long rest.
transformation lasts until the wearer either changes the
diaper's design again or if they end the effect as an action.
80
Failed Adventurer's Onesie Ortekan Sacrifical Dagger
Wondrous item, rare Dagger, very rare (requires attunement)
This onesie, which can come in a variety of colors, helps to An ancient, ornate dagger carved of Ortekan steel, its
protect a creature from thinking they're a grown up. While reinforced obsidian handle encrusted with jewels. Peering
wearing this onesie a creature has disadvantage on all saving into the dagger's reflective surface reveals faint and brief
throws against pottymancy spells. glimpses of every creature killed by the dagger. You gain a +1
Curse. This onesie is cursed, and donning it extends the bonus to attack and damage rolls made with this magic
curse to you. As long as you remain cursed, you are unable to weapon. In addition, while you are attuned to this weapon,
take the onesie off. Other creatures can remove the onesie, whenever you reduce a creature to 0 hit points with it, they
but every time you begin a short or long rest the onesie will instantly die and rise from the grave as a zombie under your
appear on your person until the curse is removed from either control at the start of your next turn.
you or the onesie itself or the onesie is destroyed.
Pacifier of Peace
Font of Youth Wondrous item, common
Potion, uncommon This pacifier comes in a variety of colors, materials, sizes,
The drinker of this potion, which is a translucent pink liquid and designs. While a creature suckles on the pacifier they do
derived from drops from the Fountain of Youth, is either not have bad dreams.
physically or mentally regressed to a specific age, determined
by the creator. The potion cannot kill a creature or cause Padding of Royal Protection
them to become nonexistant, and will stop its regression Disposable Diaper, legendary (requires attunement)
when the creature becomes their racial equivalent to a This diaper is even thicker than normal, and is covered in
newborn if it would regress them further than that. The effect pictures of pink shields with bows on them. While wearing
lasts until the creature completes a long rest. this diaper, you have a +2 bonus to Armor Class and all
Lil Heck saving throws. The diaper cannot be destroyed and cleans
Wondrous item, uncommon itself at dawn.
Curse. This diaper is cursed, and becoming attuned to it
This plush doll is made to resemble the Dark Jester in his extends the curse to you. As long as you remain cursed, you
typical gnoll form. It functions like a typical Hon'kan baby will think of yourself as a pretty pink pampered princess who
doll, with a built in magic voice box and a no-mess diaper loves her diapers, genuinely believing yourself to be Hon'kan
usage feature. Any sexually mature humanoid creature who nobility. You will be quite unwilling to receive diaper changes,
looks into the eyes of the doll must succeed on a DC 13 preferring dirty ones so long as they are freshly warm. Your
Wisdom saving throw or develop a diaper fetish. If they alignment will also be permanently shifted to Lawful Good if
already have a diaper fetish, they don't have to make a saving it was not already.
throw.
Pamper Pal
"Magic Wand" Disposable Diaper, rare
Wondrous item, common This diaper appears to be a thick disposable diaper with a
This short rod has a large orb at the end and a switch along cartoonish face (usually some type of beastkin) on the front
its shaft. When the switch is pressed, the orb begins to panel and babyish fade-when-wet designs. The diaper can
vibrate. When pressed against a creature's genitals, they never leak and ensures the wearer never has a diaper rash. It
experience immense amounts of sexual pleasure. Good for cleans itself each time the wearer takes a short or long rest.
massages, too. If an identify spell or similar magic is cast, it appears to be
a diaper of cleaning. When worn, the diaper locks itself onto
Milking Bra the wearer and cannot be removed or damaged without the
Wondrous item, very rare (requires attunement) use of a remove curse spell or greater magic.
The diaper is a sentient magic item with an Intelligence of
This plain-looking bra is infused with motherly magic and 10, a Wisdom of 10, and a Charisma of 10. It can
has 3 charges. While wearing it, an attuned creature can communicate with the wearer and uses the face on the front
expend a charge to cast wet nurse on themselves. Wisdom is to speak and make expressions, though no other creatures
their spellcasting ability for it. It regains a charge after they can hear it talking. The diaper can speak, read, and
complete a long rest. understand Common. The personality of the diaper is chosen
by the person who crafted it.
Ortekan Black Ward
Wondrous item, rare (requires attunement)
A severed hand whose flesh is black as pitch with curled
fingers. It is covered in occult symbols that prevent its owner
from being compelled to tell the truth by any means. It
shivers and twitches when within 30 feet of a celestial or a
creature or sentient object whose alignment is lawful good.
81
Pants of Potty Failing Diminishing Returns. The duration of the effects of every
Pullup, very rare (requires attunement) drink after the first is reduced by 2 hours, down to a
minimum of 2 hours.
This mostly white pullup is made to look just like big-kid
underwear. When attuned, the pullup locks onto the wearer Portable Tea Party
and cannot be removed except by another creature with an Wondrous item, uncommon
intelligence score of 10 or higher. If the pullup is used, the This pink and purple cube is decorated with dainty white
wearer becomes incontenent. Removing the pullup does not lines and smells of freshly baked cookies. It measures 5
remove the incontinence, but it can be removed by the wearer inches on each side and can be opened to store an item
after it is used. inside of it. Whenever a creature speaks its Command word,
Pants of Potty Training which requires an action, the cube unfolds into a complete
Pullup, legendary (requires attunement) tea set, including a table big enough for four Medium or
smaller creatures to sit at, four appropriately sized chairs,
This mostly white pullup is made to look just like big-kid four tea cups, four saucers, a tea pot full of tea, and a plate of
underwear. While worn by an attuned creature, the wearer’s fresh cookies, muffins, and cupcakes. A creature can speak
continence permanently improves by one step for every week the Command word again to transform this tea set back into
they go without having an accident: an incontinent creature a cube. All food and drink that comes with the tea set is laced
becomes partially incontinent, a partially incontinent creature with heavy laxatives, requiring a DC 15 Constitution saving
becomes continent, and an already continent creature gains throw to avoid filling ones' pants if consumed, and is replaced
advantage on any save made to prevent accidents. If a with fresh food and drink after 24 hours. If the table, chairs,
continent creature is attuned to this item for more than one cups, saucers, or pot are ever destroyed, they can be replaced
week it irrevocably transforms into pants of potty failing. This by placing a toy version of the destroyed item into the cube,
pullup cleans itself each day at dawn. Only one of these items which will consume the toy.
may ever exist at a time, if another is created, the oldest item
is destroyed and the creator of the new item is magically Rattle of the Scale King
regressed to the physical and mental age of 2. Weapon (maul), legendary (requires attunement)
Perfume de Trapvine This heavy, large, and ornate maul is shaped like an oversized
Potion, uncommon baby's rattle. Covered in gold and studded with gems, it is too
heavy for a normal creature to wield properly, granting
A popular perfume in Garn, derived from aromatic trapvines. disadvantage on attack rolls made with it if the user has less
A creature can apply it to themselves as an action, coating than 20 Strength. This is a magic maul that grants a +3
them for 1 hour. When a creature ends their turn within 10 bonus to attack and damage rolls made with it. The maul has
feet of the coated creature, they must succeed on a DC 14 5 charges, and regains all charges at dawn.
Charisma saving throw or become charmed by them for 1 Spells. While holding the maul, you can use an action to
hour. Succeeding on the save renders a creature immune to expend a charge and cast one of the following spells from it,
the effect for 24 hours. using a DC of 18: command (1 charge), zone of truth (2
charges), crusader's mantle (3 charges), banishment (4
Potion of Gender Affirmation charges), or destructive wave (5 charges).
Potion, uncommon
Ring of Chastity
This pink and blue potion physically changes the body of Ring, common
whoever drinks it so that it matches their gender identity.
While wearing this ring, you cannot achieve sexual climax.
Potion of Planar Resistance Inset into the ring is a keyhole, and the ring comes with a
Potion, very rare matching key. When locked, the wearer is unable to remove
the ring. The DC for picking the lock is 18.
The recipe originating from daycare dragons for the purpose
of resisting the effects of the Plane of Padding, this potion Ring of Infant Communication
can be translucent or opaque and comes in many colors Ring, uncommon (requires attunement)
depending on which plane's effects it protects one from.
When consumed, it protects a creature from the negative While an attuned creature wears this ring, they can
effects of a plane (chosen by the creator) for 24 hours. understand and communicate with infants, small children,
and the mentally regressed as if they shared a language.
Potion of Potty Training Curse. This ring is cursed, and attuning to it extends the
Potion, very rare curse to you. As long as you remain cursed, you are unable to
speak in coherent sentences, babbling like an infant instead.
Recently crafted by gnome alchemists through a You can still read, write, and understand the languages you
painstakingly complex and hard process, this opaque purple know.
and black potion will cure a creature of incontinence or
partial incontinence for 24 hours.
82
Ryhn's "Little Letterer" Chalkboard Training Choker of Delight
Wondrous item, uncommon Wondrous item, very rare
This black lace choker looks and feels rather expensive,
This miniature chalkboard was invented by a sorcerer who with an intricate design and soft, strong material. Wearing it
wished to punish lazy students. Connected to it are four long, transforms any clothing and armor the creature is wearing
tough ribbons, and a paci-gag with a piece of chalk jutting into a maid outfit, though the effect is purely cosmetic and
from the shield. If a creature utters a command word, the does not affect the creature's armor class.
chalkboard springs to life and attempts to entrap the nearest Each choker is connected to a ring (multiple chokers can
creature within 10 feet of it with its ribbons and gag, forcing be connected to the same ring but not the other way around).
them to make a DC 15 Dexterity saving throw or become This bond is determined on creation of the item. Whenever a
restrained. While restrained, the creature is compelled to creature wearing a choker is given a command by a creature
spend their action attempting to write the Common alphabet wearing the ring and disobeys it, they must make a DC 17
with their gag. This action is a DC 15 Intelligence check. On Constitution saving throw or suffer the effects of the accident
a success, the creature writes 1/5th of the alphabet. On a cantrip.
failure, the captured creature is hypnotized by the
chalkboard: On the first failure the writer wets themselves Trollhide Trophy of the Clans
and giggles. On the second failure, the writer messes Armor, legendary (hide, requires attunement)
themselves, delighted to do so. On the third failure, the writer
is overwhelmed with hypnotic joy and humps their diaper or This armor is made entirely out of a single troll from the
a nearby willing creature until they orgasm, and they forget fierce lands of Garn, and each clan elder has etched their
Common entirely until they complete a long rest. If the bloodline's symbol into the armor's billowing cape. While an
creature writes the full alphabet (5 total successes), or fails attuned creature wears this armor, they have a +3 bonus to
three times, the chalkboard releases them. the attack and damage rolls they make with unarmed strikes
and natural weapons and, whenever they start their turn with
Seal of the Inquisition less than half of their maximum hit points, they regain 5 hit
Wondrous item, legendary (requires attunement) points. They do not regain hit points this way if they took acid
or fire damage on the previous turn, or if they are at 0 hit
This silver token is branded with a roaring lion's head; the points.
symbol of the Justician empire. While on an attuned
creature's person, the creature gains proficiency in Wand of the Draconic Daycare
Deception, Insight, and Intimidation if they did not already Wand, legendary (requires attunement, spellcaster)
have those proficiencies, and gains expertise in those skills.
Additionally, the attuned creature is always under the effects This simple, dragon themed, toy-like wand from Hon'ka has 6
of the protection from evil and good spell. charges. While holding it, you can use an action to expend 1
of its charges to zap a creature you can see within 60 feet of
Tinklebottom's Diaper of Attachment you with draconic pottymancy. The creature must make a
Diaper (any), rare (requires attunement) Constitution saving throw (save DC 15) or become an
incontinent kobold. The creature's racial traits are replaced
This pink, heart patterned diaper was imbued with oils with that of a kobold's, their equipment changes size to fit
derived from multiple philters of love. The diaper cleans itself their new form (with any underwear becoming a dragon
whenever the wearer completes a short or long rest and themed diaper), and they are charmed by you for the duration
grants the wearer a +2 bonus to Charisma (Persuasion) of the transformation, treating you like a deity and expressing
checks. After an attuned creature puts the diaper on for the joy at the concept of being a diaper-dependant kobold. They
first time, they fall in love with the next humanoid creature retain any class levels, feats, and skill proficiencies that they
they see within 10 minutes, becoming charmed by them until had. The transformation lasts until it is dispelled, the creature
either the wearer is attacked by them or the wearer dies. If is reduced to 0 hit points, you die, or the wand is destroyed.
the wearer was put into the diaper by another creature, they The wand regains 1d4 + 2 expended charges daily at dawn.
fall in love with them immediately after attunement. While If you expend the wand's last charge, roll a d20. On a 1, you
charmed this way, the wearer becomes extremely lascivious, suffer the effects of the wand, becoming an incontinent
their sexual urges greatly amplified. kobold permanently. If you were already a kobold, you simply
become incontinent, and the same goes for if you were
already incontinent.
Whip of Domination
Whip, very rare (requires attunement)
This black, leather whip has a short handle and five lashes.
While attuned to it, you gain a +1 bonus to attack and damage
rolls made with this magic weapon. In addition, as an action,
you can cast dominate person with a spell save DC of 17,
cracking the whip in place of the somatic component. You
can do this once, and the whip regains the ability to do so at
dawn.
83
Backgrounds
d6 Ideal
Caretaker
1 Order. Follow my rules and we can have a good time.
You have devoted much of your life to taking care of others, (Lawful)
especially those who aren't able to take care of themselves or
those with certain special needs (or wants). This has given 2 Kindness. Treat others as you want to be treated.
(Good)
you a certain way with people, and others are inclined to treat
you with a little more respect than you used to get, as if you're 3 Fun. They didn't say you could have a treat, buuuut...
some sort of parental figure. People are often disarmed by (Chaotic)
your voice and looks. Whenever someone needs to be fed, put 4 Secrecy. If you don't tell, you get a treat! (Evil)
to bed, or have their diaper changed, you're always there.
You've picked up quite a few skills during this life, such as 5 Family. Some people don't have good parents, I want to
be that for them. (Good)
being able to check a diaper without even the most observant
of charges noticing, a few signature recipies, or the ability to 6 Aspiration. I want to be the best, even if it's just at
convince even the grumpiest of toddlers to go to bed. changing diapers! (Any)
Skill Proficiencies: Persuasion, Sleight of Hand
Tool Proficiencies: Cook's utensils d6 Bond
Languages: One of your choice 1 I'd do anything for those in my care.
Equipment: Cook's utensils, A story book, common 2 My own parents taught me everything I know.
clothes, and a diaper bag containing 2 cloth diapers, a bottle
of baby powder, and 10 gp 3 No one should ever have to feel unloved.
4 I'll never forget my first client's little one.
Feature: Caretaker's Respect
Very few like to change their own diapers, and everyone likes 5 I was robbed by people pretending to be clients, and I
to have someone else cook and clean for them. You can want to show them some manners.
expect most children and adult babies to be at ease around 6 My sibling always let me practice with them.
you, and to speak of things they wouldn't normally speak of
with strangers. Their parents or other caretakers are likely to d6 Flaw
invite you and your companions into their homes for a short 1 I find myself talking down to people often.
time, and you can secure yourself some steady work inside
these homes as a babysitter, typically with utmost trust from 2 Food I make usually has laxatives. Force of habit.
the homeowners. 3 I have a hard time taking people seriously.
4 I'm uncultured - all the books I've read are for kids.
Suggested Characteristics
Caretakers experience a little bit of all the walks of life, for 5 It's hard for me to relate to other adults.
both the lower class and nobility often hire them, and some of 6 People complain that I am overbearing, which I am.
them even have the odd adventurer client or two. This life
gives them the praxis required to fully empathize with most
everyone. They can be quite controlling, though, as some find Variant Caretaker: Master/Mistress
it difficult to interact with people that aren't their charges. While you're perfectly capable of only changing diapers and
telling bedtime stories, your clientelle (and likely you as well)
d8 Personality Trait prefer more... intimate services. A master or mistress,
1 I know just how to calm people down. sometimes referred to as a dominatrix or dominator,
performs more than just caretaking services, doubling as a
2 I make sure to have a little fun even while working. professional in the sex industry.
3 Even if there isn't money in it, I may consider taking a If you decide that your occupation is adults only, you can
job if there's children in danger. choose the Eye for Kink feature instead of the Caretaker's
4 I censor my language for the sake of the kids, even Respect feature.
when there are no children around.
5 I babytalk with anyone or anything I find cute. Variant Feature: Eye for Kink
6 The first people I talk to when I want to know Years of working with fetishists of all kinds has
something is local kids - they tend to be pretty given you insight into the way they tick, and it's
talkative. surprisingly easy to suss most of them out. You
know the general mannerisms, eccentricities, and
7 Nothing makes me smile more than a hug and a thank
you. other subtle telltale signs associated with someone
who has a secret kink, as well as any secret
8 I can't help but stay up a little later than others to symbols they use to let likeminded people know
make sure nobody needs my help before I sleep. what they're into.
84
d6 Ideal
Displaced
1 Return. I wish to get back to my homeworld. (Any)
You are not native to this plane or possibly even to this
universe, and no matter your occupation or pastimes your 2 Knowledge. This is a fanatastic opportunity to learn all I
foreign nature defines you in this new world. This makes you can for the sake of archival! (Lawful)
a source of mystery and fascination to nearly everyone you 3 Conquer and Rule. The inhabitants of this world will
meet, which you may or may not reciprocate. You may have kneel before me. (Evil)
been transported to Charlan in a magical accident or perhaps 4 Enlightenment. Others do not know what I know, and
a botched teleportation. Maybe you sought out the world or what I know can save them. (Good)
found it and just happened to forget to establish a way to
return. Or just maybe you're a time traveller from Charlan's 5 Go with the Flow. Stressing out over life's events
doesn't help much at all. (Neutral)
past or future. Either way you are stuck here and have to deal
with the consequences. It's not all bad, though, you've got 6 Change. Things around here aren't to my liking, and I
knowledge that no one else does which helps to counter the won't stop until they are. (Chaotic)
fact that you know almost nothing about how this world
works and, if you can prove it to the skeptics, can get you d6 Bond
friends in some high places... as well as enemies. 1 I can only hope and pray that my friends and family
Skill Proficiencies: Two of your choice back home are safe and well...
Languages: Two of your choice 2 Fleeing a tyrant was my reason for coming here, but I
Equipment: A book from your world, A trinket from your fear that they may have followed me.
world, traveler's clothes, and currency from your world that is
worth at least 10 gp 3 Replication of the event that led to my displacement is
my newfound obsession, I will not stop until I can
reproduce what happened then.
Feature: Planar Visitor
You have access to a bit of lore or knowledge from your world 4 I am in love with the first person who not only believed
that no one else knows. The exact nature of this knowledge me but helped me adapt to the world.
depends on what you did before your displacement. It could 5 I've lived here so long now that I have no idea whether
be unique knowledge of the planes and the multiverse, the or not I would willingly go back.
location of a great treasure within your world which could 6 There are so many exotic pleasures here that I can't
prompt wealthy explorers to aid you in returning, medical or imagine anything from where I come from being even
technological knowledge that could advance Charlanite partially as pleasurable.
society as we know it, or even being aware of a great and
terrible villain that seeks to conquer all of the planes. This d6 Flaw
information can be used to harm and help others in equal 1 I am easily distracted by new things.
measure. Work with your DM to determine what all you know
and what this means for the campaign. 2 I've become dependent on those who help me and
deal with feelings of inferority due to my lack of
worldly knowledge.
Suggested Characteristics
Being suddenly thrust into an unfamiliar world will change 3 I am very forgetful and find it hard to keep track of
anyone at least a tiny bit. The displaced are often fearful everything I am told because of the information
people and sometimes become submissive over time, reliant overload.
on their newfound friends and benefactors to survive. 4 Conflict is something I find myself embroiled in
constantly due to misunderstandings.
d8 Personality Trait
5 I commit social faux pas like I breathe.
1 I find it hard to understand others here, so I don't
speak much. 6 Others don't deserve respect innately, especially here...
I barely know what they even are much less who they
2 This world fascinates me and I should probably be just are!
a bit more scared of it than I really am.
3 It's difficult to relate to people here due to my
different life style and culture.
The Curse of Charlan
4 I'm enjoying my time here a lot more than I thought I The world you came from very likely has no
would! pottymancy. The Plane of Padding is a Charlan
5 The diapers grow on you after awhile... still weird. exclusive phenomenon (for now...) and the rampant
fetishy magic and normalization of diapers is going
6 When something new happens I immediately panic to be at least a little bit odd to you. Charlan has a
because of the unfamiliarity, making it hard for me to special effect on visitors, though, and your
be composed. character very well could have to deal with potty
7 I love talking about where I came from, but the issues of their own, if they were lucky enough to
questions just keep coming! Nevertheless, I persist. not become fully incontinent upon appearing in
the realm.
8 I take things slow and steady, lest I make a fatal
mistake in this unknown world.
85
Imperial Agent Suggested Characteristics
Imperial agents live very lonely lives because of how many
You've lived your entire life not only under the rule of the people fear them and how many people they must lie to.
Justician empire, but also as an important member of it.
Unlike the bureaucrats and laborers, who keep the empire d8 Personality Trait
running smoothly, your job is to seek out the darkness, 1 I can tolerate those of other or no faith to a greater
wherever it may be, and expose it to the light. You have extent than others in my occupation.
learned quite a few tricks in this life, such as being able to 2 I often attribute my success to the gods and my
spot even the tiniest of details that give away a person's failures to some generic evil which I dare not to name.
dishonesty, but it has not earned you any popularity - people
generally fear you for the power you wield, and your job often 3 My stare can inspire divine fear in others.
requires you to be secretive. 4 I judge myself the harshest of all.
Skill Proficiencies: Deception, Insight 5 Talking to heretics, unless absolutely necessary, is
Tool Proficiencies: Disguise kit, vehicles (land) against my moral code. Shoot first and ask questions
Equipment: A badge denoting your rank, a set of common later.
clothes, a disguise kit, and a belt pouch containing 15 gp 6 Magic is actually quite fine with me, I even find some
entertainment from it.
Specialty
Every imperial agent has a specific role to play, from the 7 Fun is not in my vocabulary.
highly trained and feared witch hunters (themselves also 8 I stay up later than anyone else to ensure no nefarious
highly trained inquisitors), the emperor's own protectors in deeds are done just before I sleep.
the faithguard, to even the lowly neophytes who are little
more than snitching priests. Roll a d8 or choose from the d6 Ideal
options in the table below to determine your role: 1 Faith. I trust in my gods utterly, with their guidance I
d8 Specialty will always prevail! (Lawful)
1 Inquisitor 2 Nationalism. The empire is the greatest nation to ever
grace this world, and I serve it fervantly. (Any)
2 Torturer
3 Greater Good. All that I do, I do in the name of
3 Neophyte goodness. (Good)
4 Witch Hunter 4 At All Costs. Let the historians bicker over if what I do
5 Spy is good or not, it must be done regardless. (Evil)
6 Faithguard 5 Exceptions. It is not heresy to work with witches on
occasion, at least temporarily. (Chaotic)
7 Colonial Baron
6 Paranoia. Trust no one, they are all wicked! (Evil)
8 Secret Police
d6 Bond
Feature: Empire's Authority 1 I will die to protect the people of the empire.
As an agent, you command respect from all within the
empire, and even many without it. Like a soldier, you have a 2 My superior saved my life, I will do anything for them.
rank within your organization, with inquisitors and witch 3 I swore vengeance upon a witch who slew my family.
hunters at the top and neophytes at the bottom. You can 4 Without my faith I would be a wretched individual.
invoke your authority to exert influence over civilians, though
many will quickly realize when you are abusing your power. 5 A childhood friend died after playing with magic, and
You will be able to secure basic equipment, food, and shelter to this day I am utterly terrified of it.
so long as you can contact the empire in some manner, but 6 I hate and fear all outside the empire with a burning
will also be subjected to regular check-ins by your superiors passion.
to ensure that you have not shirked your duties or become
corrupt, possibly stripping you of all power you hold - though d6 Flaw
many won't bat an eye if you still flash your badge after this, 1 Anything I don't understand is magic, and all magic is
and there are ways to regain your rank so long as your crime witchcraft.
was minor.
Work with your DM to determine the exact relationship you 2 I think very lowly of non-agents, and those outside of
have with the empire, whether you are a trusted member or the empire can barely be considered people to me.
on your last strike (if not outright disgraced or on the run), 3 I am sometimes as blind as my faith, unable to see the
and who exactly is responsible for checking in on you. obvious when I work.
4 An open mind is like a fortress with its windows
unbarred and its gates open.
5 I believe in my superiors fully, no matter what.
6 I find myself lying constantly, even about little things.
86
Bestiary
Animated Objects
Baleful Bouncer Dastardly Diaper
Tiny construct, unaligned
Medium construct, unaligned
Armor Class 10
Armor Class 10 Hit Points 5 (2d4)
Hit Points 16 (3d8 + 3) Speed 0 ft., fly 20 ft. (hover)
Speed 30 ft.
87
Pacifying Pacifier
Tiny construct, unaligned
Predatory Plush
Armor Class 13 Tiny construct, unaligned
Hit Points 3 (1d4)
Speed 0 ft., fly 20 ft. (hover) Armor Class 10
Hit Points 7 (3d4)
Speed 25 ft.
STR DEX CON INT WIS CHA
5 (-2) 17 (+3) 10 (+0) 1 (-5) 3 (-4) 1 (-5) STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 10 (+0) 1 (-5) 5 (-3) 1 (-5)
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened,
frightened, paralyzed, petrified, poisoned Damage Immunities poison, psychic
Senses blindsight 60 ft. (blind beyond this radius), Condition Immunities blinded, charmed, deafened,
passive Perception 6 frightened, paralyzed, petrified, poisoned
Languages - Senses blindsight 60 ft. (blind beyond this radius),
Challenge 0 (10 XP) passive Perception 7
Languages -
Antimagic Susceptibility. The pacifier is Challenge 1/8 (25 XP)
incapacitated while in the area of an antimagic field.
If targeted by dispel magic, the pacifier must Antimagic Susceptibility. The plush is incapacitated
succeed on a Constitution saving throw against the while in the area of an antimagic field. If targeted by
caster's spell save DC or fall unconscious for 1 dispel magic, the plush must succeed on a
minute. Constitution saving throw against the caster's spell
save DC or fall unconscious for 1 minute.
False Appearance. While the pacifier remains
motionless, it is indistinguishable from a normal Child Proof. The plush is unable to deal lethal
pacifier. damage.
False Appearance. While the plush remains
Actions motionless, it is indistinguishable from a normal
Insert. Melee Weapon Attack: +5 to hit, reach 5ft., plush.
one creature. Hit The target begins to Friendmaker. If the plush touches a creature that
subconsciously and uncontrollably suckle on the has been petrified by its Plush Touch, they spring
pacifier, giving them an oh-so-adorable lisp and to life as another Predatory Plush.
preventing them from casting spells with verbal
components. At the end of each of their turns while Swirly Eyes. If a creature starts its turn within 10
they suckle on the pacifier they must succeed on a feet of the plush and the two of them can see each
DC 12 Wisdom saving throw or have their other, the plush can force the creature to make a
Intelligence score reduced by 1, to a minimum of 2. DC 12 Wisdom saving throw if the plush isn't
This score reduction can be reversed with a casting incapacitated. On a failed save, the creature is
of remove curse. The creature can pull the pacifier magically charmed by the plush for 1 minute or
out of their mouths with a successful DC 12 until it takes damage from the plush or its allies. It
Strength check, or the pacifier can voluntarily leave can also repeat the saving throw at the end of each
the creature's mouth. A pacifier can only be of its turns. On a success, the effect ends. If a
inserted into one creature's mouth at a time. creature succeeds their saving throw or the charm
ends for them, they become immune to this trait
for 24 hours.
Reactions
Calm. Whenever a creature that is suckling the Actions
pacifier makes an attack or casts a damaging spell, Slam. Melee Weapon Attack: +4 to hit, reach 5ft.,
the pacifier can force them to make a DC 12 one target. Hit 4 (1d4 + 2) bludgeoning damage.
Wisdom saving throw. On a failure, the creature is
suddenly overcome with happy, calm thoughts and Plush Touch (1/Day). Melee Weapon Attack: +4 to
must choose to take a different action, so long as hit, reach 5ft., one creature. Hit The target must
that action would not intentionally harm another make a DC 12 Constitution saving throw. On a
creature. failed save, the creature magically begins to turn to
plush and is restrained. It must repeat the saving
throw at the end of each of its turns. On a success,
the effect ends. On two consecutive failures, the
creature is petrified until freed by the dispel magic
spell or similar magic.
88
Putrid Pail
Small construct, unaligned
Wrathful Rattle
Armor Class 9 Tiny construct, unaligned
Hit Points 27 (6d6 + 6)
Speed 0 ft., fly 30 ft. (hover) Armor Class 12
Hit Points 5 (2d4)
Speed 0 ft., fly 30 ft. (hover)
STR DEX CON INT WIS CHA
12 (+1) 9 (-1) 12 (+1) 1 (-5) 5 (-3) 1 (-5) STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 10 (+0) 1 (-5) 5 (-3) 1 (-5)
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened,
frightened, paralyzed, petrified, poisoned Damage Immunities poison, psychic
Senses blindsight 60 ft. (blind beyond this radius), Condition Immunities blinded, charmed, deafened,
passive Perception 7 frightened, paralyzed, petrified, poisoned
Languages - Senses blindsight 60 ft. (blind beyond this radius),
Challenge 1/4 (50 XP) passive Perception 7
Languages -
Antimagic Susceptibility. The pail is incapacitated Challenge 1/8 (25 XP)
while in the area of an antimagic field. If targeted by
dispel magic, the pail must succeed on a Antimagic Susceptibility. The rattle is incapacitated
Constitution saving throw against the caster's spell while in the area of an antimagic field. If targeted by
save DC or fall unconscious for 1 minute. dispel magic, the rattle must succeed on a
Constitution saving throw against the caster's spell
Child Proof. The pail is unable to deal lethal damage. save DC or fall unconscious for 1 minute.
False Appearance. While the pail remains Child Proof. The rattle is unable to deal lethal
motionless, it is indistinguishable from a normal damage.
pail.
False Appearance. While the rattle remains
Stench. Any creature that starts its turn within 5 motionless, it is indistinguishable from a normal
feet of the pail must succeed on a DC 12 rattle.
Constitution saving throw or become poisoned
until the start of their next turn. On a successful
save, the creature is immune to the stench of all
Actions
pails for 1 hour. Multiattack. The rattle makes two melee attacks.
Club. Melee Weapon Attack: +3 to hit, reach 5ft.,
Actions one target. Hit 3 (1d4 + 1) bludgeoning damage.
Slam. Melee Weapon Attack: +3 to hit, reach 5ft.,
Rattle (Recharge 5-6). The rattle shakes itself,
one target. Hit 5 (1d8 + 1) bludgeoning damage.
producing a fun noise that forces all creatures
Launch. Ranged Weapon Attack: +3 to hit, range within 30 feet of it to make a DC 12 Charisma
20/60 ft., one target. Hit 2 (1d4) bludgeoning saving throw. On a failure, they are charmed by the
damage and 4 (1d8) poison damage and the target rattle for 1 minute or until they or their allies are
must succeed on a DC 12 Wisdom saving throw, damaged by the rattle or any other animated
becoming enamored with the stench of the full daycare objects.
dirty diaper that just hit its face, dropping whatever
it needs it in order to pick it up with one hand and
take a good, long huff as an action at the start of its
next turn.
89
Aromatic Tangler
Shambling through dank caves and flooded ruins within Nar,
aromatic tanglers guard the vulnerable growing trapvines Aromatic Tangler
within their environments. Created from the former victims Medium plant, unaligned
of trapvines, now covered entirely in vegetation, they are
mindless minions who will stop at nothing to bring intruders Armor Class 14 (natural armor)
to their parent plants or to slay them, if necessary. Hit Points 26 (4d8 + 8)
Trapvine Heritage. Whenever a tangler encounters a non- Speed 25 ft.
tangler, they will use their long vines to grab and restrain
them. Unlike their trapvines, tanglers crush the life out of STR DEX CON INT WIS CHA
weak prey, not desperate for reproduction like their parents.
If prey survives the initial crush, and there are no more 16 (+3) 12 (+1) 14 (+2) 1 (-5) 10 (+0) 5 (-3)
threats, the tangler will bring them to the aromatic
overgrowth and place them in specialized aromatic fruits Skills Stealth +4
which resemble and function like a cross between a baby Damage Vulnerabilities fire
bouncer and a diaper, feeding the overgrwoth off of what little Condition Immunities blinded, deafened, exhaustion
nutrients the creature's waste provides. Senses blindsight 60 ft. (blind beyond this radius),
Possible Rehabilitation. Early on in an aromatic tangler's passive Perception 10
Languages -
life, they are still alive. Their muscles have atrophied, and Challenge 4 (1,100 XP)
their brains are almost totally empty, but they are alive. This
does not last long, but it is possible for a person to be freed Aromatic. Creatures that end their turn within 10
from the interwoven vines, flower petals, and fruit flesh that feet of the tangler must succeed on a DC 14
make up a tangler's thick skin and then be brought back into Charisma save. On a failure, they are charmed by
society. the tangler. Creatures charmed this way must
Final Stage. Tanglers take around four weeks to grow, follow the tangler wherever it goes to the best of
when the trapvine attached to a victim reaches a state where their ability. A creature can repeat the save at the
it just continually recycles its own nutrients and the victim end of each of their turns to end the effect, but
produces no new nutrients of their own for the plant. If the they have disadvantage if they are within 10 feet of
tangler senses that no trapvines remain in an area, it will find the tangler. If a creature succeeds on the save, they
a suitably moist, dark environment to lay down and die in, are immune to the effect for 24 hours. Creatures
spawning trapvines. that cover their nose or who can't smell are
immune to this effect.
Actions
Multiattack. The tangler makes two melee attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 5ft.,
one target. Hit 7 (1d6 + 3) bludgeoning damage.
Wrap. Melee Weapon Attack: +6 to hit, reach 10ft.,
one target. Hit 8 (1d8 + 3) bludgeoning damage
and the target is grappled (escape DC 14). The
tangler has two arms, each of which can only
grapple one target.
90
Aromatic Trapvine
Created long ago by diaper obsessed druids, aromatic
trapvines are an insidious magical plant with a horrific life Aromatic Trapvine
cycle. Found mostly in Nar, trapvines inhabit moist, dark Medium plant, unaligned
areas such as caves. They are long, light green vines, as the
name implies, with various red flowers and filaments dotting Armor Class 8
their surface. Notably, when there are no bodies of water or Hit Points 5 (1d8)
victims available, a trapvine can lie dormant for decades. Speed 0 ft.
Their pretty appearance, sweet scent, and innocuous nature
draw creatures towards them either as potential food or STR DEX CON INT WIS CHA
curiosities. That is when the vine strikes, violently launching
itself upward and wrapping around the creature. 1 (-5) 1 (-5) 10 (+0) 1 (-5) 12 (+1) 1 (-5)
Sweet Smell Aromatic trapvines are named so for the
arousing aroma that they constantly produce. This aroma is Damage Vulnerabilities fire
caused by their prolific pollen, which fills the air of any space Condition Immunities blinded, deafened, frightened
that they inhabit. This pollen is hypoallergenic and not Senses passive Perception 11
dangerous on its own, but has an insidious magical effect, Languages -
charming and attracting creatures; even those that know of Challenge 1/8 (25 XP)
the danger.
Infantalized Slaves A creature that has been attacked by a False Appearance. While the trapvine remains
vine is placed under its control. While the plant is not motionless, it is indistinguishable from an ordinary
tangle of vines.
conscious, it has been deliberately bred in an arcane fashion
to seem so. The plant will regress its victim after the initial Aromatic. Creatures that end their turn within 10
destruction of their equipment, wrapping them in restraining feet of the trapvine must succeed on a DC 14
vines and forcefully equipping them with a pacifier and Charisma save. On a failure, they are charmed by
diaper made of specialize flower organs. The pacifier the trapvine. Creatures charmed this way must
constantly feeds the victim a delicious, mind numbing sap move towards the vine to the best of their ability. A
that eats away at their memories, while the diaper collects creature can repeat the save at the end of each of
and feeds off of their waste. their turns to end the effect, but they have
Valuable Fruit Eventually, about a week after the initial disadvantage if they are within 10 feet of the
entrapment, the diaper will have grown the flesh of a fruit trapvine. If a creature succeeds on the save, they
are immune to the effect for 24 hours. Creatures
around it. Many cultures and even animals value this fruit that cover their nose or who can't smell are
highly, as it is both delicious and a hallucinogenic immune to this effect.
aphrodisiac. The fruit is dangerous to harvest, though, for it
contains immature trapvines. If an unprepared creature gets Reactions
too close to the victim (who is constantly surrounded by a
miasma of magic pollen), the cycle can easily start over once Trapvine Ambush. When a creature or object applies
more as the fruit launches itself off of the victim and force to the trapvine (for example, stepping on it),
it quickly snaps onto the offending target. If the
entangles their harvester. target is a creature, they must succeed on a DC 16
Dexterity save or have the vine attach to them. A
vine can be removed with a successful DC 16
Strength check, or by destroying it with fire or
slashing damage. While the vine is attached to
them, the creature is prone and their equipment
degrades at the end of each of their turns, with
nonmagical armor and clothing being completely
destroyed after three turns. Once their clothing is
gone, the vine assumes control of the creature,
taking actions for them on their turns until they are
freed or until 1d4 + 2 weeks have passed, in which
case they become an aromatic tangler. The vine can
only force the creature to take the dash action.
91
Bogeyman
It is thought that unintelligent undead are entirely immune to
the influence of the Plane of Padding, and this is true. What
is not true is that the Plane of Padding and its denizens abhor
Bogeyman
Medium undead, chaotic evil
the undead - far from it, for the Dark Jester, who revels in fear
as his most favored form of manipulation, readily transforms Armor Class 11
specters into special undead known as bogeymen, who haunt Hit Points 66 (12d8 + 12)
the dreams of children and children-at-heart. Speed 0 ft., fly 30 ft. (hover)
Creeping into houses at night is the bogeyman, who takes
the form of a tall, gaunt gnoll with long arms and gnarled
features who wears a big, dark overcoat, top hat, and STR DEX CON INT WIS CHA
matching black diaper. Do not be mistaken, though, for the 6 (-2) 12 (+1) 12 (+1) 8 (-1) 14 (+2) 19 (+4)
bogeyman is no less corporeal than air itself, and can appear
out of thin air without warning. Skills Intimidation +8, Stealth +5
Bedsheets' Bane. Woe to the bedsheets of anyone who is Damage Resistances bludgeoning, piercing, and
preyed upon by a bogeyman, for no matter how thickly slashing from nonmagical attacks
padded one is, the bogeyman's frightening appearance Damage Immunities necrotic, poison, psychic
conjures forth torrents of urine from within their victim's Condition Immunities charmed, exhaustion,
bladders, rendering all leak guards and absorbency useless frightened, grappled, paralyzed, petrified,
until the blanket and mattress are stained bright yellow and poisoned, prone, restrained
sodden. The only safeguard against this are diapers of Senses darkvision 60 ft., passive Perception 17
holding or similar magic items. Languages understands all languages but only
speaks broken Common
It is said that each different type of specter leaves its own Challenge 5 (1,800 XP)
telltale sign whenever it haunts an area. According to
exorcists, the sign of a bogeyman is consistently soaked Creature of the Night. Whenever the bogeyman is
sheets - unfortunately, because some are stubborn and refuse exposed to bright light, it is forced into the Plane
to admit that they need thicker diapers at night, false of Padding. While within the plane, it can see into
positives for bogeyman hauntings are more common than the Material Plane, and can re-enter it if it exits the
bogeymen themselves. Though one could easily argue that it Plane of Padding into a space which is under either
is fortunate, as bogeymen are no trite matter. dim light or darkness. While within darkness, the
Keep the Light On. It is not exactly a unique trait of the bogeyman has a +1 bonus to its Armor Class and
bogeyman to be afraid of light, plenty of monsters are, and can teleport to other dark spaces within 30 feet of
some even suffer within it, such as the classical vampire. it as a bonus action.
What is unique is that the bogeyman is so ingrained with
darkness that it literally cannot exist within the light - it has Incorporeal Movement. The bogeyman can move
through other creatures and objects as if they were
no physical form and is shunted to the Dark Jester's corner of difficult terrain. It takes 5 (1d10) force damage if it
the Plane of Padding as soon as bright light touches the ends its turn inside an object.
leathery, spectral skin that makes up its form.
If for whatever reason you cannot keep bright light on you, Actions
dim light is the safest you'll be with a bogeyman around - it is
empowered within true darkness, able to teleport at will Ghostly Swipe. Melee Weapon Attack: +5 to hit,
within the shadows and nimbly dodge attacks. When a reach 10ft., one target. Hit 11 (2d6 + 4) necrotic
damage.
bogeyman is angered it seeks not to frighten but to maim and
flee. Bond. A creature that the bogeyman can see feels
In the Closet. Whenever a bogeyman haunts a home it shivers run down its spine, and must make a DC 16
chooses a nice, dark place to make its lair. The most common Wisdom saving throw. On a failure, the bogeyman
spots are the closet and underneath the bed, preferably those bonds with it. A bogeyman can only be bonded
closest to their victim. They bond with one creature until with one creature at a time. While bonded to a
their victim is overcome with so much fear that they suffer creature, the bogeyman can teleport to a space
the Bogeyman's Curse and become a timid little crybaby, then within 5 feet of them at will. A bonded creature
move on to another victim. This process has turned many a must succeed on a DC 16 Wisdom saving throw
cocky adventurer with great potential into a paranoid shut-in. whenever it finishes a long rest or else become
Undead Nature. A bogeyman doesn't require air, food, frightened of everything and everyone around them
for 1 hour and wet themselves. If they fail this
drink, or sleep. saving throw three times in a row, the effect
becomes permanent until the curse is removed. If
they pass this saving throw thrice in a row, the
bond breaks and they cannot be bonded with again.
The bond also breaks if the creature cannot be
frightened or if the bogeyman dies.
92
Cherub
While not all angels are transformed by the Plane of
Padding's energies, deva are extremely susceptible to it,
especially in the presence of the Mother of All Light. These
Cherub
Small celestial, chaotic good
deva are regressed into an innocent state of pure childhood -
cherubs, little chubby babies that look to be made of polished Armor Class 12
marble and who flutter about on tiny feathered wings, Hit Points 18 (4d6 + 4)
wearing naught but a simple cloth diaper. Speed 25 ft., fly 60 ft.
Heralds of the Gods. While cherubs are mostly associated
with the Mother of All Light, and indeed the large majority of
them serve her, all deities of the Plane of Padding have either STR DEX CON INT WIS CHA
created their own cherubs or stolen them from other gods, 8 (-1) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 16 (+3)
adorning them in different colored clothing to denote them as
their property. Regardless of who controls them, cherubs Damage Resistances radiant
serve as the drummers and banner-wielders of the plane's Condition Immunities charmed, exhaustion,
armies, in a sense, and will always appear first whenever a frightened
powerful being from the plane successfully opens a portal Senses darkvision 120 ft., passive Perception 17
into another plane of existence. Despite their preference for Languages all
babbling like babes, cherubs are perfectly capable of Challenge 3 (700 XP)
speaking and even singing, so many of them are taught to
sing the graces of their masters and glorious hymns of the Flyby. The cherub doesn't provoke opportunity
wonders of eternal youth and diapers. attacks when it flies out of an enemy's reach.
Kidnappers. Cherubs serve two purposes aside from Innocent. The cherub is incapable of intentionally
alerting others as to what deity has invaded their realm: to harming another creature, nor is it able to
distract foes and take blows meant for more pressing threats comprehend adult topics, as if it was under the
(cherubs are reborn in their master's lairs unless they die on effect of the innocence of youth spell.
the Plane of Padding itself, so there is no true loss) in
skirmishes to buy others time to regress said foes, and to Magic Resistance. The cherub has advantage on
saving throws against spells and other magical
snatch little children and bring them back to their master so effects.
they can be influenced and ultimately become a cultist of that
deity. Cherubs are sometimes sent out into the Material Actions
Plane with that goal in mind, typically with a time limit, and
they almost never fail. The reason for their lack of failure is Healing Touch (2/Day). The cherub touches another
that if they do not find an actual child they will simply settle creature. The target magically regains 10 (2d8 + 1)
for an adult or adolescent and regress them until their little hit points and is cured of one disease, poison,
blindness, or deafness.
baby arms can drag them away.
Matchmakers. In Hon'ka they celebrate the Day of Love, Youthful Touch. Melee Weapon Attack: +5 to hit,
and in recent years the Mother of All Light has taken note of reach 5ft., one target. Hit if the target is a creature,
this. Every year on this holiday she sends a few cherubs they must succeed on a DC 13 Charisma saving
armed with special, nonlethal bows out into Hon'ka and throw or physically regress, losing 3d10 + 1 years
instructs them to strike two people each. The arrows fired of age. A creature cannot regress past the first year
from these bows are invisible and cause the two people of their life when regressed this way. The creature's
struck to fall in love with one another. These cherubs are age can be restored by greater restoration or
called cupids. greater magic.
This is one of the rare occasions where the Plane of
Padding's influence is not guaranteed to involve diapers or
regression of any sort, though many despise it none the less
due to its troubling implications because of the mind
alteration involved.
Immortal Nature. A cherub doesn't require food, drink, or
sleep.
93
A Daycare Dragon's Lair
Daycare Dragon Daycare Dragons will typically lair in the classic cave at the
While most, if not all, dragons on the continent of Charlan top of a mountain, but these are no normal dragon lairs.
began to literally hoard their servants and baby them (some Oddly, daycare dragons do not usually take servants. While
even falling into a state of childlike regression themselves), they will not reject kobolds and other creatures known for
these are not daycare dragons. Far from it, for only those few worshipping dragons, their lairs themselves don't usually
dragons whom have visited the plane of padding have gained house them. If they do, these servants are typically non-
the powers necessary to claim the title. combatants who will simply alert their master of any
Any dragon can be a daycare dragon, no matter the color, intruders. The danger of the lair lies in the many insidious
age, or disposition. Replacing their deadly breath weapons magical traps about the place, as well as the air itself. The
with a quite literally hypnotic voice, a misty regression dragon fills its lair with the mind-altering mist that it
breath, and huggies-filling hugs, daycare dragons are the de breathes, so much so that it forms a fog which diminishes
facto masters of instilling diaperlust into those poor fools vision.
who still cling to ideas of potty training and maturity.
Friendly Caretakers. Daycare dragons are not usually Lair Actions
malicious, and if they are they're not exactly violent. The type On initiative count 20 (losing initiative ties), the dragon takes
of dragon they were before their transformation can affect a lair action to cause one of the following effects; the dragon
their overall personality, but all daycare dragons love making can't use the same effect two rounds in a row:
friends and caring for said friends.
Of course, the way they make friends is less than desirable All creatures other than the dragon in the lair must make
for some. They treat their friends as chidlren, often, and they a DC 15 Charisma saving throw or fall under the effects of
see the younger races as infants... meaning that these new their breath weapon. A creature holding their breath does
friends are treated less like mutuals and more like a young not need to make this save.
child that one often babysits. Those who intrude upon a A 20-foot wide portal to the plane of padding upons up
daycare dragon's lair will find that they are often quickly above a spot within 120 feet of the dragon that it chooses.
subdued and turned into unwitting friends. Surprisingly, they This portal dumps a pile of diapers on top of the area,
do not keep these friends as pets or servants. In fact, they forcing any creatures below it to make a DC 15 Dexterity
encourage them to leave! Often, these friends will return to saving throw or be knocked prone. Any creatures that are
the dragon's lair, regaling them tales of the outside world as knocked prone by the pile of diapers will have one of the
well as their embrace of diapers. magical, semi-living garments replace their underwear in
Planar Guardians. Contrary to popular belief, daycare a way that it makes their new babypants clearly visible.
dragons are at odds with many of Charlan's regressors, for The portal disappears at the end of the turn.
these beings would gleefully allow the plane of padding to
encroach upon the already universally unstable realm. A Crib bars sprout from the floor at a point the dragon
daycare dragon's primary job is the opposite: to prevent the chooses within 60 feet of it, forming a square around a 15-
overwhelming aura of the plane of padding from disrupting foot space. These bars aren't tall enough to prevent a
normal life. They are usually the first creatures to realize creature from climbing over them, but a creature within
when a portal or tear to this plane has appeared, and will this crib must make a DC 15 Charisma saving throw or
sometimes gather groups of adventurers (typically those that they are paralyzed until the end of their next turn. The crib
have become their friends in the past) to find out what is bars disappear at the end of the turn.
causing the issue and to fix it. This is only if they have
another important matter to attend to, however, for only
daycare dragons are acclimated to the plane; though, even Regional Effects
they must brew special potions in order to not succumb to The region containing an evil daycare dragon's lair is often
the plane's mind-altering effects. warped by the dragon's efforts to regress all around it,
An evil daycare dragon will shirk this responsibility, and creating one or more of the following effects:
will even hasten it! These dragons form cults, usually from The land within 500 feet of the lair is coated with a thin
those who are already obsessed with diapers, and will reward fog made of the dragon's breath weapon. The DC for this
them on occasion. Usually this is just a mental reward, like is only 10, as the breath is heavily diluted, but creatures
being filled with ecstasy after filling their pants, but if a cultist that don't hold their breath or cover their mouths must
pleases an evil daycare dragon greatly, they may be granted make saves against it at the end of each of their turns.
the ability to breathe the same regressing breath that the This also serves to lightly obscure the land.
daycare dragon is known and feared for.
Huggies Hoarders. Daycare dragons, like other dragons, Spoken language within 500 feet of the lair is often
will keep shiny objects, mystical artifacts, and other interrupted by declarations of either the state of one's
treasures... but they do not value them. Not in a traditional diaper or how much one loves their diapers, even if a
sense, anyway. Instead, these treasures, which they know to creature has otherwise not been affected by the dragon's
be tempting to mortals, will be used in traps. breath.
A daycare dragon values not gold, but diapers. It doesn't Creatures within 500 feet of the lair are partially
matter the size, the type, whether they are dirty or clean, a incontinent, or incontinent if they were already so.
daycare dragon will gather as many diapers as they can to
both sleep upon and to clothe their friends in. These diapers
are usually gathered from the plane of padding. If the dragon dies, the effects fade over 1d10 days.
94
Daycare Dragon Bite. Melee Weapon Attack: +11 to hit, reach 10ft., one
target. Hit 17 (2d10 + 6) piercing damage.
Huge dragon, lawful good (90%) or chaotic evil (10%)
Claw. Melee Weapon Attack: +11 to hit, reach 5ft., one
Armor Class 19 (natural armor) target. Hit 13 (2d6 + 6) slashing damage.
Hit Points 195 (17d12 + 85)
Speed 40 ft., fly 80 ft. Tail. Melee Weapon Attack: +11 to hit, reach 15ft., one
target. Hit 15 (2d8 + 6) bludgeoning damage.
Hug. Melee Weapon Attack: +11 to hit, reach 5ft., one
STR DEX CON INT WIS CHA target. Hit The target creature is grappled and must
23 (+6) 14 (+2) 21 (+5) 14 (+2) 14 (+2) 18 (+4) make a DC 17 Constitution saving throw or mess and
wet themselves.
Saving Throws Dex +7, Con +10, Wis +7, Cha +9 Regression Breath (Recharge 5-6). The dragon exhales a
Skills Perception +12, Persuasion +12 pink, baby powder-scented mist in a 60-foot cone.
Senses blindsight 60 ft., darkvision 120 ft., passive Each creature in that area must make a DC 17
Perception 22 Charisma saving throw, becoming incontinent, having
Languages Common, Draconic their Intelligence score reduced by 2, becoming
Challenge 16 (15,000 XP) charmed by the dragon until the end of their next turn,
and wetting or messing themselves on a failure. A
Innate Spellcasting. The dragon's spellcasting ability is creature charmed this way will act like they are almost
Charisma (spell save DC 17). It can innately cast the infantile, not caring for any concepts of maturity, and
following spells, requiring no material components: as if they have a diaper fetish. A creature that fails this
save thrice in a row will become permanently charmed
1/day each: charm monster, charm person, confusion, by the dragon and will actually develop a diaper fetish.
enlarge/reduce, hold person, regression, sissify A creature's Intelligence score is restored at the end of
Hypnotic Voice. Whenever the dragon speaks, all a long rest.
creatures that can hear it must make a DC 17 Wisdom
saving throw or fall under the effects of suggestion. Legendary Actions
The dragon doesn't need to concentrate on this effect, The dragon can take 3 legendary actions, choosing
and the course of action is always something infantile from the options below. Only one legendary action
(like filling one's pants). A creature must only make this option can be used at a time and only at the end of
save once per turn. These commands are subliminal, another creature's turn. The dragon regains spent
and creatures do not know the exact words said unless legendary actions at the start of its turn.
they read the dragon's mind. A creature must only
follow the suggestion until their next turn ends, rather Detect. The dragon makes a Wisdom (Perception)
than for 8 hours. Check.
Legendary Resistance (3/Day). If the dragon fails a saving Hug. The dragon hugs a creature.
throw, it can choose to succeed instead. Wing Attack (Costs 2 Actions). The dragon beats its
wings. Each creature within 10 feet of the dragon must
Actions succeed on a DC 17 Dexterity saving throw or take 13
Multiattack. The dragon can hug a creature, or it can (2d6 + 6) bludgeoning damage and be knocked prone.
make three attacks: one with its bite and two with its The dragon can then fly up to half its flying speed.
claws. Cast a Spell (Costs 2 Actions). The dragon casts a spell.
95
Decadent Dreamers
Decadent Decadent that had access to moderately advanced or higher
Those afflicted with the Plague of Decadence resemble their magic, typically wizards, become dreamers. They are the
former selves, but are wholly changed: sugary fascimiles who weakest of their kind physically, but powerful magic and
are consumed by primal urges. Outwardly they are the same, reality altering dreams make them quite dangerous. When
but their innards have been twisted into inorganic, aberrant they sleep the world in their immediate vicinity is warped,
material that is both highly resilient and regenerative. They made slippery and sticky simultaneously and empowering
are the Plane of Padding's answer to zombies, unable to decadent around them.
convert most undead.
Intelligent Disease. Decadent all share a sort of Decadent Knights
unkowable, eldritch hive mind. They know that they inhabit
the bodies of former beastkin, and that it is imperative to These knights are the exact opposite of chivalrous, and are
their survival that they remain secretive and unknown for as arguably more similar to barbarians. Covered in a thin layer
long as possible. Individually, they maintain much of their of solid sugar armor that shatters into shrapnel upon
own personalities, though lacking any previous inhibitions or breaking, these warriors engage in sadistic hunts of the
morality. Collectively, they can see, hear, taste, touch, and uninfected. They are most often created from tauric beastkin,
even smell through each other's senses, though they have no and those that aren't will perform a disgusting form of
telepathy or any sort of innate ability to mentally "surgery" to shape a tauric lower half.
communicate with one another.
Decadent will go to great lengths to ensure their secrecy, Decadent Sycophants
including murder. Like any disease, their goal is to spread to The peasantry of the decadent court. They are as numerous
as many hosts as possible, and any creature that is not able to as they are weak, with their main purpose being to slow
be a host, such as beastkin children and creatures who are down aggressors. They are the eyes and ears of the
not beastkin, must be gotten rid of. If they can, they will take decadent... though their lack of intelligence prevents them
positions of power and manipulate politics to benefit from being particularly good at it. They make up the large
themselves and their congregations. majority of the decadent horde.
Royal Mockery. Decadent place themselves in a hierarchy
similar to that of a noble's court: despots operate as the kings A Decadent Despot's Lair
and queens of the court, dreamers as court mages, knights as
the court's defenders and warriors, and sycophants as the Despots make their lairs in manors and castles, splattered
general nobility. with their own gore and that of their subjects. Dungeons
Being what they are, the Decadent in no way truly operate filled with torture implements are common in these lairs,
in such a way. Instead, these hierarchies simply serve as a with their purpose primarily being the pleasure of the user
way to determine who is cannon fodder and who isn't, as well instead of the typical one. They often fall into disrepair
as who is a top and who is a bottom in their infamously gorey because of the decadent's lack of interest in anything other
cannibal orgies. Despots are born from the first to be infected than self-harm, cannibalism, and sex.
in a region, dreamers come from the ranks of mages, knights
are created primarily from tauric beastkin but also make up
literal infected knights and warriors, and the rest of the
plague's victims become sycophants.
Without a despot, decadent are uncoordinated and at their
least dangerous. This is why they have yet to spread
everywhere - all it takes is to assassinate the despot, who is
not particularly powerful individually (though still quite
dangerous) because the threat of Decadence comes in
numbers and deception instead of raw power - the pawns will
quickly scatter without leadership.
Sexual Predators. Decadent, lacking the need to eat,
sleep, or breathe and harboring little goals other than
spreading their sickness, do just that. As they are walking,
talking STDs with a bent for cannibalistic sadomasochism,
their libido is hypercharged, they associate pain with
pleasure, and they readily force themselves upon others if
given the chance to do so secretly.
Decadent Despots
The leaders of decadent "society", despots are near-skeletal
and gaunt, and the sugary slurry within their bodies is
multicolored. They suffer from an extreme variant of
sociopathy, which lends well to their already natural cruetly
and paranoia. Their regeneration is more advanced than
other decadent's, making them quite hard to kill.
96
Decadent Despot
Medium aberration, lawful evil
Decadent Dreamer
Armor Class 15 (natural armor) Medium aberration, lawful evil
Hit Points 85 (10d8 + 40)
Speed 30 ft. Armor Class 14 (illusionary armor)
Hit Points 30 (4d8 + 18)
Speed 30 ft.
STR DEX CON INT WIS CHA
12 (+1) 8 (-1) 18 (+4) 16 (+3) 12 (+1) 14 (+2) STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 16 (+3) 10 (+0) 6 (-2) 14 (+2)
Saving Throws Con +7
Skills Deception +5, Persuasion +5, Stealth +2
Damage Immunities poison Skills Deception +6, Persuasion +6, Stealth +5
Condition Immunities charmed, exhaustion, Damage Immunities poison
frightened, poisoned Condition Immunities charmed, exhaustion,
Senses passive Perception 11 frightened, poisoned
Languages any language it knew before Senses passive Perception 8
transformation Languages any language it knew before
Challenge 6 (2,300 XP) transformation
Challenge 4 (1,100 XP)
Legendary Resistance (3/Day). If the decadent fails a
saving throw, it can choose to succeed instead. Dreamer. While the decadent is unconscious, it
projects an aura in a 60 foot sphere around itself,
Regeneration. The decadent regains 10 hit points at piercing barriers. The area in this aura is considered
the start of its turn. If the decadent takes acid or difficult terrain for non-decadent, and decadent in
fire damage, this trait doesn't function at the start this aura add 1d4 to their attack rolls and saving
of the decadent's next turn. The decadent only dies throws. Whenever a creature attacks the dreamer in
if it starts its turn with 0 hit points and doesn't this state, they must succeed on a DC 14 Charisma
regenerate. saving throw or be forced to choose another target
Royalty. The decadent can use its bonus action to within range or to not attack. While unconscious,
command another decadent within 60 feet of it to the decadent can still cast and concentrate on
move up to its speed and Attack, Help, or Use an spells, and is aware of all things within the aura as if
Object. it could see them.
Sadomasochist. When the decadent takes damage, Regenerate. If the decadent is reduced to 0 hit
it has advantage on the next attack it makes before points, it regains all of its hit points after 24 hours
the end of its next turn. unless its body has been destroyed with acid or fire
damage.
Actions Spellcasting. The decadent is a 4th-level spellcaster.
Multiattack. The decadent makes two attacks with Its spellcasting ability is Charisma (DC 14, +6 to hit
its claws. with spell attacks). The decadent knows the
following sorcerer spells:
Claws. Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit 6 (2d6 + 1) slashing damage Cantrips (at will): babify, dancing lights, minor
illusion
Vomit. Ranged Weapon Attack: +4 to hit, range
1st level (4 slots): chaos bolt, charm person, sleep
30/90 ft., one target. Hit 14 (4d6) acid damage
2nd level (3 slots): hold person, tantrum spittle
Legendary Actions
The decadent can take 3 legendary actions, Actions
choosing from the options below. Only one Dagger. Melee Weapon Attack: +5 to hit, reach 5ft.,
legendary action can be used at a time and only at one target. Hit 3 (1d4 + 1) piercing damage
the end of another creature's turn. The decadent
regains spent legendary actions at the start of its Nap. The decadent yawns and falls unconscious,
turn. sleeping. It can end this sleep state on its turn
without an action, or as a reaction to taking
Move. The decadent moves up to its speed. damage.
Attack. The decadent makes one attack.
Command. The decadent can command another
decadent within 60 feet of it to move up to its
speed and Attack, Help, or Use an Object.
97
Decadent Knight
Medium aberration, lawful evil
Decadent Sycophant
Armor Class 16 (natural armor) Medium aberration, lawful evil
Hit Points 51 (6d8 + 24)
Speed 40 ft. Armor Class 9
Hit Points 17 (2d8 + 8)
Speed 30 ft.
STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 18 (+4) 8 (-1) 10 (+0) 6 (-2) STR DEX CON INT WIS CHA
12 (+1) 8 (-1) 16 (+3) 4 (-3) 10 (+0) 10 (+0)
Saving Throws Str +6, Con +7
Damage Immunities poison
Condition Immunities charmed, exhaustion, Damage Immunities poison
frightened, poisoned Condition Immunities charmed, exhaustion,
Senses passive Perception 10 frightened, poisoned
Languages any language it knew before Senses passive Perception 10
transformation Languages any language it knew before
Challenge 4 (1,100 XP) transformation
Challenge 1/4 (50 XP)
Charge. If the decadent moves at least 20 feet
straight toward a target and then hits it with a Regenerate. If the decadent is reduced to 0 hit
greataxe attack on the same turn, the target takes points, it regains all of its hit points after 24 hours
an extra 6 (2d6) slashing damage. unless its body has been destroyed with acid or fire
damage.
Regenerate. If the decadent is reduced to 0 hit
points, it regains all of its hit points after 24 hours Actions
unless its body has been destroyed with acid or fire
damage. Unarmed Strike. Melee Weapon Attack: +3 to hit,
reach 5ft., one target. Hit 3 (1d4 + 1) bludgeoning
Sugar Shrapnel. A creature within 5 feet of the damage
decadent takes 5 (1d10) piercing damage
whenever it hits the decadent with a melee attack Sticky Bile. Ranged Weapon Attack: +3 to hit, range
that doesn't deal acid or fire damage. 20/60 ft., one target. Hit 4 (2d4) poison damage
and if the target is a creature their walking speed is
Actions reduced by 5 feet until the end of their next turn.
Multiattack. The decadent makes two attacks; one
with its greataxe and one with its front legs.
Greataxe. Melee Weapon Attack: +6 to hit, reach
5ft., one target. Hit 9 (1d12 + 3) slashing damage.
Front Legs. Melee Weapon Attack: +6 to hit, reach
5ft., one target. Hit 6 (1d6 + 3) bludgeoning or
slashing damage
Heavy Crossbow. Ranged Weapon Attack: +6 to hit,
or range 100/400 ft., one target. Hit 8 (1d10 + 3)
piercing damage
98
Diapercritter
One would think that diapers don't count as an element, and
the Plane of Padding would very much disagree.
Diapercritters are the plane's native elementals, taking the
Diapercritter
Large elemental, neutral
form of great, wingless dragons made entirely of disposable
diapers, these beings prowl the endless padding plains, Armor Class 13 (natural armor)
camouflaged amongst the rest of the disposable diapers that Hit Points 102 (12d10 + 36)
make up the landscape and searching for potential prey. Speed 40 ft.
Anyone unfortunate enough to cross their path and be small
enough to fit in the creature's mouth will experience their
reproductive system firsthand - and find a new parent shortly STR DEX CON INT WIS CHA
after. 16 (+3) 10 (+0) 16 (+3) 6 (-2) 10 (+0) 8 (-1)
Like most other beings of the plane, diapercritters are
constantly joyous, or at least seem to be. A smile is formed Damage Immunities poison
from the crinkly folds of the diapers that make up their face, Damage Resistances necrotic, psychic
the expression never changing. Diapercritters love to play and Condition Immunities exhaustion, grappled,
frolic, especially when on the hunt. paralyzed, petrified, poisoned
Massive Broods. Diapercritters exist almost solely to Senses passive Perception 10
reproduce and care for their young. They do this by Languages -
consuming prey and transforming them within their gullets. A Challenge 4 (1,100 XP)
diapercritter can amass a large group of young, all of whom
follow their parent like little ducklings and depend on them Absorbent. The diapercritter has resistance to the
for protection. When threatened with young nearby, a damage caused by water, both mundane and
diapercritter will fight fiercely and not back down. magical, such as the tidal wave spell.
Living Diapers. A diapercritter also exists for another, Immutable Form. The diapercritter is immune to any
more minor purpose: to be a diaper. Whenever a sufficiently spell or effect that would alter its form.
large and powerful being of the Plane of Padding demands it,
a diapercritter can untape themselves and become a diaper Magic Resistance. The diapercritter has advantage
on saving throws against spells and other magical
suit for them. It is said that diapercritters are infinitely effects.
absorbent... for mortals, deities seem to go through them like
crazy, and most diapercritters meet their demise after just a Magic Weapons. The diapercritter's weapon attacks
few soakings from a huge godlike baby. Some beings even are magical.
intentionally breed diapercritters, creating new designs,
colors, and features including constant scents and different Actions
tapes. Some say that these efforts have even conjured up Multiattack. The diapercritter can swallow a
cloth diapercritters. creature, or it can make two attacks: one with its
Beasts of Burden. One would be hard pressed to find a bite or tail and one with its slam.
lack of diapercritters in any Plane of Padding incursion or Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
army, for they are quite useful despite their propensity for one target. Hit 10 (2d6 + 3) bludgeoning damage
devouring cultists at random. They can carry tons of supplies and the target is grappled (escape DC 14). Until
and are quite useful in keeping entire groups of creatures at this grapple ends, the target is restrained, and the
bay whenever pottymancers of the plane seek to regress diapercritter can't bite another target.
beings from outside their realm and decide to go on an
incursion. Slam. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit 10 (2d6 + 3) bludgeoning damage
Elemental Nature. Diapercritters don't require air, food,
drink, or sleep. Tail. Melee Weapon Attack: +6 to hit, reach 10 ft.,
one target. Hit 12 (2d8 + 3) bludgeoning damage
Swallow. The diapercritter makes one bite attack
against a Medium or smaller target it is grappling. If
the attack hits, the target is swallowed, and the
grapple ends. the swallowed target is blinded and
restrained, it has total cover against attacks and
other effects outside the diapercritter, and must
make a DC 14 Constitution saving throw at the end
of each of its turns. On three consecutive failures,
the creature becomes a juvenile diapercritter. The
diapercritter can only have one target swallowed at
a time. If the diapercritter dies, a swallowed
creature is no longer restrained by it and can
escape from the corpse using 5 feet of movement,
exiting prone.
99
Draconic Care Automata
Long ago, when humanity was at its peak and artifice could
be found all throughout the land, even the dragons emulated
this. Constructs like shield guardians and golems were
All-Purpose Care
exclusive to powerful wizards, but with the invention of Automata
warforged came the intrusion of constructs into the collective Large construct, neutral
popular culture of all races: even dragons. Rather than create
powerful guardians, the dragons of old hired gnomish Armor Class 20 (natural armor)
artificers to fill their dwarven-made dragon nurseries with Hit Points 28 (3d10 + 12)
construct caretakers that did all of the messy childcare for Speed 30 ft.
the understandably tired dragon parents.
But that was then, and this is now. While some dragons STR DEX CON INT WIS CHA
have maintained these nurseries and kept them part of their
lairs, there are a lot less dragons in general... much less 20 (+5) 8 (-1) 18 (+4) 3 (-4) 10 (+0) 1 (-5)
enough breeding pairs to require specialized nurseries.
These places have long been abandoned, but the automata Damage Immunities acid, cold, fire, lightning,
within are not out of commission. They simply lie still, poison, psychic; bludgeoning, piercing, and
preserving their energy in an inactive state until they are slashing damage from nonmagical attacks
disturbed. Condition Immunities charmed, exhaustion,
Non-Combatants. Care automata are completely unable to frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
harm other creatures because they are created by taking Languages understands Draconic but can't speak
small plush toys and upscaling them via a magical zipper, Challenge 5 (1,800 XP)
completely disregarding any idea of them having any combat
purposes. They employ a variety of grapples and physical Antimagic Susceptibility. The automata is
movement in combat, but will never harm a creature. incapacitated while in the area of an antimagic field.
Notably, they cannot differentiate between intruders and If targeted by dispel magic, the automata must
those they are supposed to take care of. Even creatures of succeed on a Constitution saving throw against the
their size are subject to their babying routines, promptly caster's spell save DC or fall unconscious for 1
diapered and kept as infantilized prisoners - potentially for minute.
the rest of their natural lives.
Varied Forms. Care automata come in a variety of forms Bag Body. The automata's body functions as a bag
that are all equally fun, soft, and effective at taking care of of holding, and it can be opened via the zipper on
baby dragons (and unlucky adventurers). These forms are its back. The automata will reject any item placed
within it that is not a diaper, changing supplies, or
differentiated by basic body shape, as well as how many similar objects related to baby care, causing the
hands they have. These "hands' are less actual hands and rejected item to fall at the automata's feet.
more floating fingers, similar to mage hand. As they are
disconnected from their body, these hands have a longer False Appearance. While the automata remains
reach than most realize. motionless, it is indistinguishable from a large
Basic, all-purpose automata resemble humanoid toy plush toy.
dragons. Monitors, who are equipped with flight capability Immutable Form. The automata is immune to any
and special senses for the purpose of monitoring the nursery, spell or effect that would alter its form.
resemble large toy bats. Playmates, who have no hands of any Magic Resistance. The automata has advantage on
sort, resemble toy dire wolves and will, as the name implies, saving throws against spells and other magical
play with their charges. Playmates are also weaker than other effects.
automata because they are designed to reward a young
dragon's play fighting, and you can't really do that with a near Actions
invulnerable opponent. Matriarchs are special care automata Grab. Melee Weapon Attack: +7 to hit, reach 10 ft.,
that are similar to beholders in shape and have a multitude of one target. Hit The target is grappled (escape DC
hands. Typically, there is only one matriarch per nursery. 16). The automata has two hands, each of which
Valuable Parts. The dragons of old spared no expense in can only grapple one target.
the magic used to create the automata. The body parts of
care automata are exceptionally valuable, and function as
either their own magical items, or important materials for the
construction of magical items.
Constructed Nature. Care automata don't require air, food,
drink, or sleep.
100
Manawell Puller
Wondrous item, very rare
Care Automata
This glowing canister, which acts as the zipper handle for a
Matriarch care automata, is filled with a glowing blue liquid of pure
Large construct, neutral magic. As an action, a creature can restore an expended spell
slot of 5th level or lower by consuming the magic within,
Armor Class 20 (natural armor) destroying the canister. After use, the creature must make a
Hit Points 42 (5d10 + 15) DC 16 Constitution saving throw. On a failure, they gain a
Speed 0 ft., fly 20 ft. (hover) level of exhaustion.
STR DEX CON INT WIS CHA Omniterry Onesie
20 (+5) 14 (+2) 16 (+3) 3 (-4) 16 (+3) 1 (-5)
Wondrous item, very rare (requires attunement)
This soft, comfortable onesie is made of the wing membrane
Skills Perception +8 of a care automata monitor. When worn by an attuned
Damage Immunities acid, cold, fire, lightning, creature, the creature is resistant to bludgeoning, piercing,
poison, psychic; bludgeoning, piercing, and and slashing damage. Additionally, the onesie cannot be
slashing damage from nonmagical attacks stained or soiled.
Condition Immunities charmed, exhaustion, Curse. This onesie is cursed, and attuning to it extends the
frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 18
curse to you. As long as you remain cursed, whenever you
Languages understands Draconic but can't speak
take damage you must succeed on a DC 10 Wisdom saving
Challenge 7 (2,900 XP) throw or fall unconscious until the start of your next turn.
Antimagic Susceptibility. The automata is
incapacitated while in the area of an antimagic field.
If targeted by dispel magic, the automata must
succeed on a Constitution saving throw against the
caster's spell save DC or fall unconscious for 1
minute.
Bag Body. The automata's body functions as a bag
of holding, and it can be opened via the zipper on
its back. The automata will reject any item placed
within it that is not a diaper, changing supplies, or
similar objects related to baby care, causing the
rejected item to fall at the automata's feet.
False Appearance. While the automata remains
motionless, it is indistinguishable from a large
plush toy.
Immutable Form. The automata is immune to any
spell or effect that would alter its form.
Innate Spellcasting. The automata's spellcasting
ability is Wisdom (spell save DC 16). It can innately
cast the following spells, requiring no material
components:
At will: mending, conjure food and water
1/day each: charm monster, charm person, hold
person
Magic Resistance. The automata has advantage on
saving throws against spells and other magical
effects.
Overwatch. The automata knows the status of any
and all other care automata within 300 feet of it.
Actions
Grab. Melee Weapon Attack: +10 to hit, reach 15
ft., one target. Hit The target is grappled (escape
DC 16). The automata has nine hands, each of
which can only grapple one target.
101
Care Automata
Monitor Care Automata
Large construct, neutral
Playmate
Armor Class 20 (natural armor) Large construct, neutral
Hit Points 42 (5d10 + 15)
Speed 10 ft., fly 80 ft. Armor Class 14 (natural armor)
Hit Points 19 (2d10 + 8)
Speed 70 ft.
STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 16 (+3) 3 (-4) 14 (+2) 1 (-5) STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 18 (+4) 3 (-4) 10 (+0) 1 (-5)
Damage Immunities acid, cold, fire, lightning,
poison, psychic; bludgeoning, piercing, and
slashing damage from nonmagical attacks Damage Immunities acid, cold, fire, lightning,
Condition Immunities charmed, exhaustion, poison, psychic; bludgeoning, piercing, and
frightened, paralyzed, petrified, poisoned slashing damage from nonmagical attacks
Senses blindsight 60 ft., darkvision 60 ft., passive Condition Immunities charmed, exhaustion,
Perception 12 frightened, paralyzed, petrified, poisoned
Languages understands Draconic but can't speak Senses darkvision 60 ft., passive Perception 10
Challenge 7 (2,900 XP) Languages understands Draconic but can't speak
Challenge 4 (1,100 XP)
Antimagic Susceptibility. The automata is
incapacitated while in the area of an antimagic field. Antimagic Susceptibility. The automata is
If targeted by dispel magic, the automata must incapacitated while in the area of an antimagic field.
succeed on a Constitution saving throw against the If targeted by dispel magic, the automata must
caster's spell save DC or fall unconscious for 1 succeed on a Constitution saving throw against the
minute. caster's spell save DC or fall unconscious for 1
minute.
Bag Body. The automata's body functions as a bag
of holding, and it can be opened via the zipper on Bag Body. The automata's body functions as a bag
its back. The automata will reject any item placed of holding, and it can be opened via the zipper on
within it that is not a diaper, changing supplies, or its back. The automata will reject any item placed
similar objects related to baby care, causing the within it that is not a diaper, changing supplies, or
rejected item to fall at the automata's feet. similar objects related to baby care, causing the
rejected item to fall at the automata's feet.
False Appearance. While the automata remains
motionless, it is indistinguishable from a large False Appearance. While the automata remains
plush toy. motionless, it is indistinguishable from a large
plush toy.
Immutable Form. The automata is immune to any
spell or effect that would alter its form. Immutable Form. The automata is immune to any
spell or effect that would alter its form.
Magic Resistance. The automata has advantage on
saving throws against spells and other magical Magic Resistance. The automata has advantage on
effects. saving throws against spells and other magical
effects.
Actions
Grab. Melee Weapon Attack: +8 to hit, reach 10 ft.,
Actions
one target. Hit The target is grappled (escape DC Nudge. Melee Weapon Attack: +6 to hit, reach 5 ft.,
16). The automata has two hands, each of which one target. Hit The target must succeed on a DC 15
can only grapple one target. Strength saving throw or be pushed up to 10 feet
away from the automata.
Pull. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit The target is grappled (Escape DC
15). The automata can move up to half its speed as
part of this action, dragging the creature along with
it, but it can only grapple one creature at a time.
Push. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit The target must succeed on a DC 15
Strength saving throw or be knocked prone.
102
Hound of Tinklelos
Conjuration and divination magic in Charlan can be a
dangerous thing to practice, not just because of the inherent
instability of magic, but because the ethereal predators
Hound of Tinklelos
Medium aberration, unaligned
known as the Hounds of Tinklelos haunt the spaces between
dimensions, eager to prey upon inexperienced mages. No one Armor Class 13
knows where the hounds come from, for there is evidence of Hit Points 26 (4d8 + 8)
their existence long before the recorded entry of the Jester Speed 40 ft.
and creation of the Plane of Padding. The Dark Jester seems
to favor them, claiming some as his own minions, though he
is terribly unreliable and any curious soul that has had the STR DEX CON INT WIS CHA
opportunity to speak to him about the hounds never gets a 10 (+0) 17 (+3) 14 (+2) 12 (+1) 15 (+2) 10 (+0)
straight answer... and is quickly turned into a diaper-filling
dumbass. Damage Resistances acid, fire, lightning, thunder;
As their name implies, these beings resemble canines of bludgeoning, piercing, and slashing from
the material. Their bodies are translucent and tinted either nonmagical attacks
blue or green, one can clearly see their bones, and it is easy Damage Immunities psychic
to mistake them for an undead spirit or a skeletal dog. They Condition Immunities charmed, exhaustion,
are noted to bleed a bright blue pus or ichor, though no dead frightened, petrified, poisoned
specimens have ever been seen. Using their long, etheral, Skills Perception +5
proboscis-like tongues, they lash out at their prey to feed Senses truesight 60 ft., passive Perception 15
upon them. It is unknown if they truly need to eat, but it is Languages -
Challenge 4 (1,100 XP)
known that they feed upon both the blood of living creatures
as well as a creature's continence (specifically bladder
continence). Blue hounds prefer blood, while green ones Arcane Senses. The hound has advantage on
Wisdom (Perception) checks that rely on smell, and
prefer continence, but both varieties are able to feed on can sense whenever a creature casts a spell within
either. 10 miles of it. It knows the location of any portals
Angles. It is believed that, if a room contains many angles, within 1 mile of it, treating sharp corners as portals.
it becomes easier for a hound to enter into the material realm
through it. An intrusion by a hound, when not caused by Ethereal Sight. The hound can see 60 feet into the
performing rituals without the right precautions, is indicated Ethereal Plane when it is on the Material Plane, and
by smoke rising from the corner for a few minutes, followed vice versa.
by the hound's head and body. It is due to this that many Incorporeal Movement. The hound can move
warlocks, witches, and wizards will smooth out the corners of through other creatures and objects as if they were
ritual rooms. difficult terrain. It takes 5 (1d10) force damage if it
Continence Vampires. When a hound is on the prowl for a ends its turn inside an object.
creature's bladder control, rarely does their prey make it out Not of this World. When the hound dies, its corpse
of the encounter with their potty training intact. The hound will crackle and smoke as it melts, disappearing
will take its time with them, toying with the poor soul and entirely at the end of the next turn.
sapping away all of their control bit by bit. It is known that
hounds will "mark" their prey if they enjoyed the taste of their Actions
maturity enough, and an unfortunate few have regained their Multiattack. The hound makes two melee attacks:
continence only to be attacked by the very same hound that one with its bite and one with its lash.
took it from them in the first place.
Accidental Summons. Hounds are attracted by magic, Bite. Melee Weapon Attack: +3 to hit, reach 5ft.,
specifically they are attracted by teleportation and scrying. one target. Hit 4 (1d6) piercing damage plus 8
Conjurers have to worry about them even more than diviners, (2d6) psychic damage.
though, for a hound will try to take the place of a creature Draining Lash. Melee Weapon Attack: +6 to hit,
that would have been summoned by a conjurer, making for reach 10ft., one target. Hit 6 (1d4 + 3) slashing
easy and instant access to one or more unsuspecting meals. damage plus 4 (1d6) psychic damage, and the
target must make a DC 15 Intelligence saving
throw, wetting themselves on a failure. If they failed
this save and were not already incontinent, they
become incontinent until they finish a long rest. If
they became incontinent as a result of failing this
save, and then fail twice more, they become
incontinent for 2d4 months. The hound regains hit
points equal to half of the damage dealt.
103
Jelly Baby
If ever you find baby blue or light pink slime coating the
ceiling, floor, or wall of a room, make sure to either take out a
piece of candy to offer the creature that produced it or to
Jelly Baby
Large ooze, unaligned
leave, for you are entering the domain of a jelly baby. These
oozes are natives of the Plane of Padding, and go by a few Armor Class 8
names: SAP, Sisslimes, Baby Goos, etc. but "Jelly Baby" is Hit Points 45 (6d10 + 12)
the one that has stuck. These slimes often slip through the Speed 20 ft., climb 20 ft.
cracks of reality and find themselves in basements and
dungeons, mentally regressing unwitting humanoids and
devouring smaller prey in the typical ooze manner. STR DEX CON INT WIS CHA
Mood Slime. A jelly baby has the unique property among 12 (+1) 6 (-2) 14 (+2) 1 (-5) 6 (-2) 1 (-5)
oozes in that it is minorly psychic, despite its lack of a brain,
and reacts to the emotions, actions, and auras of other Damage Immunities psychic
creatures. Raging barbarians will find that any jelly baby they Condition Immunities blinded, charmed, deafened,
encounter will be quite hostile, for example. One can keep a exhaustion, frightened, prone
jelly baby somewhat pacified, though not entirely safe to be Senses blindsight 60 ft. (blind beyond this radius),
around, simply by staying calm and even happy. Fighting a passive Perception 8
jelly baby is typically a bad idea, as damage inflicted to it will Languages -
psychically rebound and hurt their attackers. On the contrary, Challenge 1 (200 XP)
making friends with and even taming a jelly baby can be quite
useful, as they can be trained in a variety of simple tricks and Amorphous. The ooze can move through a space as
healing them also heals the healer, making upkeep of their narrow as 1 inch wide without squeezing.
health a net gain for their caretakers. Pychoreactive Form. A creature that damages the
Candy Eater. Jelly babies absolutely adore candy, they can't ooze for the first time on their turn must make a
get enough of it. While they'll settle for rats and bats and DC 13 Wisdom saving throw or take half of the
other small creatures to eat (or even the corpses of those that damage they dealt to it. Conversely, if a creature
have attacked them), they will always go for candy if it is restores hit points to the ooze on their turn, they
available. They have special sensory organs floating around regain hit points equal to half the number the ooze
within their cytoplasm that exclusively detect sugar. For this regained.
reason, Hon'kan mages summon jelly babies to deal with Spider Climb. The ooze can climb difficult surfaces,
outbreaks of Decadence, because it's much safer than including upside down on ceilings, without needing
potentially giving the decadent more victims. to make an ability check.
Special Food. The mentally regressing properties of jelly
babies makes them an integral ingredient in many Hon'kan Actions
recipies, both for recreation and for keeping especially violent Pseudopod. Melee Weapon Attack: +3 to hit, reach
prisoners docile. Jelly babies themselves realize this, and will 5ft., one target. Hit 4 (1d6 + 1) bludgeoning
feed small bits and bobs of themselves to those they have damage plus 3 (1d6) psychic damage.
fully regressed and charmed, keeping their victims under
their thrall until either the jelly baby is slain or the victim Engulf. The ooze moves up to its speed. While
somehow escapes. This way the jelly baby can become quite doing so, it can enter Medium or smaller creature's
dangerous, as it can amass small groups of overgrown spaces. Whenever the ooze enter's a creature's
toddlers who are very willing and glad to show others their space, the creature must make a DC 13 dexterity
delicious friend. Jelly babies are said to taste like some sort of saving throw. On a successful save, the ooze is
jam, though no one can agree on what exact type of jam it pushed 5 feet away from the creature. On a failed
save, the ooze enters the creature's space, and the
reminds them of. creature is engulfed. The engulfed creature is
Ooze Nature. Jelly babies don't require sleep. restrained and has its Intelligence score reduced by
1 at the start of each of the ooze's turns, to a
minimum of 2. When the ooze moves, the engulfed
Pink Jelly Babies creature moves with it. An engulfed creature can try
The typical variety of jelly baby is baby blue colored to escape by taking an action to make a DC 13
and only mentally regresses and hypnotizes its Strength check. On a success, the creature escapes
victims, but there exists a larger, pink variety that and enters a space of its choice within 5 feet of the
also demasculates them, turning them into silly, cube. When an engulfed creature's intellect is
soggy, stinky sissies. reduced to 5 or less by this ability, they become
These pink jelly babies drain the Strength score charmed by the ooze. Their Intelligence score is
of creatures they have engulfed as well as their restored when they complete a long rest. The ooze
Intelligence score, have 4 more hit dice, have their can only engulf one creature at a time.
DCs increased to 15, and have a CR of 2 (450 XP).
104
Living Spells
Living Nanny Hands Spell Mimicry. The living spell uses one of the following
options (roll a d4 or choose one):
Medium swarm of Tiny constructs, unaligned
1. Check. The hands give a diaper check to a creature
Armor Class 15 (natural armor) within 5 feet of them, casting accident on them if
Hit Points 19 (3d8 + 6) their pants are clean.
Speed 25 ft., fly 25 ft. (hover)
2. Grab. A Medium or smaller creature within 5 feet of
the hands must make a DC 13 Strength saving
STR DEX CON INT WIS CHA throw as the hands grab at them, making the saving
16 (+3) 12 (+1) 14 (+2) 3 (-4) 6 (-2) 8 (-1) throw with disadvantage if they are Small. On a
failure, they are grappled (escape DC 13) and the
hands lift them 5 feet above the ground. The hands
Damage Resistances bludgeoning, piercing, and
can grapple only one creature at a time.
slashing from nonmagical attacks
Damage Immunities force 3. Tease. The hands tease a creature within 5 feet of
Condition Immunities blinded, charmed, deafened, them, either patting them on the head or
exhaustion, frightened, grappled, poisoned, prone stimulating them sexually (refusing to do the latter
Senses darkvision 60 ft., passive Perception 8 if the creature is underage). The creature must
Languages - succeed on a DC 13 Wisdom saving throw or
Challenge 2 (450 XP) become charmed by the living spell until the end of
their next turn.
Childproof. The living spell is unable to deal lethal
damage. 4. Feed. The hands conjure forth a baby bottle or a jar
of baby food and a spoon, attempting to feed a
Magic Resistance. The living spell has advantage on creature within 5 feet of them. The creature must
saving throws against spells and other magical effects. make a DC 13 Dexterity saving throw or have their
Swarm. The living spell can occupy another creature's mouth stuffed with a bottle's nipple/baby food,
space and vice versa, and the spell can move through preventing them from speaking entirely and casting
any opening large enough for a Tiny hand. The spell spells with verbal components until the end of its
can't regain hit points or gain temporary hit points. next turn.
Actions
Magical Spanks. Melee Weapon Attack: +5 to hit, reach
0 ft., one target in the spell's space. Hit 8 (2d6 + 2)
bludgeoning damage, or 5 (1d6 + 2) bludgeoning
damage if the swarm has half of its hit points or fewer.
105
Living Regression
Large construct, unaligned
Living Sissify
Armor Class 15 (natural armor) Medium construct, unaligned
Hit Points 37 (5d8 + 15)
Speed 25 ft., fly 25 ft. (hover) Armor Class 15 (natural armor)
Hit Points 45 (6d8 + 18)
Speed 25 ft., fly 25 ft. (hover)
STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 16 (+3) 3 (-4) 6 (-2) 10 (+0) STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 16 (+3) 3 (-4) 6 (-2) 10 (+0)
Damage Resistances bludgeoning, piercing, and
slashing from nonmagical attacks
Damage Immunities psychic Damage Resistances bludgeoning, piercing, and
Condition Immunities blinded, charmed, deafened, slashing from nonmagical attacks
exhaustion, frightened, grappled, poisoned, Damage Immunities psychic
prone Condition Immunities blinded, charmed, deafened,
Senses darkvision 60 ft., passive Perception 8 exhaustion, frightened, grappled, poisoned,
Languages - prone
Challenge 3 (700 XP) Senses darkvision 60 ft., passive Perception 8
Languages -
Amorphous. The living spell can move through a Challenge 4 (1,100 XP)
space as narrow as 1 inch wide without squeezing.
Amorphous. The living spell can move through a
Childproof. The living spell is unable to deal lethal space as narrow as 1 inch wide without squeezing.
damage.
Childproof. The living spell is unable to deal lethal
Magic Resistance. The living spell has advantage on damage.
saving throws against spells and other magical
effects. Magic Resistance. The living spell has advantage on
saving throws against spells and other magical
Actions effects.
Magical Strike. Melee Weapon Attack: +5 to hit,
reach 5ft., one target. Hit 6 (1d6 + 3) psychic
Actions
damage. Magical Strike. Melee Weapon Attack: +5 to hit,
reach 5ft., one target. Hit 6 (1d6 + 3) psychic
Spell Mimicry (Recharge 5-6). The living spell damage.
launches a shimmering bolt of baby blue and pink
energy at a humanoid creature within 30 feet of it. Spell Mimicry (Recharge 5-6). The living spell wraps
The creature must succeed on a DC 13 Charisma a thread of its magical ribbon body around a
saving throw. On a failure, The creature's clothes creature within 30 feet of it, forcing them to make
and equipment are transformed into childish a DC 13 Charisma saving throw. On a failure, they
mockeries of what they once were, with their become incontinent, their clothes and equipment
underwear becoming a diaper. They also become pink and frilly, a thick, pink, frilly diaper
immediately use said diaper, if possible. The pops into existence on their person (replacing their
creature's weapons deal 1d4 less damage and any old underwear), and they are charmed by the living
armor or shield they wear armor grant 1 Armor spell for 1 hour, until the living spell attacks them,
Class. They also shrink by one size category as they or until they drop to 0 hit points. While charmed
physically regress, their equipment resizing to fit this way, the creature is very forgetful and giggly,
their new form, and forget how to speak and read and becomes obsessed with tea parties and other
all languages they know (though they can still stereotypical little girl activities and interests. The
understand other creatures that speak to them in living spell concentrates on this effect as if it were
those languages). At the start of each of their turns a spell.
they must succeed on a DC 13 Dexterity saving The creature also inherits some of the magic of the
throw or fall prone, forgetting how to walk. The spell, and can repeat this ability but with a range of
living spell concentrates on this effect as if they touch (either by hugging, kissing, or facesitting
were concentrating on a spell, though the effects their victims) using the same DC, preferring to do
end after 1 minute. this to its former allies over anything else. It can do
this until it successfully charms a creature, and any
creatures it affects this way can also do the same,
and so on. Whenever the spell ends for the original
creature, it also ends for all creatures they used the
ability on.
106
Mana Wraith
One of the many dangers one can find deep within a bunker
is the very element of magic itself. At the peak of humanity's
reign, their artificers created a multitude of machines which
Mana Wraith
Medium elemental, neutral
could not function with the amount of magic they could
practically produce. The solution? Create a demiplane and Armor Class 14
populate it with living spells until the magic within them Hit Points 65 (10d8 + 20)
merged into generic, living arcane energy. This living magic Speed 0 ft., fly 60 ft. (hover)
could reproduce faster than the machines could consume it,
solving the problem... until the bunkers fell into disrepair, and
even the very magic that humanity fuelled its civilization with STR DEX CON INT WIS CHA
came against it. 10 (+0) 18 (+4) 14 (+2) 8 (-1) 10 (+0) 1 (-5)
Living Magic. Mana wraiths take the form of spindly
humanoid figures composed of bright purple energy that Damage Immunities force
pulsates constantly, changing from thick to thin and back Condition Immunities exhaustion, grappled,
again. They have no legs; instead, their hips terminate into a paralyzed, petrified, posioned, prone, restrained,
tail, like the popular depiction of ghosts. A mana wraith is unconscious
entirely made of magic, and can thus be used to power Senses darkvision 60 ft., passive Perception 10
magical machinery or rituals, but this does not mean they are Languages -
complacent servents. They are known to be highly aggressive, Challenge 5 (1,800 XP)
especially towards mages.
Arcane Hunger. Mana wraiths' aggression could be traced Magic Form. The elemental can enter a hostile
to their eternal need to consume magic. Because of this creature's space and stop there. It can move
hunger, they are prone to cannibalism of other mana wraiths, through a space as narrow as 1 inch wide without
making it rare to see more than one within an area. They squeezing.
have a hard time noticing nonmagical creatures, but it always Illumination. The elemental sheds bright light in a
a good idea to carry a magical trinket around with you to 30-foot radius and dim light in an additional 30
distract them with in case you are unfortunate enough to feet.
counter them while exploring a bunker. A mana wraith does
not even truly need to feed on magic - they can live without it Actions
for potentially their entire lives - they are simply attracted to it Multiattack. The elemental makes two touch attacks.
like moths to a flame.
Ghost in the Machine. One of the most insidious abilities Touch. Melee Weapon Attack: +7 to hit, reach 5ft.,
of a mana wraith is to hide within magical machines, up to one target. Hit 10 (2d6 + 4) force damage. If the
and including some of the most common threats within the target is able to cast spells, wearing magical
bunker: warforged. They can only do this with inactive equipment, or carrying any magic items, the
constructs, such as "dead" golems, but it makes them tricky elemental consumes some of the magic, regaining
to avoid. Any inactive machine found within a bunker could, in 7 (2d6) hit points.
actuality, be a mana wraith's lair. Mana wraiths are especially Possess (Recharge 6). The elemental enters the
fond of suddenly springing to life within a golem's shell as body of a dead inorganic construct, stuffed, or
soon as a fight breaks out, ambushing their prey and implying warforged within 5 feet of it; the elemental then
that they are more intelligent than the average elemental. disappears and the target's body is controlled by it,
There are even cases of mana wraiths hiding within gaining hit points equal to half the elemental's
magical trinkets and devices for years, even after being current hit points. The elemental can't be targeted
disturbed and taken from their home bunkers, traded to by any attack, spell, or other effect, except ones
that turn elementals or dispel magic, and it retains
others. These cases spawn stories of haunted trinkets from its alignment, Intelligence, Wisdom, and Charisma.
laymen who buy pretty jewelry from aurumortis merchants, It otherwise uses the possessed target's statistics,
implying that mana wraiths have a sense of humor and enjoy but doesn't gain access to the target's knowledge,
scaring people, which is part of how they earned their name. class features, or proficiencies. The possession
Elemental Nature. Mana wraiths don't require air, food, lasts until the body drops to 0 hit points, the
drink, or sleep. elemental ends it as a bonus action, if it fails a
Constitution saving throw against the spellcaster's
spell save DC when dispel magic is cast on it, or it
is turned. When the posession ends, the elemental
reappears in an unoccupied space within 5 feet of
the body.
107
Potty Monster
The existence of potty monsters on Charlan is one of the
major reasons that one will find diapers in the possession of
those that are otherwise continent... aside from the severe
Potty Monster
Small monstrosity, unaligned
lack of toilets in the land. Potty monsters are worm-like
invertebrates that feast upon the waste of creatures, but are Armor Class 13 (natural armor)
highly aggressive and will gladly kill living creatures. They Hit Points 11 (2d6 + 4)
are about 2-4 feet in length, have a dark brown coloration, Speed 30 ft., burrow 15 ft., climb 15 ft.
and the length of their bodies is fitted with spiny limbs that
enable them to climb and crawl. Their mouths are
surrounded by five spiny feelers that twitch every so often, STR DEX CON INT WIS CHA
resembling the fingers of a large skinny hand and adding to 14 (+2) 10 (+0) 14 (+2) 1 (-5) 12 (+1) 12 (+1)
their frightening appearance.
Magically Modified. Potty monsters are suspected to have Damage Immunities poison
originally been carrion crawlers that were affected by the Condition Immunities poisoned
spread of the Dark Jester's magic. The existence of carrion Senses darkvision 60 ft., passive Perception 11
crawlers on Charlan makes this theory a tad shaky, but Languages -
nevertheless their behavior is not exactly natural and they are Challenge 1 (200 XP)
able to produce a magical noise through specialized organs.
This noise is different for everyone, but inspires fear and Keen Smell. The potty monster has advantage on
dread into creatures, a way to keep predators away from the Wisdom (Perception) checks that rely on smell.
beast. Light Sensitivity. While in bright light, the potty
Waste Eaters. Potty monsters get their name from their monster has disadvantage on attack rolls and
preferred lair: the inside of a chamber pot, outhouse, latrine, Wisdom (Perception) checks that rely on sight.
or any other such area where humanoids regularly relieve
themselves. To get to these areas, they will burrow just below Spider Climb. The potty monster can climb difficult
the ground and use their heightened sense of smell and surfaces, including upside down on ceilings,
sensitive feelers to detect the stench of their favored meal. without needing to make an ability check.
When they think they've found a suitable area, they dig Actions
themselves out of the ground and settle inside of a dark hole -
whether that hole is a potty or not doesn't really matter at the Multiattack. The potty monster makes two melee
time, though they will abandon this lair if no food (or prey) attacks or uses its horrifying noise.
comes to them in a matter of days. A potty monster can live Bite. Melee Weapon Attack: +5 to hit, reach 5ft.,
without food or water for up to two months. one target. Hit 6 (1d6 + 2) piercing damage.
They are also opportunistic predators, and are known to
bite and take chunks out of the behinds or genitals of Spit. Ranged Weapon Attack: +5 to hit, range
unfortunate creatures. If confronted, they will rise out of their 30/60 ft., one target. Hit 4 (1d6) acid damage.
holes and attempt to scare the assailant away before spitting Horrifying Noise. The potty monster undulates and
acid at them or biting ferociously. Extremely territorial, they hisses, creating a magical sound. Each creature
will only retreat if near death. within 60 feet of it that can hear it must succeed
Sewer Pests. During potty monster breeding season, on a DC 12 Wisdom saving throw or become
which takes place during the summer months, they can be frightened until the end of the potty monster's next
found in large quantities within the sewers of Charlanite turn. If a creature succeeds on its saving throw, the
cities. This is not because there is a large quantity of waste; creature is immune to this effect for 24 hours.
Charlan's sewer systems are more aqueducts and tunnels
between underground structures than they are forms of
waste control due to the lack of potty training amongst the
majority of a city's inhabitants. Instead, they go there to breed
in massive piles consisting of hundreds of the worms, deposit
their eggs in any flowing water, and then die. During this time
they are extremely aggressive and will fight predators to the
death.
108
Generic NPCs
Aurumortis
Hailing from the shining pearl of an ancient city known as
New Orteka within the scorching desert of the badlands, the
aurumortis are a race, a religious group, and a merchant's
Aurumortis
Medium undead, lawful neutral
guild all in one entity. These gilded mummies rarely leave
their home nation, and when they do it is to buy and sell Armor Class 14 (armor of shadows)
wares and treasures. Either that, or they have been exiled... Hit Points 13 (2d8 + 4)
Selfish Eccentrics. The aurumortis have lied dormant for Speed 30 ft.
quite some time, an act which will take its toll on anyone's
mind, but most of them were already odd people before their
mummification and internment. Their appearance is already STR DEX CON INT WIS CHA
offputting to most, but their mannerisms can drive even those 8 (-1) 12 (+1) 14 (+2) 14 (+2) 14 (+2) 12 (+1)
who are accustomed to the sight of the undead away. For this
reason they often have middle men work for them. Damage Resistances fire, necrotic
Aurumortis in general prefer to pay others to do their work. Condition Immunities exhaustion
They aren't lazy by any means, they just simply despise doing Skills Deception +4, Insight +5, Persuasion +4,
something themselves, especially when it's something Religion +5
"beneath" them. Senses darkvision 60 ft., passive Perception 15
Dark Magicians. It would be quite hard to create an entire Languages Common, Old Common
civilization of pseudo-liches without black magic of some Challenge 2 (450 XP)
sort, and the aurumortis are a bit too comfortable with it.
Necromancy, blood magic, demon summoning, devil Avaricious. The aurumortis knows when any object
communion, they practice it all. Most of their kind have made it touches contains gold, silver, or some other
at least one pact with some being, though they're more likely valuable metal, and it is able to determine the purity
to be wizards than warlocks. It is for this reason (among of these contents with frightening accuracy, so
long as it can grasp the object fully in its hand.
many others) that Justicians refuse to recognize New Orteka
as a nation or even a city state, though the aurumortis will Dunewalker. The aurumortis suffers no ill-effects
cackle madly if one were to ask if they cared about that. Their from extreme heat, such as that found in a desert.
actions are morally dubious at best and they themselves Spellcasting. The aurumortis is a 2nd-level
excuse them through the practice of moral relativism. Sure, spellcaster. Its spellcasting ability is Intelligence
using orphan's blood to summon demons is objectively evil in (DC 13, +5 to hit with spell attacks). The
most societies, but it's normal and expected in New Orteka, aurumortis knows the following warlock spells:
so it's obviously good there. That said, they are not a hostile
people - they just prefer the easiest solutions and have no Cantrips (at will): eldritch blast, friends
concept of ethics. 1st level (2 slots): armor of agathys, cause fear, hex
Kinky Fuckers. To compliment their love of dark magic,
the aurumortis are nearly universally sexually depraved or Actions
deviant. Somehow this doesn't include diapers (at least not Ortekan Sacrificial Dagger. Melee Weapon Attack: +5
usually), but they tend to be obsessed with domination, to hit, reach 5ft., one target. Hit 4 (1d4 + 2)
bondage, and even necrophilia. They readily welcome the sex piercing damage and if the target is a creature and
industry into their communities and some of the most is reduced to 0 hit points, they instantly die and
notable pronographers in Charlan can be found among their rise from the grave as a zombie under the control
kind. of the aurumortis at the start of the aurumortis'
Undead Nature. The aurumortis does not need to eat, next turn.
drink, or breathe.
109
Clothbound Cultists
Justician priests who visit Hon'ka run the risk of being
regressed - either by Hon'kan citizens and officials as a prank
or by a Plane of Padding cultist. Usually this is temporary,
Clothbound Cultist
Small humanoid, lawful evil
few have access to permanent regression, but when it is
permanent it can drive the tot templars mad. Armor Class 12
A group of these maddened zealots, known as the Hit Points 27 (6d6 + 6)
Clothbound, have formed in recent years. They have twisted Speed 25 ft.
the ideals of the New Faith into their own version, believing
that for one to be pure they must not only become the
innocent child that they once were, but that they must also STR DEX CON INT WIS CHA
blind themselves to truly see the folly of man. As a group, they 10 (+0) 14 (+2) 12 (+1) 10 (+0) 14 (+2) 12 (+1)
are tolerated by the Justician empire, but their goals directly
go against the empire and it is not uncommon for individuals Condition Immunities blinded
among them to have bounties placed upon them. Skills Deception +4, Perception +5, Persuasion +4,
Youth Obsession. The Clothbound worship the idea of Religion +3
eternal youth, innocence, and purity to an extreme degree. To Senses blindsight 120 ft. (blind beyond this radius),
this end, they practice the heresy that is pottymancy, and seek passive Perception 15
to forcefully regress and recruit others. It is rumored that Languages Common
they have access to the waters of the fountain of youth, which Challenge 3 (700 XP)
they use to permanently regress their captives in a similar
manner to how they were. Divine Sense. The cultist is aware of any celestials,
Even if a member somehow retains their potty training fiends, or fey within 120 feet of it.
after regression, they are forced to wear crimson cloth Foresight (1/day). The cultist can grant itself
diapers as part of the uniform for the cult. advantage on any ability check, attack roll, or saving
Seers. Their ritualistic wearing of blindfolds actually throw it makes.
works to heighten both their mortal and supernatural senses.
While they can't replace a good diviner, a clothbound cultist is Incontinent. The cultist has disadvantage on saves
made to prevent accidents and cannot add any
more reliable than a medicine woman or a hedgewitch. modifiers to them.
Eldritch Crafters. Clothbound cultists are quite excellent
at crafting clothes, diapers, and toys out of cloth. Every cultist Spellcasting. The cultist is a 4th-level spellcaster. Its
learns how to craft at least one item of excellent quality spellcasting ability is Wisdom (DC 13, +5 to hit
through sewing, partially as a ritual and partially to fund the with spell attacks). The cultist has the following
cult's activites. This is not limited to mundane items, cleric spells prepared:
however: clothbound cultists create predatory plushies. Cantrips (at will): babify, mending, thaumaturgy
These animate toys fill their churches, lairs, and other 1st level (4 slots): guiding bolt, innocence of youth,
gathering places, serving as guardians. Many of the plushies regression
that can be found in the Church of the Clothbound
suspiciously resemble adventurers and inquisitors that were 2nd level (3 slots): blindness/deafness, web
sent there and never came back. Actions
Multiattack. The cultist makes two melee attacks.
Sewing Sword. Melee Weapon Attack: +5 to hit,
reach 5ft., one target. Hit 6 (1d8 + 2) piercing
damage.
Reactions
Parry. The cultist adds 2 to its AC against one melee
attack that would hit it. To do so, the cultist must
be wielding a melee weapon.
110
Deep Triton
Far below the ocean's surface lie the civilization of the triton.
For thousands of years the triton kept the peace, protecting
all from the many dangers of the ocean. Not all were content
Deep Triton
Medium aberration, chaotic evil
with this life, though. The triton had conquered the few
aboleths that remained in the world and imprisoned them Armor Class 16 (chain mail)
within the lowest caverns, placing magical seals on these Hit Points 16 (3d8 + 3)
prisons and establishing guards to ensure they do not escape. Speed 30 ft., swim 30 ft.
Unfortunately for the triton, the aboleths whispered to their
guards, and when the cataclysm came about the deep triton's
numbers had swelled to the point that civil war began. STR DEX CON INT WIS CHA
These malignant fishmen work to restore the dark empire 15 (+2) 9 (-1) 13 (+1) 10 (+0) 11 (+0) 14 (+2)
of their masters, plotting in the darkness, biding their time,
and ultimately serving as their masters' eyes, ears, and Damage Resistances cold
hands. Senses darkvision 60 ft., passive Perception 10
Dark Power for the People. Triton hold strong Languages Common, Deep Speech
convictions, but their society was ultimately sacrificial - Challenge 1/2 (100 XP)
pureblood triton even to this day will live almost exclusively
for others, even if those others don't know they exist - which Amphibious. The triton can breathe both air and
led to frustration and eventual resentment of the surface water.
dwellers. It started with the guards of the aboleths' prisons Emissary of the Sea. The triton can communicate
and ended up leaking into all facets of triton society... except simple ideas with beasts that can breathe water.
for the elite. The workers and rank-and-file soldiers of triton They understand the triton, but the triton has no
society were lured into darkness through the promise of special ability to understand them.
freedom from being forced to fight to protect creatures they
don't even know. Some were hesitant... at first, but once the Guardian of the Depths. The triton ignores any of the
mutations set in, it was too late to go back. drawbacks caused by a deep, underwater
Chaos Insurgents. The Filthblood revel in aimless environment.
violence. Humanity strikes out with elaborate plans aiming Innate Spellcasting. The triton's innate spellcasting
for revenge. The deep triton? They do as their masters do: ability is Charisma (DC 12). It can innately cast the
they watch, they wait, they whisper, and only when all hell following spells, requiring no material components:
breaks loose do they reveal themselves to their enemies. 1/day each: dissonant whispers, phantasmal force
Deep triton work with kuo-toa, the sahuagin, evil sea elves,
and the yuan-ti, who they either share similar goals with or, in Actions
the case of the kuo-toa, can present themselves as gods to. In Trident. Melee or Ranged Weapon Attack: +4 to hit,
a sense, the deep triton threaten to unite the evils of the reach 5 ft. or range 20/60 ft., one target. Hit 6 (1d6
ocean depths and the coasts. They are patient creatures who + 2) piercing damage.
prefer to work in the darkness, obfuscated from view and
unknown to those who seek them. Their favorite targets for
manipulation are the boots on the ground, the common man,
the working class. This is because they empathize with them,
and in a twisted sense of comradery they will manipulate
these people into horrible acts. When a coastal town begins
to see an increase in murder, a violent uprising, or a series of
lynchings, it is likely that a deep triton is involved in some
way.
Piscine Nightmares. A pureblood triton is a beauty to
behold, likened to an iridescent pearl. Deep triton are the
opposite. Their bodies have been twisted and malformed to
better resemble sea life instead of land dwelling mortals. It is
not uncommon for them to sport tentacles and crustacean
claws in place of their arms or jellyfish-like sacs instead of
hair, and no matter their specific mutations, every deep triton
has completely black eyes like portals into the eternal
darkness of the abyss.
111
Drow Dominatrix
Unlike the drow of other worlds, the dark elves of Charlan
did not have a predilection towards matriarchy and never
took on the monickor of "drow". Quite the contrary: their
Drow Dominatrix
Medium humanoid (elf), lawful evil
society was almost equal, with every man, woman, child, and
elder having the same amount of voting power in their Armor Class 13 (leather armor)
democracy. They were simply high elves exiled for their Hit Points 27 (5d8 + 5)
willingness to practice dark magic and commune with fiends, Speed 30 ft.
something that they did only out of curiosity... most of them,
anyhow. It was when Charlan's planar fabric tore and both
the Plane of Padding and the multiverse wormed their way STR DEX CON INT WIS CHA
into the world that this all changed. The ideals of Lolth were 12 (+1) 14 (+2) 12 (+1) 13 (+1) 17 (+3) 18 (+4)
introduced to dark elf society by displaced drow... along with
a wave of sexual energy and bizarre fetishes. The change was Saving Throws Dex +5, Cha +7
fought against vehemently, but ultimately that light of Skills Insight +6, Perception +6, Persuasion +7,
resistance was snuffed out when the first dominatrix, their Stealth +5
queen, made a public example out of her husband and Senses darkvision 120 ft., passive Perception 16
announced that there was no escape from it. Languages Elvish, Undercommon
Sexual Enforcerers. A drow dominatrix has been Challenge 3 (700 XP)
physically and magically changed by her exposure to intense
amounts of pottymancy energy; even her innate magic is Fey Ancestry. The drow has advantage on saving
different from other drow. This just helps to establish them as throws against being charmed, and magic can't put
the enforcers for the new world order of dark elf society, the drow to sleep.
separating them from the riff-raff. Drow men and women Innate Spellcasting. The drow's innate spellcasting
alike fear (or learn to love) the crack of a dominatrix's whip, ability is Charisma (DC 15, +7 to hit with spell
and it doesn't take long for them to barely notice when a attacks). She can innately cast the following spells,
dominatrix cups their diaperbutt and gives it a good squeeze requiring no material components:
to "check" them. Dominatrixes ensure that all males, and At will: accident
even some females, are thickly padded and know their place
at all times. 1/day each: command, nanny hands, web
It's not all punishments that are dealt out by them, though. Sunlight Sensitivity. While in sunlight, the drow has
Obedient boys and girls have a good chance to be rewarded disadvantage on attack rolls, as well as on Wisdom
with a quick buzzing from a "magic wand" or some other (Perception) checks that rely on sight.
form of sexual gratification, with the one condition being that
allowing the submissives to climax or ever have actual sex Actions
outside of the needed sex required to reproduce is Whip. Melee Weapon Attack: +5 to hit, reach 10 ft.,
punishable by instant demotion. one target. Hit 4 (1d4 + 2) slashing damage and if
Chance for Promotion. No matter a woman's place in the target is a creature that has been seduced by
Charlanite drow society, they can be a dominatrix. The only the drow, they have advantage on their next ability
requirements that would make one hesitant to are the check or attack roll.
mandatory uniform consisting of black, spider-leather clothes
and a black diaper, and this doesn't deter most because of the Seduce (Recharged 4-6). The drow attempts to
status and power they can gain from it. Dominatrixes have a seduce a humanoid creature that can see or hear it
special role in that the highest ranking among them could within 60 feet of it. If the creature fails a DC 15
Wisdom saving throw, they are charmed by the
even make the queen do their bidding if she weren't one drow for 1 minute or until a creature uses their
herself. Many preistesses of Lolth are also dominatrixes, action to snap them out of it. While charmed this
especially given that the Charlanite splinter of Lolth was way, the creature regards the drow as if they are the
consumed by the Plane of Padding almost immediately, dominant one in their nonexistant relationship and
making leather and diapers a common form of vestment acts in an abnormally submissive manner. The
among her priests anyway. creature can repeat the saving throw at the end of
each of their turns, ending the effect on themselves
on a success.
Drow in Charlan
In Charlan, not only are drow one of the more
sexually charged societies, but they are a good
example of one that has been utterly corrupted by
the Plane of Padding. Hon'ka is balanced with its
influence, but the drow have fully given into it. Feel
free to give any drow spellcasters pottymancy
spells and to get weird with them.
112
Harlekin
Tricksters from beyond, harlekin are funny folk who are yet
another consequence of the Dark Jester's infiltration of the
world and Charlan's universal instability. They are a rare
Harlekin
Medium humanoid (harlekin), chaotic neutral
people, typically found either alone or in small pocket
communities known as troupes. Even more rare is a large Armor Class 12
gathering of harlekin, which is known as a circus. Hit Points 5 (2d8)
Wild Magicians. A harlekin's very presence tears at the Speed 30 ft.
fabric of reality in their immediate vicinity, allowing them to
cause surges of wild magic at inopportune and hilarious
times. This is a source of pride for their people and many of STR DEX CON INT WIS CHA
them seek to become wild magic sorcerers through various 10 (+0) 15 (+2) 10 (+0) 10 (+0) 10 (+0) 14 (+2)
means in order to become closer to chaos. Because of this
ability, as well as their general behavior and stereotypes Skills Performance +4
about them, Justician officials are told to arrest harlekin on Senses passive Perception 10
sight - leading to many, MANY comedic, drawn out chases. Languages Common, Clown
Harlekin care deeply for their own kind, though, and the local Challenge 1/8 (25 XP)
population (if any) will go on rampant pranking sprees in
protest if one of their kind is ever actually detained by the Ever Shifting Form. As part of any other action, the
empire. harlekin can change small aspects of its
Mockery. No two harlekin look alike. In fact, there's no appearance, such as the color of its eyes or skin,
general idea of what a harlekin even is! Outside of being the shape and style of its fleshy "clothes", or its
vaguely humanoid, harlekin can resemble any race, can be height and weight.
any shape, almost any height, any gender, and can be as Innate Spellcasting. The harlekin's innate spellcasting
colorful or drab as they wish to be. One harlekin could be a ability is Charisma (DC 12). It can innately cast the
bright yellow elf and have flesh that looks like oversized following spell:
overalls with a multicolored glob of hair topping their head,
while another could resemble a goblin with dull grey and blue At will: vicious mockery
facepaint and a low-hanging gut. As a race, their entire Spring-Heeled. The harlekin's jump distance is
reasoning for existence is to mock, to be jesters and fools, double that of a normal creature's.
and they accomplish this with their very appearance. Their
need to mock makes them very disliked by authoritarians, Actions
though Hon'ka is the exception to this: harlekin are revered in Dagger. Melee or Ranged Weapon Attack: +4 to hit,
Hon'ka, seen as heralds of one of their gods and sought out reach 5 ft. or range 20/60 ft., one target. Hit 4 (1d4
as "second-opinion advisors" for royal courts. This works just + 2) piercing damage.
fine for harlekin, though truth be told... outside of being
spawned from their existence, most harlekin have no real Chaotic Surge (1/Long rest). The harlekin breaks
relation to their parent laughing gods. The Dark jester reality around it, forcing a creature it can see within
30 feet of it to roll on the sorcerer's Wild Magic
recruits some of his children, of course, but the harlekin don't Surge table.
have access to special knowledge or wisdom from their
parents whatsoever.
Always Laughing. Harlekin experience the same range of
emotions that most humanoids do. They get sad, they can be
happy, they get mad, and they can feel pain and joy and
everything under the rainbow. Unfortunately for them, they're
literally unable to be serious without years of training, and
even worse they cannot express their emotions in any way
but laughter. This disturbs some, and has spawned many
horrible rumors that harlekin are unable to empathize with
others or feel emotions.
113
Hon'kan Champion
Hon'ka is a land of stories, and one of the most popular
stories to be told is that of the great knights who slay evil
monsters and rescue noble women from towers guarded by
Hon'kan Champion
Medium humanoid, lawful good
mean dragons that insist its their nap time and that the
women haven't finished their broccoli yet. Many children in Armor Class 18 (plate armor)
Hon'ka grow up to try and emulate these stories, becoming Hit Points 161 (19d8 + 76)
knights errant with or without the blessing of local lords and Speed 30 ft.
ladies. Each and every knight in Hon'ka has one dream: to be
seen as worthy by their queen, by their kingdom, and most
importantly, by the ladies of the fountain of youth to be STR DEX CON INT WIS CHA
deemed a champion. 22 (+6) 10 (+0) 18 (+4) 10 (+0) 10 (+0) 14 (+2)
Blessed Babes. Hon'kan Champions, sometimes referred
to as Kiddie Knights in a derogatory fashion, are blessed by Damage Resistances bludgeoning, piercing, and
the nymphs who guard the fountain of youth. As part of their slashing damage from nonmagical attacks
initiation, they are instilled with a sense of childlike Condition Immunities frightened
adventure (or rather, the one they already had is amplified Saving Throws Str +9, Con +6
tenfold) and optimism. Champions can never feel despair, Skills Athletics +10, Persuasion +6
though they can still be sad. A champion's armor is often Senses passive Perception 10
adorned with crayon drawings of their many adventures and Languages Common, Sylvan
feats. Challenge 12 (8,400 XP)
Defenders of the Realm. Hon'kan champions are just
that: Hon'kan. The nymphs consider the land of Hon'ka to be Legendary Resistance (3/Day). If the champion fails a
sacred, and the kingdom of Hon'ka agrees with such a notion saving throw, it can choose to succeed instead.
eagerly. Champions are additionally gifted with magical Banner of Hon'ka. The champion and all allied
weapons and equipment by their queen, and are expected to creatures within 30 feet of it are immune to being
aid the kingdom in all endeavors that require it. When a frightened and add 1d4 to their attack and damage
particularly dangerous monster roams about slaying lesser rolls.
knights, a champion answers its challenge. When a corrupt Incontinent. The champion has disadvantage on
noble skirts his duties and oppresses a village, a champion saves made to prevent accidents and cannot add
leads the people's revolt. Champions live to aid and protect. any modifiers to them.
Heroes of the People. Hon'ka has its fair share of
problems, primarily with corruption among the leadership, Actions
but its citizens know they can always count on their
champions. Everyone loves a classical hero, and champions Multiattack. The champion makes two attacks.
epitomize the chivalrous knights of Hon'kan fairy tales and Longsword +1. Melee Weapon Attack: +11 + 1d4 to
legends. Champions also serve to keep rulers in check, for a hit, reach 5ft., one target. Hit 14 (1d10 + 7 + 1d4)
kingdom is nothing without its people, and the champions slashing damage.
will always side with the people. Rally (1/week). The champion raises its banner and
Immortal Nature. The champion cannot die of old age and lets loose a rallying cry, restoring 33 (4d10 + 10)
is immune to magic that would cause it to age. hit points to itself and all allied creatures who can
hear it within 60 feet of it and granting them
advantage on attack rolls until the end of their next
Becoming a Champion of Hon'ka turns.
A player whose class is either fighter or paladin
(with no levels in any other classes) and whose Legendary Actions
alignment is not evil or neutral can be deemed to
be worthy of the nymph's blessings after they have The champion can take 3 legendary actions,
performed a great heroic deed, such as slaying an choosing from the options below. Only one
evil dragon or being the one to cause the defeat of legendary action can be used at a time and only at
an invading force. They do not have to be natives the end of another creature's turn. The champion
of Hon'ka, though it helps with the nymph's regains spent legendary actions at the start of its
judgement, and if they ever take evil action against turn.
Hon'ka or its people their blessings are revoked. Longsword. The champion makes one longsword
The player gains the Blessing of Health (DMG, p. attack.
228) and two additional blessings: the Blessing of
Strength (+2 Strength to a maximum of 22) and Move. The champion moves up to its speed.
the Blessing of the Hero (The player can use the Inspire. The champion inspires an allied creature
Honk'an Champion's Rally action once every 7 within 30 feet of it that can hear it, granting that
days). If the player was not incontinent already, creature advantage on its next attack roll until the
they become incontinent. end of its next turn.
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Inquisitor
Strategists and peasantry alike will argue for hours as to
what is the greatest strength of the empire. Is it their faith,
which is so zealous that they can command angels
Inquisitor
Medium humanoid (any), any non-chaotic
themselves? Their great numbers, which consist of both alignment
highly trained soldiers and enslaved conscripts? Their
superior technology, bolstered by both magic and Armor Class 15 (studded leather)
engineering, able to launch forth both blazing bullets and Hit Points 66 (12d8 + 12)
scorching rays alike? While all of these add to their success, Speed 30 ft.
none are the answer. In actuality, it is their dominance over
information and control of their people; an unruly empire is STR DEX CON INT WIS CHA
doomed to fall eventually, and it is the responsibility of
inquisitors to keep the rabble in line with but a simple stare 12 (+1) 16 (+3) 12 (+1) 14 (+2) 16 (+3) 15 (+2)
and to eliminate heresy and chaos wherever it is found.
Lives of Secrecy. All imperial agents are sworn to some Saving Throws Dex +5, Int +4
level of secrecy, but inquisitors are forced into it. They must Skills Deception +4, Insight +5, Investigation +5,
change their names, given ones by the empire, and abandon Perception +5, Stealth +5
any family they have. One does not become an inquisitor if Senses passive Perception 15
they have any relationships they wish to maintain. An Languages Common, Celestial
inquisitor will take any and all steps they can to ensure that Challenge 2 (450 XP)
as few people know where they have been as possible, some
even going so far as to make people forget they have met the Eyes and Ears of the Empire. The inquisitor has
inquisitor via hired magicians. The secrecy that they must advantage on Intelligence (Investigation) and
maintain even follows them after death - while the empire Wisdom (Perception) checks that rely on hearing or
honors them, they are given a second new name and claimed sight.
to be unranked soldiers instead of inquisitors when they die. Imperial Resolve. The inquisitor has advantage on
This is because the empire maintains the idea that saving throws against being charmed or frightened.
inquisitors are protected by the gods and can never die
unless they become heretical (the empire also maintains the Actions
idea that inquisitors cannot turn to heresy) or die of old age. Multiattack. The inquisitor makes two melee attacks.
Holier Than Thou. Inquisitors are hand-picked by only
two groups: the emperor's personal inquisitorial honor guard Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft.,
and veteran inquisitors. One of the qualities that all one target. Hit 6 (1d8 + 3) piercing damage.
inquisitors must have is a zealous faith in the gods of Pistol. Ranged Weapon Attack: +5 to hit, range
Justicium that all others around them would refer to as 30/90 ft., one target. Hit 7 (1d10 + 3) piercing
extreme. Inquisitors take pride in their extremism, and many damage.
look down upon those that aren't as extreme as them. Some
exceptions do exist, such as inquisitors willing to work with Exorcise (1/Long rest). The inquisitor utters a prayer
and holds out its imperial badge. Each undead that
magicians or who even use arcane magic themselves (with can see or hear it within 30 feet of the inquisitor
some going so far as to use blood magic, necromancy, or even must make a DC 13 Wisdom saving throw. On a
pottymancy!) These inquisitors still maintain the idea that failure, they are turned for 1 minute or until they
they are more pure than others in some way, and will very take any damage. A turned creature must spend its
rarely admit that they even make exceptions in the first place, turns trying to move as far away from the inquisitor
often claiming that they have gained permission from the as it can, and it can't willingly move to a space
gods themselves to do the otherwise heretical acts. within 30 feet of the inquisitor. It also can't take
Terrifying Authority. Other than the emperor himself and reactions. For its action, it can only use the Dash
a select few other people within the empire, fully fledged action or try to escape from an effect that prevents
inquisitors are the highest authority within its ranks. it from moving. If there's nowhere to move, the
Considering just how many of them will gladly abuse their creature can use the Dodge action.
power, this naturally terrifies the citizens of Justicium. There
is no greater atrocity-in-waiting than an insecure inquisitor
who was bullied as a child.
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Nymph
The fountain of youth - a mystical lake deep within the forests
of Hon'ka, the very same lake that the entire kingdom was
built around, is not only of great cultural importance to
Nymph
Medium fey, chaotic good
Hon'ka but to the wood elven maidens who cultivated it.
Rather than rejecting the lake and considering its Armor Class 13
transformation by the Plane of Padding a curse or a form of Hit Points 22 (4d8 + 4)
corruption, they sought to temper it, to tend to it, and to keep Speed 30 ft., swim 30 ft.
it in balance with the rest of nature. Their actions caused
them to become green-skinned, auburn-haired nymphs,
eternally linked to the lake. Nymphs could be described as STR DEX CON INT WIS CHA
twig-like, fragile women with long, flowing hair and many 6 (-2) 18 (+3) 12 (+1) 10 (+0) 18 (+4) 12 (+1)
dark green freckles dotting their faces. Save for
waterproofed, magical cloth diapers, they wear nothing and Damage Resistances poison
gleefully prance about the forest in the nude. Skills Perception +7, Stealth +6
Mythical Guardians. Nymphs are not combatants by any Senses passive Perception 17
means, and while they can and will summon water Languages Elvish, Sylvan
elementals or use basic stone weaponry to protect the Challenge 4 (1,100 XP)
fountain of youth (which they will defend to their last breath),
they ultimately choose to flee from any avoidable conflict. Incontinent. The nymph has disadvantage on saves
Through the use of magic they are near invisible within their made to prevent accidents and cannot add any
home forest, causing some to believe they don't even exist. Of modifiers to them.
course, all one has to do to prove this wrong is to locate the Innate Spellcasting. The nymph's innate spellcasting
fountain of youth (a feat unto itself) and attempt to defile it. ability is Wisdom (spell save DC 15). The nymph
Even then the nymphs themselves may not show up. can innately cast the following spells, requiring no
Very few are allowed near the fountain. The privilege is material components:
reserved for the queen of Hon'ka herself and the few knights
that successfully navigate the forest. All other trespassers Cantrips (at will): babify, druidcraft, frostbite, shape
water
are, if they are not confounded by the forest's constantly
changing nature, misdirected or knocked out and dragged 3/day each: absorb elements, create or destroy
away from the fountain. Nymphs are not aggressive or violent water (creation only), purify food and drink
and harbor no hatred of anyone. Even those that would do 1/day each: pass without trace, lesser restoration
them harm. They are the one type of creature linked to the
Plane of Padding that will actively try to prevent even minor Lady of the Fountain. Any water the nymph creates
with create or destroy water has minor properties
regression of others, and are similar to daycare dragons in of the fountain of youth, causing anyone who
that they protect the world from Plane of Padding corruption drinks it to have their age reduced by 3d10 + 3
through preserving the balance between its influence and the years. Drinkers must also make a DC 15
normal functions of the world. Constitution saving throw or become partially
Exclusively Female. Contrary to popular belief, nymphs incontinent for 3d4 + 2 months. If the nymph goes
are not all elves - any humanoid woman can become a nymph an entire day without being in contact with water,
if they are subjected to the nymph rituals - but they are all they begin to dry up and suffer two levels of
female. Because of this, nymphs can only reproduce through exhaustion.
the transformation of non-nymphs. In times of famine,
Hon'kan farmers will send their daughters into the woods in Actions
the hopes that the nymphs will accept them and transport Stone Dagger. Melee Weapon Attack: +6 to hit,
them to the fountain of youth to become one of them. reach 5ft., one target. Hit 5 (1d4 + 3) piercing
Givers of Power. It is every Hon'kan knight's dream to one damage.
day make their way to the fountain of youth after proving
themselves worthy through a feat of great heroism and to be Conjure Water Guardian (1/day). The nymph can call
accepted by the ladies of the lake so that they may become for aid and summon either 1d4 + 1 water weirds in
champions of Hon'ka. Indeed, the nymphs have perfected a unoccupied spaces filled with water within 30 feet
of it or summon one water elemental within 30
process that allows the worthy to gain a significant boost in feet of it.
physical power and magical benefits in exchange for their
potty training... which most Hon'kan knights lack, being Reactions
beastkin, so many don't lose anything at all. The Mad Queen
of Hon'ka herself picks knights to become these champions Flee. The nymph moves up to half its speed when it
once a year, and many more knights try to make their own takes damage. This movement does not provoke
way to the fountain, but it is ultimately up to the nymphs attacks of opportunity.
whether a knight is worthy or not.
Immortal Nature. The nymph cannot die of old age and is
immune to magic that would cause it to age.
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Pottymancer
Pottymancers are specialist wizards who channel the
energies of the Plane of Padding. Through this they
manipulate all schools of magic to create infantile and
Pottymancer
Medium humanoid (any), any alignment
fetishistic effects. They can be found all across Charlan but
Hon'ka is where you'll find the largest concentration of them, Armor Class 12 (15 with mage armor)
and those that live within Justicium learn quickly to hide their Hit Points 40 (9d8)
skills from local authorities. Speed 30 ft.
Wizards Are Babies. Because Hon'ka is known for its love
of the arcane arts and has such a high population of wizards,
the popular idea of a wizard in Charlan is a Hon'kan wizard, STR DEX CON INT WIS CHA
many of which are pottymancers: an overgrown infant toting 9 (-1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0)
around a pop-up book filled with crayon scribbles that rolls
into town one day in a gigantic baby carriage drawn by Saving Throws Int +6, Wis +4
ethereal horses, who then proceed to demand that people Skills Arcana +6, History +6
change their triple layered, stupidly thick, extremely soaked Senses passive Perception 11
diapers under threat of being regressed only to regress Languages any four languages
people anyway and generally cause chaos for their own Challenge 6 (2,300 XP)
amusement.
This causes much embarassment for all wizards that aren't Spellcasting. The pottymancer is a 9th-level
like this, especially because so many people hear the word spellcaster. Its spellcasting ability is Intelligence
"wizard" and immediately start to talk down to a spellcaster. (DC 14, +6 to hit with spell attacks). The
Justician wizards especially hate this, and nothing gets them pottymancer has the following wizard spells
more riled up than treating them like a child or offering to prepared:
change them into extra-thick Hon'kan diapers... especially Cantrips (at will): accident, acid splash, babify,
since so many of them need said diapers due to the strain mage hand
constant magic use puts on one's body. It doesn't help that
wizards are such an incredibly uncommon career path for 1st level (4 slots): mage armor, nanny hands^,
regression^
those interested in magic anywhere but Hon'ka, meaning the
stereotype will live on for a long, long time. 2nd level (3 slots): sappy paci^, sissify^, tantrum
Deceptive Appearance. It's common for Hon'kans to dress spittle^
like children, but pottymancers of all nationalities have a 3rd level (3 slots): flesh to plush^, stinking cloud
tendency to dress in a manner that is considered immature
for their age. Some attribute this to the influence of 4th level (3 slots): brain drain^, confusion
pottymancy, while others say it's just the usual wizardy 5th level (2 slots): animate objects, modify
eccentricity. Whatever it is, a pottymancer is more inclined to memory
wear bright, mismatched and messy clothing with cutesy ^Pottymancy spell of 1st level or higher
patterns and accessories than a dusty old robe. The wizard
hat is a must, though: too iconic to go without! Actions
Brain Power. Wizards are some of the few to value Rattle. Melee Weapon Attack: +2 to hit, reach 5 ft.,
intelligence above all else, and pottymancers are no one target. Hit 2 (1d6 - 1) bludgeoning damage.
exception. Why, they value being smart so much that they'll
use their power to make themselves smarter by making Intellect Drain (Recharges after the Pottymancer Casts
others dumber. It's thankfully temporary. Usually... a Pottymancy spell of 1st Level or Higher). The
pottymancer shakes its rattle and babbles words of
power, channeling magic between it and a creature
it can see within 60 feet of it, forcing that creature
to make a DC 14 Intelligence saving throw. On a
failed save, their Intelligence score is reduced by 2,
to a minimum of 2, and the pottymancer's
Intelligence score increases by 2, to a maximum of
22. This effect lasts for 1 minute, until the
pottymancer drops to 0 hit points, or until the
pottymancer ends the effect early as a free action.
Once the effect ends, or if the creature succeeds
on its initial saving throw, the pottymancer cannot
drain their intellect again for 24 hours.
117
Stuffed
Victims of curses, botched resurrections, magical rituals
gone wrong, and wild magic. The stuffed are a varied "race"
of people united only by the fact they have all become toys.
Stuffed
Small humanoid (stuffed), any alignment
They have no real collective culture to speak of but feel a
sense of comradery for one another due to their similar Armor Class 9
situations. They can be found all across Charlan but are more Hit Points 4 (1d6 + 1)
common in areas where the practice of pottymancy is Speed 25 ft.
unchecked.
Back to Business. After coming to terms with the initial
shock of their transformation a stuffed will usually try to STR DEX CON INT WIS CHA
return to their former lives and continue them to the best of 6 (-2) 8 (-1) 13 (+1) 10 (+0) 12 (+1) 14 (+2)
their ability if they can remember who they used to be and
what they used to do. Similar to one that suddenly gains a Skills Persuasion +4
disability, a stuffed has difficulty adapting their habits and Damage Resistances poison
routines to their new stature and physical capabilities but Senses passive Perception 11
they manage. There are the social issues of being a living toy: Languages Common and any other language it knew
people don't take a stuffed that seriously, and some actually before transformation
fear them because they think their curse is contagious Challenge 0 (10 XP)
(confusing a stuffed with the predatory plushies). This has led
to some stuffed communities cropping up, basically Bedtime Protector. Unconscious, friendly creatures
becoming miniature versions of the communities they left. within 60 feet of the stuffed cannot be critically hit
Sometimes these communities are established within an and attack rolls against them can't have advantage.
already existing village, town, or city and other times the This benefit extends to the stuffed. A creature that
stuffed migrate to an unestablished area to make their own is houlding or touching the stuffed for the entire
duration of a long rest cannot have bad dreams and
little village. These are very rare and are considered to be loses twice as many levels of exhaustion, if any.
settlements of circumstance rather than places people want
to live. They are most common in Justicium where the False Appearance. While the stuffed remains
average person highly fears pottymancy. motionless, it is indistinguishable from an
Hug Addicts. A stuffed can easily develop an addiction to inanimate toy.
hugs, cuddles, and snuggles. Their magical hugs make them Living Toy. The stuffed has advantage on saving
feel utterly blissful. These addictions aren't particularly throws against being poisoned and is immune to
dangerous but it does reduce their already miniscule disease.
intimidation factor tenfold. Whenever a stuffed visits a brothel
or is invited to engage in otherwise adult activities it is likely Actions
that they'll prefer to just hug any prospective partners and Unarmed Strike. Melee Weapon Attack: +0 to hit,
nothing more. reach 5 ft., one target. Hit 1 bludgeoning damage.
Little Adventurers. Stuffed are restless creatures and
don't do well when sitting still. Even ones that have fully Slingshot. Melee Weapon Attack: +1 to hit, range
regained their former lives will feel as if something is calling 30/120 ft., one target. Hit 2 (1d4 - 1) bludgeoning
them away from mundanity and into an exciting life of damage.
adventure. Some answer the call but most resist. Helpful Hug (1/Short or long rest). The stuffed hugs
Stuffed Nature. A stuffed does not need to eat, drink, or a creature within its reach to calm them down and
breathe. make them feel safe and protected, granting them
1d6 temporary hit points. If the hugged creature is
frightened, they are calmed and no longer
frightened after the hug.
118