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Repel

Repel

Creatures cannot willingly touch materials that repel them, nor even use tools to manipulate such items. They can, however, create circumstances to move the repellant item. For instance, a ghost might telekinetically shatter a window so a breeze from outside disperses salt.

If a material repels a creature, a line of that material prevents a creature from crossing. For the purpose of blocking flying creatures, the effect of a repulsive line extends as far vertically as the line is long, and if the material is in a ring, it functions as a dome of the ring’s radius.

A character can spend an action to brandish a repellant item, which prevents the repelled creature from approaching within five feet and from making melee attacks against it for one minute. When you use this action, you can make an opposed Charisma check against the creature, and if it fails it must move out of your path if you come within 10 feet of it.

A creature can attempt to overcome this repellent effect, such as by trying to cross a barrier or attack a creature brandishing the item. If it succeeds a DC 20 Wisdom saving throw , it can ignore the repulsion from that particular item – and anything similar within 30 feet – for one hour. If they fail, their turn ends and they cannot try again in that area for a day.

However, if a creature is attacked in any way by a creature protected by a repellant item, it can freely ignore the repellant effect as if it had succeeded its saving throw.

Sci-Fi Journey Encounters

Sci-Fi Journey Encounters

Sci-Fi Exploring: Tier 0 | Tier 1 | Tier 2 | Tier 3 | Tier 4

The following encounters are all suited to a science-fiction setting. For encounters including magical creatures and challenges, see Trials and Treasures . Creatures with no source noted can be found in Chapter 8: Alien Bestiary.


Sci-Fi Exploring Tier 0

1-3. 1 or 2 combat drones

4-6. 1 or 2 stunner drones

9-12. 1d4 + 1 gruknka tadpoles

13-15. 1d4+1 leech creepers

16-18. Swarm of leech creepers

19-21. 1 or 2 mindspore mushrooms

21-23. 2-3 ravix

24-26. Swarm of ravix pups

27-28. 1 or 2 telethars

29-30. 1 or 2 trubbies

31-32. 1 serviceskull

33-34. 1 imprinted host (smuggler)

35-36. 1 void wisp

37-38. 1 or 2 apes (Monstrous Menagerie)

38-39. 1 voidmaw

40-41. 1 kech (Monstrous Menagerie)

42-43. 1 xenid egg or larva

44-45. 1 raptor (Monstrous Menagerie)

46-48. 1 enforcer

49-51. 1d4+1 ruffians

52-54. 1 or 2 commandos

55-57. 1 or 2 dire wolves (Monstrous Menagerie)

58-60. Blinding blizzard (Trials & Treasures)

61-63. Falling net (Trials & Treasures)

64-66. Hail storm (Trials & Treasures)

67-69. Landslide (Trials & Treasures)

70-80. 1 gray ooze (Monstrous Menagerie)

81-90. Social encounter

91-00. Travel scenery

 

Sci-Fi Exploring Tier 1

1-2. 3 or 4 combat drones

3-4. 1 or 2 flamethrower, mortar, or shield drones

5-6. 1 or 2 sentry droids

7-8. 1d2+1 raptors (Monstrous Menagerie)

9-10. 1 triceratops (Monstrous Menagerie)

11-12. 1 gruhnka hunter

13-15. 1 or 2 hollow folk

16-18. 1 karthog

19-21. 1 giant leech creeper

22-24. 3 or 4 mindspore mushrooms

25-27. 1 mnemon

28-30. 1 longtongue ravix with 4 ravix

31-32. 3 or 4 telethars

33-34. 1d2 + 1 void wisps

35-36. 1 giant scorpion (Monstrous Menagerie)

37-39. 1 void ghost

40-42. 2 voidmaws

43. 1 voidmaw alpha

44-45. 1d4+1 kech (Monstrous Menagerie)

46. 1 gibbering mouther (Monstrous Menagerie)

47. 1 or 2 xenid stranglers

48-49. 1 or 2 bounty hunters

50. 1 contract killer

51-52. 1 grick (Monstrous Menagerie)

53. 1 khalkos spawn (Monstrous Menagerie)

54-55. 1 warstorm

56-57. 1 agent

58-59. 1 mirage monster (Monstrous Menagerie)

60-61. 1 decoyskull or spyskull

62-63. Thunderstorm (Trials & Treasures)

64-66. 1 tentacle tree (Monstrous Menagerie)

67-69. 1 yeti (Monstrous Menagerie)

70-80. 1 black pudding (Monstrous Menagerie)

81-90. Social encounter

91-00. Travel scenery

 

Sci-Fi Exploring Tier 2

1-3. 1 processor drone with 1 or 2 flamethrower, mortar, or shield drones and 3 sentry droids

4-6. 1d4 + 1 gruhnka hunters, each with one psionic mutation

7-9. 3 hollow folk

10-11. 1 id puppeteer fleeing id puppet

12-13. 2 or 3 karthogs

14-15. 2 karthogs riding triceratops (Monstrous Menagerie)

16-17. 1 flesh guardian (Monstrous Menagerie)

17-18. 4 longtongue ravix

19-21. 1 wild taurax

22-23. 1d6 + 4 telethars

24. Plague of trubbies

25-26. 1d2+1 giant scorpions (Monstrous Menagerie)

27. 1d2 + 1 void ghosts

28-29. 1 giant grick  (Monstrous Menagerie)

30-32. 3 voidmaws and 1 voidmaw alpha

33-34. 1 tyrannosaurus rexes (Monstrous Menagerie)

35-36. 1 rock dragon (Monstrous Menagerie)

37. 2 or 3 xenid hunters

38-39. 3 bounty hunters

40-41. 1 underworld boss with 3 enforcers

42. 1 khalkos (Monstrous Menagerie)

43-44. 1 inquisitor captain

45. 1 or 2 elementals (Monstrous Menagerie)

46-47. 4 marines

48-49. 1 otyugh (Monstrous Menagerie)

49-50. 1 shambling mound (Monstrous Menagerie)

51-52. 1 or 2 battle psions

53-54. 1 psionic knight

55-56. 1d4+1 khalkos spawn (Monstrous Menagerie)

57-58. 1 murmuring worm (Monstrous Menagerie)

59-60. 1 sand ray (Monstrous Menagerie)

60-61. 1-2 thunderbirds (Monstrous Menagerie)

62-63. Caltrop mines

64-65. Marsh gas (Trials & Treasures)

66-67. Minefield

68-69. Radiation storm

70-71. 2 assaultskulls

72-74. Psychic storm

75-77. Sandstorm (Trials & Treasures)

78-80. Sinkhole (Trials & Treasures)

81-90. Social encounter

91-00. Travel scenery

 

Sci-Fi Exploring Tier 3

1-3. 1 giant ape (Monstrous Menagerie)

3-6. 1d6 + 3 gruhnka hunters, each with the “4” psionic mutation and two random

6-9. 1 id puppetmaster with id puppet

10-12. 1 praetor

13-15. 1 xenid queen

16-18. 1 bounty hunter with inquisitor captain

19-21. 1 battle psion with 3 marines

22-24. 1 psionic blackguard

25-27. 1 sand worm or ice worm (Monstrous Menagerie)

28-30. 2 psionic knights

31-33. 2 inquisitor captains

34-36. 2 captains riding war taurax

36-38. 1 supermutant rust monster (Monstrous Menagerie)

39-41. 4 yetis (Monstrous Menagerie)

42-44. 2 khalkoi (Monstrous Menagerie)

45-47. 2 sand rays (Monstrous Menagerie)

48-50. 3 wyverns (Monstrous Menagerie)

51-53. 1 iron guardian (Monstrous Menagerie)

54-56. 1 or 2 ur-otyughs (Monstrous Menagerie)

57-59. 1 or 2 giant elementals (Monstrous Menagerie)

60-62. 2 rock dragons (Monstrous Menagerie)

63-65. 2 cloakers (Monstrous Menagerie)

66-68. 1 elder black pudding (Monstrous Menagerie)

69-71. 1 invisible render (Monstrous Menagerie)

72-74. 1 gelatinous wall (Monstrous Menagerie)

75-77. Endless plummet (Trials & Treasures)

78-80. Choking smoke (Trials & Treasures)

81-90. Social encounter

91-00. Travel scenery

 

Sci-Fi Exploring Tier 4

1-4. 1 behemoth tyrant

5-8. 1 praetor (possessing underworld boss) with 4 enforcers and 4 ruffians

9-12. 4 or 5 wild tauraxes

13-16. 1 xenid queen with 3 xenid hunters

17-20. 2 psionic blackguards

21-24. 1 inquisitor captain with 3 warstorms

25-28. 2 praetors

29-32. 2 supermutant rust monsters (Dungeon Delver’s Guide)

33-36. 6 marines with 1 inquisitor captain

37-40. 3 khalkoi with 4 to 6 khalkos spawn (Monstrous Menagerie)

41. 1 tarrasque (Monstrous Menagerie)

42-45. 2 iron guardians (Monstrous Menagerie)

46. 1 dark lord

47-50. 1 draconic horror

51-54. 1 elysian

55-58. 1 master assassin * (Monstrous Menagerie)

59-62. 1 or 2 remorhaz (Monstrous Menagerie)

63-67. Forest fire (Trials & Treasures)

68-72. Sunspots ** (Trials & Treasures)

73-77. 4 rock dragons (Monstrous Menagerie)

78-80. 2 sand worms or ice worms (Monstrous
Menagerie)

81-90. Social encounter

91-00. Travel scenery

* The master assassin wields a laser rifle instead of a crossbow
** Instead of magic, the sunspots affect psionics

 

Voidrunner's Codex Journeys

Voidrunner's Codex Journeys

Land-based journeys happen in the future and on alien worlds just as much as they do back home. The regions in Trials and Treasures are applicable to strange planets, whether the voidrunners be crossing Lofty Mountains or wading through an Unrelenting Marsh. Similarly, the journey activities available to characters in Trials and Treasures are relevant anywhere.

For encounters suited to a science-fiction setting, see  Sci-Fi Journey Encounters.

Mounts. A mount can only travel at gallop speed for 1 hour each day. Otherwise it travels at the fast/mounted pace.

Vehicles. Pre-industrial vehicles are unable to go faster than a slow pace, but motorized vehicles and more advanced vehicles move at the Vehicle pace in Table: Travel Pace.

Aircraft. Aircraft and starfighters move at the Aircraft pace in Table: Travel Pace.

Water Vehicles. Water vehicles are restricted by the speed of the vehicle and gain no benefits from a slow pace, but have no penalties for moving at a fast pace. Depending on the vehicle and crew size, a ship can travel up to 24 hours a day.

Table: Travel Pace

Pace

Minute Hour Day Effect

Crawl

50 feet 1/2 mile 4 miles Advantage on Survival checks to cover tracks

Slow/wagon

200 feet 2 miles 16 miles -

Normal

300 feet 3 miles 24 miles Unable to use Stealth
Fast/mounted 400 feet 4 miles 32 miles

–5 penalty to passive Perception and disadvantage on Perception checks

Gallop

800 feet 8 miles* - Disadvantage on Survival checks to track
Vehicle 3,000 feet 40 miles 320 miles  
Aircraft 2 miles 125 miles 1,000 miles  

 

* A mount can only travel at gallop speed for 1 hour each day. Otherwise it travels at the fast/mounted pace.

Star Captain's Manual

Star Captain's Manual

Star Captain's Manual details starships, space travel and exploration, and starship combat--along with rules for building your own starships!

THIS RULEBOOK INCLUDES: 

  • Rules for space travel, with new regions, exploration challenges, journey activities, and encounters.
  • Ship decks like medical bays, hangars, and operations centers 
  • Starship Combat rules which allow you to pilot a nimble starfighter or crew a mighty warship! 
  • Dozens of starships and starfighters.
  • Example starship combat scenarios, along with battlemaps.
  • Rules to build your own starship from scratch. 

Coming Soon!


  • Sarships || Capital Ships | Officers | Starfighters
  • Space Exploration || Navigating Space | Space Journey Activities | Regions of Space | Social Encounters | Astronomical Scenery | Space Exploration Challenges | Boons and Discoveries
  • Starship Combat|| The Arena | Actions in Combat | Capital Ships | System Actions | Starfighters
  • Fleet Roster 
  • Starship Construction Manual || Ship Grade | Ship Type | Propulsion | Shields & Armor | Capital Ship Decks | Additional Capital Ship Systems | Starship Weapons | Miscellaneous Starship Weapons
  • Starship Combat Training Simulator || Space Station Ambush | Cloak Ray Infestation | Hollows in the Decks | Hold the Blockade

Igananfeast

Igananfeast

Ignanfeast is rooted in an ancient agreement struck with the spirit of Iganis, and is said to placate the fey fire spirits. It is most commonly celebrated among the farmers of lowland plains, where wildfires are a constant threat to their grainfields.

Held on the eve of the first moon of summer, each household or attendee is expected to provide an offering, or “taste” for the communal feast. These are traditionally either a small portion of the first of their crops, known as a “first taste”, or a sacrificial animal, called a “blood taste”, but have also come to include elaborate dishes or rare delicacies, known as a “rich taste.” The feast itself is seen as an excuse to let off steam, and is in most cases a raucous affair. In more rural communities the celebration may even attract satyr, dryads, and other fey revelers and last for days.

In certain cities, rumor suggests that a cult known as the Hand of Iganis watches carefully for signs of disrespect during the festival. An open complaint or failure to provide a taste may result in an individual drawing the attention of the cult. The eye of Iganis, a ring of fire on a pole, is often planted as a warning outside the homes of minor infractors, but a number of arson attacks are believed to have been the cult’s retribution for more determined detractors


Game Mechanics

Providing a generous taste for the feast (equating to around 50 gold pieces worth of offerings) leaves a mystic mark on the offerer. The mark resembles an eye made of flames and lasts for 1 month. Visible only to creatures with truesight or who are native to the Dreaming, the mark itself is harmless, but it is a signal to creatures who can see it that the bearer is under the protection of Iganis. 

On most occasions, lesser creatures of the Dreaming who sees the mark are not inclined to challenge the offerer, and it provides advantage on Persuasion, Deception, and Intimidation checks against such creatures. More powerful fey or those opposed to Iganis may see it as a challenge or threat, and the bearer and those with them suffer disadvantage on the above skill checks

Charm Crowd

Charm Crowd

-level (
)
Duration:

You only require line of sight to a target (not line of effect) and it has advantage on its saving throw if you or your companions are fighting it. Until the spell ends, each target is charmed by you and friendly towards you. You can choose to instead designate another creature within range that the crowd is friendly towards. Anything harmful done to a target by you or an ally ends the effect on that creature. A target knows it was charmed by you when it is no longer affected by the spell.

Deadly Beckoning

Deadly Beckoning

-level (
)
Duration:

Until the spell ends, the target is charmed by you and friendly towards you. The spell ends if you or your companions do anything harmful towards the target. While charmed in this way, the target must move in as direct of a path as it can toward you on its turn. Once it is within reach, you can touch the target on your turn, dealing 6d10 psychic damage to it and ending the spell.

Inflict Paranoia

Inflict Paranoia

-level (
)
Duration:

You magically shatter your enemies’ comradery. Each target that fails has disadvantage on saving throws against being frightened and will not directly support an ally. For example, they will continue to fight, but not cast enhancement or healing spells on their allies, share resources with them, provide cover, or use the Help action. If a creature is already supporting an ally in this way, such as concentrating on a spell, it will immediately stop. A creature can repeat the saving throw at the end of each of its turns, ending the spell’s effects on it on a successful save.

Compulsive Urge

Compulsive Urge

-level (
)
Duration:

Choose a behavior and a condition that triggers it. The behavior can’t include an Attack action, must be simple enough to describe in a single sentence, and can be performed in 1 minute, and the trigger must be something the target can see or hear. For example, you may choose a behavior where the target must buy every faberge egg it sees. When your trigger condition is met, the target must make a saving throw or act out the behavior. If it succeeds on the save, the creature is immune to the effects of the spell for 1 hour.

Subliminal Messenger

Subliminal Messenger

-level (
)
Duration:

The target is imbued with a spoken message of 25 words or fewer, which it speaks when a trigger condition you define is met. The target will forget your message after you say it. When your trigger condition is met, the target recites the message in the same cadence, tone, and volume as you used and the spell ends. The target does not recall the message it recited, nor does it need to understand the language the message is in.

Pagination