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Zevanchist

Zevanchist

While the Children of Zev laud the ancient king, the zevanchists have a different perspective: an ancient power abusing his position and the people he forced onto the Astral Plane. Far more contemplative than their cousins, zevanchists build monasteries and homes on asteroids of matter adrift in the Astral and remote islands on the Astral Seas. Their buildings all bear the inverted symbol of Zev (resembling a sharp, barbed V with looping arms) in brilliant crimson to remind all to question authority and its origins.

Even as contemplatives living in well-defended fortresses hidden away from others, zevanchists yet hold a deeply ingrained cultural hatred of the khalkoi, who invaded and destroyed the world Zev fled from in the first place.


Characters raised in the zev anchist culture have a variety of traits in common.

Self-Awareness. Raised in a monastic structure, you are more aware of yourself and your emotions than many are thanks to years of deep contemplation of the self. You gain advantage on saving throws against being charmed or frightened .

Mindful Meditation. Through practice, you have the ability to gain rest from quiet meditation. When you take a long rest you may choose to meditate for a period of 4 hours instead of sleeping for 6. During this meditation you suffer no penalty to passive Perception. A long rest is still 8 hours for you and the remainder must only consist of light activity.

Unity of Purpose. On the Astral Plane you and those you trust are alone in a vast realm of thought and must rely on each other. When making an Insight check, you can spend your reaction to allow one ally within 15 feet to benefit from your roll. Once you have used this feature a number of times equal to your Wisdom modifier (minimum 1), you cannot use it again until you have finished a short or long rest .

Additionally, once per long rest, you can use your reaction to enter into a state of focus for up to 1 minute, which enables you to take the Help action as a bonus action. This requires concentration like a spell.

Languages. You know how to read, sign, and speak the Common tongue and one other language of your choice.

Cubero

Cubero

Among the varied peoples that call the Underland home, there are those that live their lives alongside gelatinous cubes and other oozes, using them for food, trade, and industry. Typical friendly and mercantile, the Cuberos are nonetheless very keenly aware of the dangers lurking out in the dark and make it common practice to be both well-armed and well-spoken.

Characters raised in the Cuberos culture share a variety of traits in common with one another.



Cube Harvester. You are proficient in Animal Handling and with a poisoner’s kit. In addition, you can spend an hour with your poisoner’s kit to harvest special enzymes from the remains of an ooze as though you were harvesting poisons from flora. While working with ooze remains, you can instead refine a vial of acid in place of a basic poison. You can refine 2 vials of acid in place of an advanced poison and 3 in place of a potent poison.

Polite but Armed. You are proficient with maces, warhammers, and war picks. You are also proficient in Culture and gain a speciality in etiquette.

Superior Darkvision. You are used to living in the dark and can see further in darkness and dim light than others of your kind. You have darkvision out to a range of 60 feet. If you already had darkvision, its range increases to 120 feet instead.

Languages. You can speak, read, write, and sign Common and Undercommon and one other language of your choice.

Cube Herder Equipment

Cube Herder Equipment

This unique way of life requires equally unique equipment.
 

Item

Cost Weight
Cube Herder Poncho 10 gp 6 lbs
Cube Saddle 10 gp 5 lbs

 

Cube Herder Poncho. Made of a blend of acid-resistant mushroom fibers and the hides of gelatinous cubes, this oversized poncho can be worn over any armor. While wearing a cube herder poncho, you reduce any acid damage you take by 1. Once this gear has prevented 10 points of damage in this way, it is damaged beyond repair and must be replaced.

Cube Saddle. Made from mushroom fiber and lined with the membrane of a gelatinous cube, this 5 by 5 foot square mat can be placed over an ooze to protect a rider from its acidic surface, though they can still be engulfed. The domesticated gelatinous cubes of the Cuberos will not automatically use their Engulf attack against such a rider unless they are attacked, though other oozes are unlikely to be as accommodating.

Luz Mala

Luz Mala

Challenge
str
dex
con
int
wis
cha

Cervid

Cervid

Adept

A widespread and adaptable people, the deerfolk are found almost everywhere, from remote mountain peaks to densely-populated city centers. Appearing as bipedal deer with cloven hooves, sleek fur, and thick, hoof-like fingernails, their physical characteristics are almost as varied as their range. Many have horns, regardless of gender, and some boast a truly impressive set that appear as sharp tines or broad, palmlike expanses of solid bone, while others instead sport oversized, fanglike canine teeth that protrude from their lips like tusks. They are equal turns fleet-footed and stolidly powerful, and even the largest of cervids are capable of nimble movement in the heat of battle.

 

Cervid Traits

Characters with the cervid heritage share a variety of traits in common with one another.

Age: Cervids mature and age at a similar rate to humans.

Size: Most cervids are slightly taller than humans, typically standing between 6–7 feet tall (not including their antlers) and weighing between 150 and 300 pounds. Your size is Medium.

Speed: Your base walking speed is 30 feet.

Fleet-Footed. You may use a bonus action to Hide or Disengage

Naturally Shod. You have a pair of cloven hooves instead of bare feet, meaning you cannot wear regular footwear such as boots and other shoes. However, your hooves are naturally hard and tough. Choose one type of terrain your deerlike form is adapted to: arctic, desert, forest, grassland, or mountain. You ignore naturally-occuring difficult terrain in that environment. You also take half damage from sharp terrain hazards, such as sharp rocks or broken glass.

Specialized Senses. You gain an expertise die on Perception checks made within the terrain you chose for your Naturally Shod feature.


Cervid Gifts

Cervids come in a variety of shapes and sizes, from slim and elegant to broad and barrel-chested. In addition to the traits found in your cervid heritage, select one of the following gifts.

Fleet Feet

While all cervids are quick on their hooves, you are especially aware and agile. You gain the following traits:

Alert Senses. You gain proficiency in Perception checks.

Bounding Vault. You may make a 10-foot leap in any direction. This leap does not provoke opportunity attacks . You may use this ability a number of times equal to your proficiency bonus per long rest .

Cervine Sprint. Your base Speed increases by 5 feet

Regal Antlers

While plenty of cervids have antlers, yours are particularly impressive—and dangerous. While this means you cannot wear headgear such as helmets, circlets, and diadems, you gain the following traits:

Intimidating Presence. You gain proficiency in Intimidation checks. You can always choose to use Strength when making Intimidation checks.

Natural Weapons. Your antlers are more than just for show. Choose bludgeoning or piercing damage. As a bonus action you may make an unarmed strike, dealing damage of the chosen type equal to 1d6 + your Strength modifier. This strike does not require the use of your hands to execute


Cervid Paragon

When you reach 10th level, you exemplify the best aspects of your kind and gain one paragon gift from the following list.

Like the Wind

Your Speed increases by 10 feet. You ignore difficult terrain when you Dash. When you make a melee weapon attack against a creature, until the end of your turn you do not provoke opportunity attacks from it.

Monarch of the Wilds

You gain an expertise die in Intimidation checks. Additionally, as a bonus action, you can draw on the terrifying majesty of the wilderness, stomping and pawing at the ground or giving a battle cry. All creatures you choose within a 30-foot radius to make a Wisdom saving throw versus your passive Intimidation. On a failure, they become frightened of you until the start of your next turn. You may use this ability a number of times equal to your proficiency bonus per long rest .


Cervid Culture

Most cervids tend to form extended, closeknit family groups where children are raised communally. While some of these families are sedentary, settling into cities and villages, many cervid groups in rural areas opt for a more transient lifestyle, foraging as they go. Obligate vegetarians, any hunting cervids participate in is almost always for fur, feathers, and hides, and they frequently enlist the aid of others who will benefit from the meat produced by their kills. Whether cosmopolitan or itinerant, cervids are often reluctant warriors, turning to violence only when threatened or provoked. Some underestimate their skills due to their slight build, but even the slimmest of cervids are fierce combatants, leveraging their natural speed and agility to their advantage.

The family groups of cervids wandering the wilds often make frequent stops in local settlements to trade, coming out of the woods or down from the mountains on a fairly set schedule. Among these itinerant cervids there is often a member known as a hedge witch : a wise stag or doe who serves as a soothsayer and has extensive knowledge of the remedies of the wilds. Though the occupation of hedge witch is not restricted to the cervid people, to them this title is highly-respected and often hereditary. This hedge witch may provide their services to outsiders for payment or as a reward for assisting the group.

Cervids found in city centers often style themselves as more urbane than their kin, melting into a settlement’s culture with almost chameleon-like proficiency. They excel at a wide range of professions, from palace advisor to village blacksmith. Though some may eschew what they view as the “mystical” trappings of the cervids in the wilds, many still make pilgrimages to the lands of their forebears and a few choose never to return.

Regardless of their lifestyle, nearly all cervids retain a cultural affinity for incorporating the antlers and tusks of the departed into family heirlooms. These items, including weapons, jewelry, and other implements, are passed down from generation to generation as a way of honoring those who came before them. Carefully polished and carved, such heirlooms are treated with great respect and are often reminiscent of beautiful art objects. Cervids may also gift a carved antler to a particularly dear friend or present it as a reward for accomplishing a great deed in their family’s service.


Suggested Cultures

While you can choose any culture for your cervid character, the following cultures are linked closely with this heritage: artisan , cosmopolitan , nomad , villager , wildling .

Dungeon Delver's Dungeon Generation

Dungeon Delver's Dungeon Generation

This section contains random dungeon generators, each of which lets you map and stock a complete dungeon of any size. Each generator is themed around a common type of dungeon locale: bastion, cavern, laboratory, mine, ruin, sewer, temple, and tomb.

You can use each of these generators to produce a dungeon map of rooms and passages, populated with novelties, obstacles, discoveries, and specific room details, as well as level-appropriate combat and noncombat encounters and treasure. These generators are intended to inspire you: once they’ve done so, feel free to follow your inspiration and not the printed instructions! You might use a generator only to help you create a random map and ignore the rest. Conversely, if you already have a map you want to use, you can skip the map generation process, instead rolling on the Passage Contents and Room and Chamber Contents tables for each dungeon location. Or you can browse through the entries, cherry-picking your favorites to add the finishing touches to a dungeon of your own creation.

 

Try the Dungeon Builder tool! 

Pagination