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Unique Spells from the Far Realm

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0% found this document useful (0 votes)
123 views13 pages

Unique Spells from the Far Realm

Uploaded by

Kody Granger
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Spells from the Far Realm

6th LEVEL 3rd LEVEL


Capacity for Emotion Chitin Cocoon
Mutate
Planar Transparency 4th LEVEL
Undulant Innards
7th LEVEL
Stun Lightning 5th LEVEL
Sunbolt Farbane Strikes

e
Power Crystals
8th LEVEL
Brobdingnagian Proportions
Horrid Hydration
Sorcerer Spells

fil
9th LEVEL
Caustic Cubes CANTRIP
Slough Essence Chill of the Void
Subvert Existence Cube of Eyes
Discerning Glance
Gravitic Obelisk
Phantom Strikes
PALADIN Spells Vesania Apocrypha

1st LEVEL 1st LEVEL


Crushing Superiority
Flayer Binding
Launch Self
Repulsing Weapon
e Battering Ram
Crushing Superiority
Hunger of the Void
Launch Self
Lie to Me
pl
2nd LEVEL Mortal Foolishness
Invoke the Cerulean Sign Mortal Weakness
Overpower Psychic Invisibility
Ward Spatial Voltage
Tentacle Swarm
3rd LEVEL Unnatural Balance
Smite the Heteroclite Wandering Wall
Zap
m

4th LEVEL
Sanity Shielding 2nd LEVEL
Banishment Bane
5th LEVEL Cosmic Indifference
Brain Hammer Dampen Spell
Prostrate Thyself Electrotelepathy
Flaming Oil
Howl from Tindalos
Sa

Invoke the Cerulean Sign


Ranger Spells Overpower
Paranoia
1st LEVEL Tentacle Tag
Flayer Binding Time Storage
Hunger of the Void Vertical Shove
Repulsing Weapon Wall of Flesh
Unnatural Balance
3rd LEVEL
2nd LEVEL Anomaly Blast
Flaming Oil Chitin Cocoon
Invoke the Cerulean Sign Corpsejacket
Ward Fever Dream

16
Spells from the Far Realm
Hostile Universe
Mad Insight
Warlock Spells
Mortal Frailty CANTRIP
Revolt of the Stars Chill of the Void
Triangulate Cube of Eyes
Warp Bones Discerning Glance
Gravitic Obelisk
4th LEVEL Phantom Strikes

e
Dimensional Reflections Vesania Apocrypha
Fractured Perception
Fugue Scribbles 1st LEVEL
Living Machines Battering Ram
Necrostatic Bolts Crushing Superiority

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Your Money Means Nothing Flayer Binding
Hunger of the Void
5th LEVEL Launch Self
Brain Hammer Lie to Me
Electrify Mortal Foolishness
Luggage Gullet Mortal Weakness
Might of the Great Old Ones Nyarlathotep’s Notation
Power Crystals Psychic Invisibility
We Are One Repulsing Weapon
Spatial Voltage
6th LEVEL
Capacity for Emotion
Cloak of Hate
Mad Piping
Mutate
e Tentacle Swarm
Unnatural Balance
Zap

2nd LEVEL
pl
Planar Transparency Banishment Bane
Quasidimensional Glide Cosmic Indifference
Stark Raving Mad Dampen Spell
Electrotelepathy
7th LEVEL Flaming Oil
Brain Scrambling Howl from Tindalos
Contagious Suggestion Invoke the Cerulean Sign
Endless Pursuers Overpower
m

Stun Lightning Paranoia


Time Twist Tentacle Tag
Warp Reality Vertical Shove
Wall of Flesh
8th LEVEL
Brobdingnagian Proportions 3rd LEVEL
Conjure Cosmoclast Anomaly Blast
Horrid Hydration Chitin Cocoon
Sa

Self-Fulfilling Shadows Corpsejacket


Spectrum Defense Fever Dream
Hostile Universe
9th LEVEL Mad Insight
Caustic Cubes Mortal Frailty
Eye of the Beholder Triangulate
Failure Saga Warp Bones
Slough Essence
Subvert Existence 4th LEVEL
Uncanny Success Dimensional Reflections
Fractured Perception
Fugue Scribbles
Living Machines

17
Spells from the Far Realm
Necrostatic Bolts Hunger of the Void
Your Money Means Nothing Launch Self
Lie to Me
5th LEVEL Mortal Foolishness
Brain Hammer Mortal Weakness
Might of the Great Old Ones Nyarlathotep’s Notation
Power Crystals Psychic Invisibility
We Are One Spatial Voltage

e
Tentacle Swarm
6th LEVEL Unnatural Balance
Cloak of Hate Wandering Wall
Mad Piping Zap
Mutate

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Planar Transparency 2nd LEVEL
Quasidimensional Glide Banishment Bane
Stark Raving Mad Cosmic Indifference
Dampen Spell
7th LEVEL Electrotelepathy
Brain Scrambling Howl from Tindalos
Contagious Suggestion Invoke the Cerulean Sign
Endless Pursuers Overpower
Stun Lightning Paranoia
Time Twist Tentacle Tag
Warp Reality Time Storage

8th LEVEL
Brobdingnagian Proportions
Conjure Cosmoclast
Horrid Hydration
e Vertical Shove
Wall of Flesh

3rd LEVEL
Anomaly Blast
pl
Self-Fulfilling Shadows Biochemical Change
Spectrum Defense Chitin Cocoon
Corpsejacket
9th LEVEL Fever Dream
Caustic Cubes Hostile Universe
Eye of the Beholder Mad Insight
Failure Saga Mortal Frailty
Slough Essence
m

Triangulate
Subvert Existence Warp Bones
Uncanny Success
4th LEVEL
Animate Brain Zombie
Dimensional Reflections
Fractured Perception
Wizard Spells Fugue Scribbles
Sa

Living Machines
CANTRIP Necrostatic Bolts
Chill of the Void Undulant Innards
Cube of Eyes Your Money Means Nothing
Discerning Glance
Gravitic Obelisk 5th LEVEL
Phantom Strikes Brain Hammer
Vesania Apocrypha Electrify
Fool’s Illusion
1st LEVEL Luggage Gullet
Abjure Cantrip Might of the Great Old Ones
Battering Ram Power Crystals
Crushing Superiority We Are One
Flayer Binding

18
Spells from the Far Realm
6th LEVEL
Capacity for Emotion
Cloak of Hate
Mad Piping
Mutate
Planar Transparency
Quasidimensional Glide
Stark Raving Mad

e
7th LEVEL
Brain Scrambling
Contagious Suggestion
Endless Pursuers

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Stun Lightning
Time Twist
Warp Reality

8th LEVEL
Brobdingnagian Proportions
Conjure Cosmoclast
Horrid Hydration
Self-Fulfilling Shadows
Spectrum Defense

9th LEVEL
Caustic Cubes
Eye of the Beholder
Failure Saga
e
pl
Slough Essence
Subvert Existence
Uncanny Success
m
Sa

19
Spells from the Far Realm
Brain Scrambling
SPELLS BY SAVING Discerning Glance
Electrotelepathy
THROW Fool’s Illusion
Fractured Perception
STRENGTH (9 total) Fugue Scribbles

e
Brain Hammer Hostile Universe
Crushing Superiority Mad Insight
Eye of the Beholder Nyarlathotep’s Notation

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Flayer Binding Self-Fulfilling Shadows
Gravitic Obelisk Stark Raving Mad
Repulsing Weapon Subvert Existence
Smite the Heteroclite Vesania Apocrypha
Triangulate WISDOM (11)
Vertical Shove Capacity for Emotion
DEXTERITY (8) Contagious Suggestion
Biochemical Change
Electrify
Eye of the Beholder
e Corpsejacket
Electrotelepathy
Eye of the Beholder
Fractured Perception
pl
Revolt of the Stars
Spatial Voltage Hunger of the Void
Wandering Wall Paranoia
Warp Reality Planar Transparency
Zap Prostrate Thyself
Your Money Means Nothing
m

CONSTITUTION (12)
Biochemical Change CHARISMA (12)
Brobdingnagian Proportions Brain Scrambling
Chill of the Void Brandish Symbol
Chitin Cocoon Cloak of Hate
Eye of the Beholder Howl from Tindalos
Sa

Horrid Hydration Lie to Me


Living Machines Mad Piping
Metabolize Poison Mortal Foolishness
Mutate Mortal Frailty
Stun Lightning Mortal Weakness
Warp Bones Pulse of Censure
We Are One Time Twist
Warp Reality
INTELLIGENCE (14)
Brain Hammer

20
Spells from the Far Realm
SPELLS (101 total) On each of your turns, you can use a bonus
action to mentally command any brain zombie
you made with this spell if it is within 60 feet of
ABJURE CANTRIP
you (if you control multiple brain zombies, you
1st level abjuration
can command any or all of them at the same
Casting Time: 1 action

e
time, issuing the same command to each one).
Range: Touch
You decide what action it will take and where it
Components: V, S, M (red ink and a ruler)
will move during its next turn, or you can issue a
Duration: 1 hour
general command, such as to guard a particular

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chamber or corridor. If you issue no commands,
You or a creature you touch gains protection
the brain zombie only defends itself against
from a cantrip spell. The first cantrip spell that
hostile creatures. Once given an order, it
would affect the target is negated: the target
continues to follow it until its task is complete.
automatically succeeds on saves, the cantrip’s
attacks automatically miss the target, and the
The brain zombie is under your control for 24
target suffers no damage or negative effects
hours, after which it stops obeying any
from that cantrip.
command you’ve given it. To maintain control

cantrip, the spell ends. e


Once this spell has protected the subject from a
of it for another 24 hours, you must cast this
spell on it again before the current 24-hour
period ends. This use of the spell reasserts your
control over up to four brain zombies you have
pl
At Higher Levels: When you cast this spell using
animated with this spell, rather than animating
a spell slot of 2nd level or higher, you may
a new one.
target one additional creature for every slot
level above 1st.
It is believed that this spell was developed by
avolakia in the Lowerdark, to beat out mind
flayers vying for resources and land.
m

ANIMATE BRAIN ZOMBIE


4th level necromancy At Higher Levels: When you cast this spell using
Casting Time: 1 minute a spell slot of 5th level or higher, you animate
Range: 20 feet or reassert control over two additional brain
Components: V, S, M (a drop of blood, a piece zombies for each slot above 4th. Each of the
of brain matter, and a chip of bone from a skull) creatures must come from a different corpse.
Sa

Duration: Instantaneous

This spell creates an undead servant ready to


ANOMALY BLAST
battle psychic entities. Choose a corpse of a
3rd level evocation
Medium or Small humanoid within range. The
Casting Time: 1 action
corpse must have its skull cavity hollowed out
Range: 120 feet
of brain matter, or the spell fails. Your spell
Components: V, S
imbues the target with a foul mimicry of life,
Duration: Instantaneous
raising it as a brain zombie (see the Monster
Appendix, p.75).

21
Spells from the Far Realm
You call forth some of the strange energies At Higher Levels: When you cast this spell using
more prevalent in the Far Realm, forming it into a spell slot of 3rd level or higher, you conjure
a chaotic blast that you aim at a foe. Make a more powerful aberrations chosen by the
ranged spell attack at a creature, and on a hit, it Storyteller (still using 1d6 for the number
takes 2d8 force damage, 2d8 lightning damage, conjured), as shown on the following table.
2d8 necrotic damage, and 2d8 psychic damage.

e
Banishment Bane at Higher Levels
However, the creature’s aggressive and hateful Spell Aberration Conjured
urges are amplified if it survives the damage, Level
and it gains advantage on all attack rolls until 3rd CR 1/8th (flumph, slaad tadpole,

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the start of your next turn. Monster Manual)
4th CR 1/4th (star spawn grue,
At Higher Levels: When you cast this spell using Mordenkainen’s Tome of Foes)
a spell slot of 4th level or higher, you deal 1d8 5th CR 1/2 (gazer, Volo’s Guide to
Monsters)
additional damage of each damage type for
6th CR 1 (core spawn crawler, Explorer’s
every two slot levels above 3rd (3d8 of each
Guide to Wildemount)
damage type at 5th, 4d8 at 7th, 5d8 at 9th).
7th CR 2 (gibbering mouther, intellect
devourer, nothic, MM)

BANISHMENT BANE
2nd level conjuration
Casting Time: 1 minute
e 8th
9th
CR 3 (grell, spectator, MM)
CR 4 (chuul, MM)
pl
Range: Self BATTERING RAM
Components: V, S, M (a pinch of salt) 1st level evocation
Duration: 24 hours Casting Time: 1 action
Range: 30 feet
You ward yourself against being forcibly sent to Components: V, S
another plane of existence, including Duration: Concentration, up to 10 minutes
m

demiplanes, pocket planes, extradimensional


spaces, alternate timelines, and alternate You use quick bursts of telekinetic force to
dimensions. Whenever you would be sent to shove creatures, knock down doors, or move
such a location against your will by a hostile objects. When you cast this spell, or by
creature, you conjure behind you a cluster of spending an action on subsequent rounds, you
1d6 roving tentacles (Monster Appendix, p.82) can direct where the force applies itself. It will
Sa

in the nearest unoccupied spaces to the one continue to perform the same action on your
you previously occupied. turn every round until you use an action to
specify a new target or command it to cease
The conjured aberrations assault creatures momentarily, of if you move out of range of the
hostile to you first. They roll their own initiative target.
and act of their own accord. Once those
creatures are defeated, they become hostile to All of the uses of this spell are done with no
all non-aberration creatures and will begin finesse or fine manipulation – the force used is
acting as they wish. quick, violent, and unsubtle.

22
Spells from the Far Realm
Creature. You can attempt to shove a creature You imbue a creature you can see with
of Large or smaller size. You make a check legendary power. The creature receives a total
using your spellcasting ability modifier of 3 legendary points, which it can spend to use
contested by the target’s Strength (Athletics) or as legendary resistance or legendary actions.
Dexterity (Acrobatics) check (the target chooses Each legendary point spent as resistance allows

e
which to use). If you win the contest, you either them to automatically succeed on a saving
knock the target prone or push the target 5 feet throw, even after a failure.
in a direction of your choice. The force will
keep trying to perform the same action against

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the same target every round until you specify
otherwise.

Door, Obstacle, or Wall. You can direct the


energy to try to knock down a barrier. You
make a check using your spellcasting ability
modifier at the DC that would be used for a
Strength check to break down or breach the

e
barrier. On a success, the door or obstacle is
breached. On a failure, the spell will keep trying
to knock it down, whether it can do so or not.
pl
Move Object. You can shove violently against
an object in the same manner, making a check
using your spellcasting ability modifier in place
of a Strength check to attempt to move a heavy
object. On a success, the object moves 5 feet in
the direction you choose. The force will
m

continue moving the object in that direction


until you specify otherwise.

At Higher Levels: When you cast this spell using


a spell slot of 3rd level or higher, you may add
your proficiency bonus to the checks.
Sa

BEING OF LEGEND
8th level abjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a piece of a creature,
such as hair or scales, from a creature of CR 21
or higher)
Duration: 24 hours

23
Spells from the Far Realm
When spent as a legendary action, only one Biochemical Change Effects
legendary action option can be used at a time d10 Effect
and only at the end of another creature's turn. roll
Unlike a normal legendary creature, once the 1-4 Poison. The creature must make a
legendary points are spent, they do not refresh. Constitution saving throw or suffer 5d4
When the last point is spent, the spell ends. The poison damage, or half as much on a
successful save.

e
target can't use legendary actions while
incapacitated or otherwise unable to take 5 Normal Effect. The ingested substance
has the usual effect on the target.
actions. If surprised, it can't use them until
6 Hallucinogen. The target must make a
after its first turn in the combat. The actions
Constitution saving throw or become

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are as follows (1 point equals 1 of the following poisoned for 1d4 hours and begin
actions): hallucinating. While poisoned in this
way, the creature has a 25% chance of
• Move up to half your speed without losing its turn every round.
provoking attacks of opportunity and 7 Food. The substance provides
make a single melee or ranged weapon nourishment (1 pound of the substance
attack. You may do this before, during, equals 1 pound of food).
or after the movement. 8 Water. The substance provides the same


e
Cast a cantrip you know with a casting
time of 1 action or 1 bonus action.
Heal yourself for 4d12 HP.
9
refreshment as water (1 pound of the
substance equals 1 pound of water).
Healing. For every quarter of a pound of
the substance the subject consumes,
pl
they are healed for 1d4 HP.
10 Combustion. Once the substance reaches
the target’s stomach, it ignites into a
BIOCHEMICAL CHANGE volatile blast of fire which the target
3rd level transmutation vomits forth in a 15-foot cone. The
Casting Time: 1 action target takes 4d6 fire damage, and
Range: 120 feet creatures in the cone must make a
m

Components: V, S, M (a drop of mercury) Dexterity save or take 4d6 fire damage,


Duration: 24 hours or half as much on a successful save.

At Higher Levels: When you cast this spell using


A creature you can see within range must make
a spell slot of 4th level or higher, you may target
a Constitution saving throw or undergo a
one additional creature for every slot level
dramatic change in their biochemistry. On a
Sa

above 3rd.
failure, for the duration of the spell, any time
the creature ingests a new type of substance (a
tankard of ale, a turkey leg, a lesser healing
potion, etc.) it must roll to determine the BRAIN HAMMER
reaction of its body to the substance. It will 5th level enchantment
continue to react to the same substance in the Casting Time: 1 action
same way for the duration. Range: 300 feet
Components: V, S
Duration: 1 minute

24
Spells from the Far Realm
You make a potent but unsubtle psychic attack Intelligence saving throw. A willing creature
against a creature’s brain. A creature you can may choose to fail this save but still attempt
see must make a Strength saving throw and an later saves.
Intelligence saving throw.
On a failed save, roll 3d6, then the creature’s
If the Strength save fails, the creature takes Intelligence score becomes that number.

e
4d10 force damage, and is knocked prone and Repeat this process for Wisdom and Charisma,
grappled by telekinetic force (escape DC equal rolling separately each time. The creature
to your spell save DC). As long as it remains retains its personality and is still able to identify
grappled, it cannot rise from being prone. its friends. However, the creature loses

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proficiency in the skills and tools that it knew,
If the Intelligence save fails, the creature takes and gains 1d4 random skills and 1d4 random
4d10 psychic damage, and it is frightened of tool proficiencies that it may now add its
you. proficiency bonus to (roll on the following
tables):
If the creature fails both saving throws, it is
additionally stunned.
Brain Scrambling Random Skills

e
At the end of each of the creature’s turns it may
make an Intelligence saving throw, and on a
success, it is no longer frightened or stunned. It
must escape the grapple and rise from prone as
d20
roll
1
2
Skill Gained

Athletics
Acrobatics
pl
normal. Once the creature is not grappled, 3 Sleight of Hand
frightened, or stunned, the spell ends. 4 Stealth
5 Arcana
At Higher Levels: When you cast this spell using 6 History
a spell slot of 6th level or higher, you deal 1d10 7 Investigation
8 Nature
additional damage of each damage type for
m

9 Religion
every slot level above 5th.
10 Animal Handling
11 Insight
12 Medicine
BRAIN SCRAMBLING 13 Perception
7th level enchantment 14 Survival
Casting Time: 1 action 15 Deception
Sa

Range: 90 feet 16 Intimidation


Components: V, S, M (an egg, a skillet, and a 17 Performance
hallucinogen) 18 Persuasion
Duration: 24 hours 19 Roll twice on the tool proficiencies
table, adding them to your total.
You blast the mind of a creature that you can 20 Roll twice more on this table, rerolling
see within range, attempting to disorder its any additional results of 20.
intellect with stray bits of unraveling minds in
contact with the Far Realm. The target takes
3d6 psychic damage and must make an

25
Spells from the Far Realm
Brain Scrambling Random Tools The target must also make a Charisma saving
2d20-1 Tool Proficiency Gained throw (at its new Charisma modifier) or gain
roll indefinite madness (DMG, p.259-260).
1 Alchemist’s supplies
2 Brewer’s supplies The spell can also be ended by Greater
3 Calligrapher’s supplies Restoration, Heal, or Wish.
4 Carpenter’s tools

e
5 Cartographer’s tools At Higher Levels: When you cast this spell using
6 Cobbler’s tools a spell slot of 8th level or higher, the target
7 Cook’s utensils gains 2 additional random skills and 2 additional
8 Glassblower’s tools

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random tool proficiencies for every slot level
9 Jeweler’s tools
above 7th.
10 Leatherworker’s tools
11 Mason’s tools
12 Painter’s supplies
13 Potter’s tools
14 Smith’s tools
15 Tinker’s tools
16 Weaver’s tools
17
18
19
20
e
Woodcarver’s tools
Disguise kit
Forgery kit
Gaming set (dice set)
pl
21 Gaming set (Dragonchess set)
22 Gaming set (playing card set)
23 Gaming set (Three-Dragon Ante
set)
24 Herbalism kit
25 Musical instrument (bagpipes)
m

26 Musical instrument (drum)


27 Musical instrument (dulcimer)
28 Musical instrument (flute)
29 Musical instrument (lute) BRANDISH SYMBOL
30 Musical instrument (lyre) Enchantment cantrip
31 Musical instrument (horn) Casting Time: 1 action
Sa

32 Musical instrument (pan flute) Range: 30 feet


33 Musical instrument (shawm) Components: S, M (your holy symbol)
34 Musical instrument (viol) Duration: Instantaneous
35 Navigator’s tools
36 Poisoner’s kit You brandish your holy symbol boldly, holding it
37 Thieves’ tools forward in plain view towards a creature you
38 Vehicles (land)
can see within range. As part of the action to
39 Vehicles (water)
cast this spell, make a Charisma (Intimidation)
check with advantage against the target to
influence their attitude socially (to convince

26
Spells from the Far Realm
someone to give you information, get a foe to You cause a creature or an object you can see
surrender in battle, etc.). within range to grow colossally for the duration.
Choose either a creature or an object that is
If the target is an aberration, celestial, neither worn nor carried. If the target is
elemental, fey, fiend, or undead, that creature unwilling, it can make a Constitution saving
must make a Charisma saving throw or take 1d8 throw. On a success, the spell has no effect.

e
psychic damage, and if it is possessing another
creature it is cast out into an adjacent If the target is a creature, everything it is
unoccupied square of its choice and cannot wearing and carrying changes size with it. Any
repossess the same target until the beginning of item dropped by an affected creature returns to

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your next turn. normal size at once.

This spell’s psychic damage increases by 1d8 The target's size is multiplied by 12 in all
when you reach 5th level (2d8), 11th level dimensions, and its weight is multiplied by
(3d8), and 17th level (4d8). 2,048. This growth increases the size of a Small
or larger target to Gargantuan, or a Tiny target
to Huge. If there isn't enough room for the
BROBDINGNAGIAN PROPORTIONS target to increase its size, the creature or object
8th level transmutation
Casting Time: 1 action
Range: 90 feet
e
Components: V, S, M (a pinch of adamantine
attains the maximum possible size in the space
available.

Until the spell ends, the target also has 150


pl
powder worth 20 gp, which the spell consumes) temporary hit points, and adds double their
Duration: 10 minutes proficiency bonus on Strength checks and
m
Sa

27
Spells from the Far Realm
Strength saving throws (this overwrites any On a successful save, the creature has
proficiency the target may have possessed). disadvantage on all attacks it makes until the
beginning of your next turn, and any damage it
The target's weapons also grow to match its deals is halved, rounded down.
new size. While these weapons are enlarged,
the target's attacks with them deal 2d8 extra

e
damage. Finally, the target deals double CAUSTIC CUBES
damage to objects with weapon attacks. 9th level conjuration
Casting Time: 1 action
At Higher Levels: When you cast this spell using Range: 1 mile

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a spell slot of 9th level, you may target one Components: V, S, M (a one-inch cube of
additional creature and increase the duration to material from a gelatinous cube)
1 hour. Duration: 10 minutes

You conjure massive green cubes of acid that


CAPACITY FOR EMOTION can defy gravity, destroying creatures and
6th level enchantment objects alike. Five 30-foot cubes of acid appear
Casting Time: 1 action where you choose within range, including in
Range: 120 feet

Duration: Instantaneous
e
Components: V, S, M (a love letter)
mid-air, whose areas may touch but not
overlap. When the acid first appears, creatures
in the area must make Constitution saving
throws, taking 9d12 acid damage on a failure, or
pl
You give a creature the capacity to feel the half as much damage on a success. Objects that
range of emotion normal to humanoid are not worn or carried take the damage
creatures. Most creatures are already capable automatically.
of this, but aberrations, constructs,
monstrosities, oozes, undead and possibly a few Creatures within must swim in order to move,
other creatures may sometimes have an alien use underwater combat rules to fight (PHB,
m

mindset and do not comprehend humanoid p.198), and begin suffocating (even aquatic
feelings or morals. creatures cannot breathe the acid). Creatures
are initially caught off-guard and not holding
If the Storyteller believes the target falls into their breath, so they can survive a number of
this category, it must make a Wisdom saving rounds equal to their Constitution modifier
throw, and on a failure, it gains sudden access (minimum 1 round). At the start of its next
Sa

to the full range of humanoid emotions as well turn, it drops to 0 hit points and is dying, and it
as some inkling of morality (not ethics). It may can't regain hit points or be stabilized until it
be able to intuit things it could not before, such can breathe again (PHB, p.183).
as emotional connections between creatures
and basic reasoning for their actions. It Creatures must make the Constitution save
becomes indifferent to creatures it was hostile again the first time they touch or enter the acid
towards and may be susceptible to Charisma- on a turn, or if they end their turn in the acid,
based checks to influence it (though it may or taking damage again.
may not know a language).

28

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