Cards and Caravans
Cards and Caravans
Cards and Caravans
CARAVANS
Monster Design:
Maps:
Charcte Art:
Monster Art:
Cover Art:
Special thansk
CARDS AND CARAVANS
Caravan Attitude by Suit
43–49 8 Royalty
ANIMALS
50–56 9 Ghost
A caravan with animals may be herders leading animals
57–63 10 Bandits/Pirates across the landscape, a circus moving its best acts, or a col-
64–70 J Merchants lector of exotic beasts. Use the table below to determine the
nature of the animal caravan’s secondary cards.
71–77 Q Monstrous
A n i m a ls S e c o n d C a r s
78–84 K Artificers
Playing
85–91 A Treasure d100 Secondary Cart
Card Value
92–00 —
01–07 2 Supplies
3
d100
Playing
Secondary Cart
BANDITS/PIR ATES
Card Value
Bandit and pirate caravans travel the landscape looking for
57–63 10 Large animals their next target. Their caravan might be a clever ruse to lure
64–70 J Large animals unsuspecting travelers into their clutches. Or it might be
the contents of another caravan that the criminals comman-
71–77 Q Large animals deered.
78–84 K Huge animals Bandits / Pirates Second Cars
85–91 A Miscellaneous
Playing
92–00 — Reroll d100 Secondary Cart
Card Value
01–07 2 Bandits/Pirates
ARTIFICERS 08–14 3 Supplies
Artificers are tech-savvy explorers whose caravans incorpo-
15–21 4 Passengers
rate a variety of unique features and specifications. The arti-
ficers might be a friendly group of gnomes who wish to ply 22–28 5 Treasure
their trade as builders. Or it might be a band of evil scientists 29–35 6 Bandits/Pirates
transporting a death ray.
36–42 7 Supplies
Artificers Second Cars
43–49 8 Prisoners
Playing 50–56 9 Private Car
d100 Secondary Cart
Card Value
57–63 10 Bandits/Pirates
01–07 2 Supplies
64–70 J Private Car
08–14 3 Guards
71–77 Q Bandits/Pirates
15–21 4 Supplies
22–28 5 Private Car 78–84 K Treasure
43–49 8 Guards
50–56 9 Private Car
CARGO
57–63 10 Explosives A cargo caravan transports goods from one destination
to another. The cargo might be mundane goods like grain
64–70 J Library or lumber. Or it might be high-priced goods like spices or
71–77 Q Laboratory valuable ore.
78–84 K High-Tech Device Cargo Second Cars
85–91 A Your Choice Playing
d100 Secondary Cart
92–00 — Reroll Card Value
01–07 2 Supplies
08–14 3 Cargo
15–21 4 Supplies
22–28 5 Cargo
29–35 6 Supplies
36–42 7 Cargo
43–49 8 Guards
50–56 9 Guards
57–63 10 Guards
64–70 J Private Car
71–77 Q Private Car
78–84 K Treasure
85–91 A Your Choice
92–00 — Reroll
Playing
d100 Secondary Cart
Card Value
01–07 2 Supplies
08–14 3 Guards
15–21 4 Supplies
22–28 5 Guards
29–35 6 Supplies
36–42 7 Guards
43–49 8 Supplies
50–56 9 Guards
57–63 10 Supplies
64–70 J Prisoners
71–77 Q Officers
78–84 K Officers
85–91 A Your Choice
92–00 — Reroll
5
MONSTROUS NOMADS
Monstrous caravans are strange and rare oddities where the Whether by choice or necessity, nomad caravans claim no
drivers—and sometimes even the wagons themselves!—con- one destination home. Instead, they constantly stay on the
sist of unusual, and often dangerous, creatures. move, following the seasons, stars, or other environmental
When you draw a monstrous card, draw additional cards factors.
as if you were pulling for secondary cars. As normal, con- Nomads Second Cars
tinue to draw until you hit or exceed 21. If you go over 21,
remove the last card drawn. Then, instead of translating each Playing
new card into a secondary car, sum the total value of the cars d100 Secondary Cart
Card Value
until you go over. Then, reference the Monstrous Encounters
by Total Card Value table below to determine the nature of 01–07 2 Passengers
the monstrous encounter. 08–14 3 Supplies
Monstrous Encounters by Total Card Value 15–21 4 Passengers
Playing
d100 Secondary Cart
Card Value
01–07 2 Guards
08–14 3 Supplies
15–21 4 Guards
22–28 5 Supplies
29–35 6 Guards
36–42 7 Supplies
43–49 8 Royalty
50–56 9 Supplies
57–63 10 Guards
64–70 J Passengers
71–77 Q Passengers
78–84 K Treasure
85–91 A Your Choice
92–00 — Reroll
7
SECONDARY CARS If the card’s suit is a club, diamond, or heart, the caravan
includes 2d10 camels, cows, or horses (your choice) walking
As you generate secondary cars for your caravans, reference alongside the rest of the cars.
this section to learn additional details about the respective If the card’s suit is a spade, the car carries exotic animals.
car. Roll a d8 and reference the table below to determine the
nature of the exotic animals.
Caravan Locks E x o t i c A n i m a ls , L a r g e
Many of the caravan cars listed below possess locks used to
d8 Exotic Animal
protect the passengers or goods within. To prevent redun-
dancy, the content references the three types of common 1 1d2 brown bears
locks found on these cars. 2 1d4 camels
The table below lists three types of locks. The Pick DC
column identifies the DC for Dexterity checks using profi- 3 1d6 constrictor snakes
ciency in thieves’ tools to open the lock. Similarly, the Break 4 1d6 crocodiles
DC column identifies the DC for Strength (Athletics) checks
needed to break the lock. The table also lists a given lock’s AC 5 1d4 giant spiders
and hit points. Unless stated otherwise, all locks are immune 6 1d2 lions
to poison and psychic damage.
7 1d2 rhinoceroses
C aravan L ocks
8 1d2 tigers
Lock Pick Break
AC Hit Points
Type DC DC ANIMALS (MEDIUM)
Simple 10 18 16 2
When medium animals travel with a caravan, they are usual-
Average 15 20 17 5 ly livestock. If this is the case, the caravan may forgo a car for
10 (damage these animals altogether. Instead, the animals walk alongside
Complex 20 22 18 the rest of the cars. If there is a car, it usually measures 15–20
threshold 5)
feet in length but might be shorter or longer depending on
the animals inside. Simple locks on these cars prevent the
ANIMALS (HUGE) animals from escaping.
If the card’s suit is a club, diamond, or heart, the caravan
A car carrying one or more Huge animals is a massive cage
includes 2d8 + 4 goats, pigs, or sheep that might walk along-
or open-air wagon built to withstand the awesome weight of
side the caravan instead of riding in a car.
its bestial passengers. Such carts usually measure 15–20 feet
If the card’s suit is a spade, the car carries exotic animals.
in length and require up to eight draft horses to pull. While
Roll a d6 and reference the table below to determine the
the cart itself might be made of wood, it is reinforced with
nature of the exotic animals.
iron or steel. Simple locks on these cages prevent the animals
from escaping. It’s also possible for the animal to walk along- E x o t i c A n i m a ls , M e d i u m
side the train, removing the need for a car altogether.
To determine the nature of the animals in the car, d6 Exotic Animal
cross-reference the card’s suit with the table below or choose 1 1d4 apes
one that is appropriate to the rest of the caravan.
2 1d6 giant wolf spiders
H u g e A n i m a ls
3 1d6 giant weasels
Suit Animals 4 1d8 hyenas
Club 1d2 elephants 5 1d4 panthers
Diamond 1d2 giant apes 6 1d6 wolves
Heart 1d3 giant constrictor snakes
Spade 1d2 giant crocodiles ANIMALS (SMALL)
Small animals usually don’t move fast enough or possess
ANIMALS (L ARGE) enough stamina to walk alongside the caravan. As such,
these animals are usually placed inside cars designed to pre-
When large animals travel with a caravan, they are usually
vent them from escaping. Such cars are usually 10–15 feet in
livestock. If this is the case, the caravan may forgo a car for
length. Simple locks prevent the animals from escaping.
these animals altogether. Instead, the animals walk alongside
To determine the nature of the animals in the car,
the rest of the cars. If there is a car, it usually measures 15–20
cross-reference the card’s suit with the table below or choose
feet in length but might be shorter or longer depending on
one that is appropriate to the rest of the caravan.
the animals inside. Simple locks on these cages prevent the
animals from escaping.
EXPLOSIVES 12 Restorer
13 Scrying Machine
A cart containing explosives resembles an ordinary cargo
cart, albeit one with much more volatile supplies. Such a 14 Time Machine
cart measures 5–10 feet in length and may have simple or 15 Transmutation Machine
average locks to protect the goods. The car has AC 15 (or 17
if it’s reinforced), 100 hit points (damage threshold 10), and 16 Weather Controlling Device
immunity to poison and psychic damage. If the car takes fire 17–20 No Function
damage, there is a chance that it will explode. Roll a d20. If
the result is lower than the amount of fire damage the cart
9
Activation Costs Death Ray. A death ray is a dangerous magical device ca-
pable of mass destruction. Before the death ray can be used,
Many of the devices mentioned above duplicate the effects a creature must spend 10 minutes operating the device and
of high-level spells. As such, most of them come with steep then allow the device 1 hour to warm up. At the end of the
component costs. These costs represent special crystals, rare warm-up period, the device consumes 200,000 gp worth of
parts, and other vital elements without which the device components. If the device takes damage or is deactivated be-
won’t function. The component cost for each device is listed fore it warms up, the operator must restart the process. Once
on the table. Assume that the artificers traveling with the the device warms up, the device’s operator may use its action
high-tech device have at least enough components for one to emit a devastating blast of negative energy in a 300-foot
use of the device. A creature that doesn’t know how to acti- line that is 10-feet wide. Each creature in the line must make
vate a high-tech device can deduce how to use it by succeed- a DC 15 Dexterity saving throw. A creature takes 10d10 necrot-
ing on a DC 15 Intelligence check. ic damage on a failed saving throw, or half as much damage
on a successful one. The death ray then has a random chance
Damaging and Repairing High-Tech Devices of recharging during each subsequent round of combat. On
Regardless of its function, a high-tech device is a Large initiative count 20, roll a d6. If the roll is a 6, the ray recharg-
object with AC 15, 50 hit points (damage threshold 5), and es. If the roll is a 1, the device loses power and its operator
immunity to poison and psychic damage. If the high-tech must restart the warm-up process to use it again.
device takes 10 or more damage from a single attack or spell, Gate Generator. A creature that spends 10 minutes operat-
it cannot use its functions until it is repaired. A device that ing this device may use the device to conjure a portal linking
drops to 0 hit points cannot be repaired and is permanently an arch built into the gate to a precise location on a different
destroyed. plane of existence. This magical gate remains for 1 hour or
If the high-tech device has taken damage but has at least 1 until the generator is deactivated, damaged, or destroyed.
hit point, a creature can spend 1 hour or more trying to make Other than its duration, this function works exactly like the
repairs. The creature must be within reach of the damaged gate spell. One use of the generator consumes 200,000 gp
device and must have the right tools for the job (smith’s tools worth of components.
or tinker’s tools, for example). The device must be station- Enlarger/Reducer. An enlarger/reducer machine allows a
ary, and the creature must have the spare parts to make the creature or object within its containment field to grow larger
necessary repairs. Assume that spare parts cost 10 gp per hit or smaller for up to 1 hour. This effect works similarly to the
point being repaired in this manner. After 1 hour of repair enlarge/reduce spell. One use of the machine consumes 500 gp
work, the creature makes a DC 15 Intelligence check, add- worth of components.
ing its proficiency bonus to the check if it’s proficient with Ethereal Gateway. An ethereal gateway is a large tank that
the tools used to make repairs. If the check succeeds, the allows up to six creatures to travel to the ethereal plane. A
device regains 2d4 + 2 hit points. If the check fails, the device creature must spend 10 minutes operating the machine to
regains no hit points, but the repair can be attempted again use it. At the end of the duration, any creatures or objects
inside the tank enter the border regions of the Ethereal Plane
using the same replacement parts. in the area where it overlaps with the device. This effect
otherwise works the same as the etherealness spell. One use of
High-Tech Device Descriptions this device consumes 50,000 gp worth of components.
Fabricator. A fabricator allows the user to convert raw ma-
The high-tech devices and their functions are listed in alpha-
terials into products of the same material. To use the device,
betical order. If a device requires a saving throw, the DC for
a creature must place raw materials into the device’s storage
the saving throw is 15 unless stated otherwise in the text.
area. Then, the creature must spend 10 minutes operating
Antimagic Field Generator. A creature that spends 10
the machine. At the end of the duration, the device converts
minutes operating this device may create a field of antimagic
the goods into the desired products. This effect functions the
that extends from the car up to 100 feet in all directions. The
same as the fabricate spell. One use of this device consumes
field lasts for 1 hour, or until the machine is destroyed. Other
500 gp worth of components.
than the area it covers, the effect otherwise works like the an-
Illusion Projector. An illusion projector makes terrain
timagic field spell. One use of the generator consumes 50,000
in an area up to 1 mile square look, sound, smell, and even
gp worth of components.
feel like some other sort of terrain. A creature must spend
Clone Chamber. This device requires at least two different
8 hours operating the machine to use it, programming the
creatures to use: one to operate the machine and another as
terrain that they wish to generate. The terrain lasts for 10
the target for the device. The operator must spend at least
days or until the machine is deactivated or destroyed. This
1 hour operating the machine before the target enters it.
effect works the same as the mirage arcane spell. One use of
Once the target is inside, it must spend 8 hours inside the
this device consumes 50,000 gp worth of components.
machine. During this time, the target is prone, can’t move,
Lightning Thrower. A lightning thrower is a deadly weap-
and can’t take actions other than talking. If the target moves
on that generates powerful arcs of magical energy. Before
or performs a disruptive activity, the target must restart the
the lightning thrower can be used, a creature must spend 10
process. At the end of the duration, the device grows an inert
minutes operating the device and then allow the device an
duplicate of the target as a safeguard against death. Other
additional 10 minutes to warm up. At the end of the warm-up
than the aforementioned conditions, this effect is the same
period, the device consumes 5,000 gp worth of components.
as the clone spell. One use of the machine consumes 50,000
If the device takes damage or is deactivated before it warms
gp worth of components, even if the cloning process fails.
up, the operator must restart the process. Once the device
11
This machine has no effect on a shapechanger or a creature umn. For example, a merchant carrying a weapon inventory
with 0 hit points. An unwilling creature can make a DC 15 with a 10 gp limit will have at least one battleaxe for sale but
Wisdom saving throw, and if it succeeds, it isn’t affected by not longswords.
the machine. The price at which a merchant sells their goods depends on
This effect otherwise works similar to the true polymorph the merchant’s attitude. A neutral merchant sells their goods
spell. One use of this machine consumes 200,000 gp worth for the typical price listed in the Fifth Edition core manuals.
of components. A friendly merchant may offer a discount of up to 10% with a
Weather Controlling Device. This device allows its user to successful DC 10 Charisma (Deception or Persuasion) check
take control of the weather within 5 miles of the device. The (the character’s choice). And a hostile merchant sells their
device must be outdoors. Before the machine takes effect, a goods for 10% more than the listed price.
creature must spend 10 minutes programming the machine. M erchant I nventory
At the end of the 10 minutes, the user changes the current
weather conditions, which lasts for up to 8 hours, as spec- d100 Merchant Inventory Limit
ified by the user at the time of operation. Such conditions
take 1d4 × 10 minutes to take effect. Once it does so, the user 01–16 Adventuring gear and tools 15 gp
can use its action to change the conditions again. When the 17–22 Adventuring gear and tools 100 gp
effect ends, the weather gradually returns to normal. Oth- 23–28 Armor and shields 100 gp
erwise, this effect functions the same as the control weather
spell. One use of this device consumes 50,000 gp worth of 29–32 Armor and shields 1,500 gp
components. 33–44 Trade goods 5 gp
A library car contains a wide array of books on different 80 1 legendary magic item —
topics. These cars are 10–15 long and relatively heavy. Such 81–00 Roll twice —
cars require four draft horses to pull them. The main topic
of the library’s collection depends on the card’s suit or a roll
of a d4, as shown on the table below. A creature with access
OFFICERS
to the books makes Intelligence checks related to the library’s Military caravans often include officers who serve as the sol-
topic with advantage. diers’ point of command. These cars are similar to passenger
cars in size and design and come equipped with at least sim-
Library Topic ple locks. An officer car includes 1d2 officers (veterans).
MERCHANTS PERFORMERS
A merchant car is home to 1d2 merchants (commoners with A performer's car is similar to a passenger car in size and
Charisma 15, +4 Deception or Persuasion). The car is similar design. The car includes 1d2 performers (commoners with
in size to a passenger car, except the car also includes some Charisma 15, Performance +4). If a creature friendly to the
of the merchant’s salable goods. The car is always protected performers regains hit points at the end of a horse rest by
by at least an average lock. spending one or more Hit Dice, each of those creatures re-
To determine the nature of the merchant car’s inventory, gains an extra 1d6 hit points.
roll d100 and reference the table below. Assume the mer-
chant carries a minimum of one of each item so long as the
item does not exceed the limit listed on the table’s Limit col-
A private car is larger and more luxurious than a passenger d4 Suit Treasure
car, carrying 1d3 nobles and 1d3 − 1 noncombatant children. A treasure chest containing 6d6 ×
These cars always have 1d2 guards who ride inside the car or 1 Club
100 gp
alongside it on a riding horse. A private car measures 15–20
feet in length and comes equipped with average locks. Two 2d4 art objects, each one worth
2 Diamond
or four draft horses pull the car. Each private car passenger 1d10 × 10 gp
carries the contents of a diplomat’s or scholar’s pack (your 2d4 art objects, each one worth
choice). 3 Heart
1d10 × 100 gp
A treasure chest containing 4d6 ×
ROYALT Y 4 Spade
1,000 gp
A car with royalty is similar in size and design to a private
car, except it carries only 1 noble inside and has 1d4 + 1 pro- YOUR CHOICE
tectors. Roll a d4 and reference the table below to determine
the protector’s nature. A member of royalty usually wears Usually, an ace allows you to choose the type of car you wish
2d4 pieces of jewelry, each piece worth 1d6 × 10 gp. to add to the caravan, choosing from the previous entries.
The numerical value of the card is 2 or 11, your choice when
you draw it.
Royalty Protectors
d4 Protectors EXAMPLE TREASURE
1 2d4 guards You can find anything out on the open road. However, items
that aid in travel may make the journey more enjoyable.
2 1d4 knights Items like the bellhop topper, hoarder’s haul, horn of the
3 1d4 + 1 thugs wild hunt, ironshod trotters, jotun’s johdpurs, rod of the
magicycle, staff of the mustang, or stalwart staff would make
4 1d4 veterans
traveling, and moving your hard-earned treasure, simpler
and more enjoyable.
SUPPLIES
A supply car carries food (for people and animals), water,
building supplies, and other basic necessities for the cara-
van. Such cars are usually 10–15 feet in length pulled by one
or two draft horses. These cars might have simple locks on
them to prevent theft.
13
APPENDIX: CARDS AND
When off the road, these carts can become walking cabins
that stand and stomp about on chicken-like legs and serve
PIECES
Dragonchess pieces that have been enchanted by beguiling
wizards, artificers, and game masters sometimes become
fully autonomous, much like their deck of card counter-
parts. These pieces rattle about and take turns enlarging and
attacking, behaving like a legion of humanoids and beasts Animated Deck of Cards
working together in deadly partnership.
WICKED WAGON
A favored and bewitched ally of hags, wicked wagons are
animated carts with sickly demiplanes inside that hold cap-
tured souls. These souls can then be used by its hag allies to
transform their appearances, taking on the forms and basic
knowledge of the souls captured within.
Card Shark False Appearance. While the card shark remains motionless
and isn’t flying, it is indistinguishable from a normal pile of
Medium swarm of tiny constructs, unaligned scattered playing cards.
Armor Class 15 (natural armor)
Swarm. The card shark can occupy another creature’s space
Hit Points 31 (7d8)
and vice versa, and the card shark can move through any
Speed 0 ft., fly 50 ft. (hover)
opening large enough for a Tiny playing card. The card shark
can’t regain hit points or gain temporary hit points.
STR DEX CON INT WIS CHA
9 (–1) 18 (+4) 10 (+0) 3 (–4) 10 (+0) 1 (–5) ACTIONS
Multiattack. The card shark makes four fling card attacks. If it
Damage Resistances bludgeoning, piercing, slashing has half of its hit points or fewer, it instead makes two fling
Damage Immunities poison, psychic card attacks.
Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, grappled, paralyzed, petrified, Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
poisoned, prone, restrained, stunned Hit: 27 (6d8) piercing damage, or 13 (3d8) piercing damage
Senses blindsight 60 ft. (blind beyond this radius), passive if the card shark has half of its hit points or fewer.
Perception 10 Fling Card. Ranged Weapon Attack: +6 to hit, range 30/120 ft.,
Languages — one target. Hit: 6 (1d4 + 4) slashing damage.
Challenge 3 (700 XP)
Card Volley (1/Day). The card shark hurls a flurry of cards in
Antimagic Susceptibility. The card shark is incapacitated a 60-foot line that is 5 feet wide. Each creature in the line
while in the area of an antimagic field. If targeted by dispel must make a DC 14 Dexterity saving throw, taking 22 (4d10)
magic, the card shark must succeed on a Constitution saving slashing damage on a failed save, or half as much damage on
throw against the caster’s spell save DC or fall unconscious a successful one. If the card shark has half its hit points or
for 1 minute. fewer, each creature instead takes 11 (2d10) slashing damage
on a failed save, or half as much damage on a successful one.
15
Games Master or fall prone and take 3 (1d6) bludgeoning damage.
Medium humanoid (any race), any alignment Wildcard. When the master makes an attack roll, if the d20
roll is a 7, the attack hits regardless of any modifiers or the
Armor Class 15 (leather)
target’s AC, and the attack is a critical hit.
Hit Points 71 (13d8 + 13)
Speed 30 ft.
ACTIONS
STR DEX CON INT WIS CHA Multiattack. The master makes three fling card attacks.
10 (+0) 18 (+4) 12 (+1) 17 (+3) 15 (+2) 15 (+2) Fling Card. Ranged Weapon Attack: +7 to hit, range 30/120 ft.,
one target. Hit: 6 (1d4 + 4) slashing damage.
Saving Throws Dex +7, Int +6 Dragonchess Summon (1/Day). The master throws a drag-
Skills Deception +5, Insight +5, Perception +5, Sleight of onchess piece into an unoccupied space the master can see
Hand +7 within 30 feet of it, magically summoning the creature repre-
Senses passive Perception 15 sented by the piece. The creature disappears when it drops to
Languages Common, Thieves’ Cant 0 hit points or after 10 minutes.
Challenge 5 (1,800 XP) The creature is friendly to the master and its companions
for the duration. Roll initiative for the creature, which has
Ace in the Hole (1/Day). When the master makes an ability its own turns. It obeys any verbal commands that the master
check, attack roll, or saving throw and rolls a 1 on the d20, it issues to it (no action required by the master). If the master
can choose to treat the roll as a 20 instead. doesn’t issue any commands to the creature, it defends itself
Gaming Adept. The master has advantage on any ability check from hostile creatures but otherwise takes no actions.
it makes that involves a gaming set. Roll a d6 to determine the creature the master summons.
Skills Stealth +6
Damage Immunities acid
Condition Immunities prone
Senses darkvision 60 ft., passive Perception 11
Languages —
Challenge 4 (1,100 XP)
ACTIONS
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one tar-
get. Hit: 11 (1d12 + 5) piercing damage plus 6 (1d12) acid
damage.
Pseudopod. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 11 (1d12 + 5) bludgeoning damage. If the mim-
ic is in object form, the target is subjected to its Adhesive
trait.
Mimic Cart
17
Swarm of Animated The swarm can occupy another creature’s space and vice
versa, and the swarm can move through any opening large
Dragonchess Pieces enough for a Tiny dragonchess piece. The swarm can’t regain
Medium swarm of tiny constructs, unaligned hit points or gain temporary hit points.
Armor Class 14 (natural armor)
Hit Points 77 (14d8 + 14) ACTIONS
Speed 30 ft., fly 30 ft. Multiattack. The swarm makes three attacks: one with its
bite, one with its crush, and one with its sword; it can cast
STR DEX CON INT WIS CHA a spell in place of one attack. If the swarm has half of its hit
points or fewer, it instead makes two attacks: one with its
16 (+3) 11 (+0) 13 (+1) 4 (–3) 14 (+2) 1 (–5)
bite and one with its sword.
Damage Resistances bludgeoning, piercing, slashing Bite (Basilisk/Griffon). Melee Weapon Attack: +6 to hit, reach
Damage Immunities poison, psychic 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Condition Immunities charmed, exhaustion, frightened,
Crush (Dwarf/Oliphant). Melee Weapon Attack: +6 to hit, reach
grappled, paralyzed, petrified, poisoned, prone, restrained,
5 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage.
stunned
Senses blindsight 10 ft., darkvision 60 ft., passive Sword (Hero/Warrior). Melee Weapon Attack: +6 to hit, reach 5
Perception 12 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
Languages Common
Fire Breath (Dragon; Recharge 6). The dragon piece exhales
Challenge 6 (2,300 XP)
fire in a 15-foot cone. Each creature in that area must make a
DC 14 Dexterity saving throw, taking 17 (5d6) fire damage on
Antimagic Susceptibility. The swarm is incapacitated while in
a failed save, or half as much damage on a successful one.
the area of an antimagic field. If targeted by dispel magic, the
swarm must succeed on a Constitution saving throw against Healing Touch (Unicorn; 2/Day). The unicorn piece touches
the caster’s spell save DC or fall unconscious for 1 minute. another creature with its horn. The target magically regains
11 (2d8 + 2) hit points. In addition, the touch removes all
Innate Spellcasting (Cleric/Mage/Paladin). The swarm’s innate
diseases and neutralizes all poisons afflicting the target.
spellcasting ability is Wisdom (spell save DC 13, +5 to hit
with spell attacks). It can innately cast the following spells,
REACTIONS
requiring no material components:
Fiery Retaliation (Elemental). When a creature touches the
At will: prestidigitation, sacred flame
swarm or hits it with a melee attack while within 5 feet of
1/day each: branding smite, guiding bolt, magic missile
it, the elemental piece deals 5 (1d10) fire damage to that
Superior Invisibility (Sylph; 1/Day). As a bonus action, the creature.
sylph piece can cast greater invisibility on the swarm.
Overrule (King; 1/Day). When the swarm misses with an
Swarm. When one of the dragonchess pieces acts, it momen- attack, the king piece orders it to reroll the attack roll, and it
tarily increases to Medium size in the swarm’s space before must use the new roll.
reverting to its normal Tiny form. If the swarm has half of its
Uncanny Dodge (Thief). The thief piece halves the damage
hit points or fewer, it can’t cast spells, and it can’t use its
that the swarm takes from an attack that hits it. The swarm
Fire Breath or Uncanny Dodge options.
must be able to see the attacker.
Saving Throws Int +0, Wis +4, Cha +1 Witch’s Spire. The wagon can use a bonus action to assume
Skills Deception +1, Perception +4, Stealth +4 its Gargantuan spire form, standing on chicken-like legs and
Damage Resistances bludgeoning, piercing, and slashing from raising the wagon 30 feet into the air. It stays in this form
nonmagical attacks until it uses a bonus action to revert to its wagon form. Its
Damage Immunities necrotic, poison statistics, other than its size, are the same in each form.
Condition Immunities charmed, exhaustion, frightened,
poisoned ACTIONS
Senses blindsight 30 ft., darkvision 120 ft., passive Multiattack. The wagon makes two snatch attacks.
Perception 14
Languages understands Common but can’t speak Snatch (Spire Form Only). Melee Weapon Attack: +8 to hit,
Challenge 7 (2,900 XP) reach 15 ft., one target. Hit: 18 (2d12 + 5) bludgeoning dam-
age. If the target is a Large or smaller creature, it is grappled
Coven Cart. The wagon counts as a hag for the purpose of (escape DC 15). Until this grapple ends, the target is re-
forming a coven with two other hags. strained. The wagon has two arms, each of which can grapple
only one target. A humanoid reduced to 0 hit points while
Magic Resistance. The wagon has advantage on saving throws grappled in this way dies and is subjected to the wagon’s
against spells and other magical effects. Soul Capture trait.
Soul Capture. If the wagon or one of its allies riding in it kills Overrun. The wagon moves up to its speed in a straight line.
a humanoid, that creature’s soul becomes trapped in the During this movement, it can move through the space of any
demiplane inside the wagon. A trapped soul remains in the creature or object that is Large or smaller, and it doesn’t pro-
demiplane until the wagon is destroyed, or until it is targeted voke opportunity attacks. Each target in its path must make a
by a dispel evil and good spell or similar magic, releasing all DC 16 Dexterity saving throw. On a failed save, a target takes
trapped souls. 19 (3d12) bludgeoning damage and is knocked prone. On a
successful save, a target takes half as much damage and isn’t
knocked prone.
19
ARCANE DECK
When you join the College of Four Suits at 3rd level, you
find a way to twist your bardic magic in new ways using the
magic of chance. You gain proficiency with playing card sets,
if you don’t already have it, and you can use playing card sets
as a spellcasting focus for your bard spells. Your proficiency
bonus is doubled for any ability check you make that uses
playing card sets, such as Dexterity (Sleight of Hand) or
Charisma (Performance) checks made to either cheat or
perform card tricks, respectively.
In addition, you can transform a mundane playing card set
into a magic one, called an arcane deck, using a special ritual
while holding the cards. The ritual takes 1 hour, which can be
done during a short rest. You can then dismiss the deck (no
action required), shunting it into an extradimensional space.
The deck also disappears if it’s more than 120 feet away from
you for 1 minute or more, or if you die. You can summon the
arcane deck to an empty hand using a bonus action, and can
use it as a normal playing card set. You can replace your ar-
cane deck by performing the 1-hour ritual on another playing
card set. When you do, the previous arcane deck becomes a
nonmagical playing card set again. The deck appears at your
feet if it is in the extradimensional space when this happens.
You use this arcane deck for your College of Four Suits
features, drawing and playing cards as described in them and
using the following rules:
21
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