Bloomburrow Planeshifted Guide v1.3
Bloomburrow Planeshifted Guide v1.3
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Credits
Lead Designer: Gabe Rodriguez, aka /u/letterephesus Supporters who made this possible: A.J. Torres, Abner
Castillo, Adam Larson, Alex Garrick-Wright, Alun Howard,
Cover Art: Grady Frederick, Wizards of the Coast
Anansi Dragon, Andre Beshta, André Paquim, Andrew
Artist Credits: Aaron Miller, Alessandra Pisano, Andrea
Fielder, Anonymoose238, Antoine Polignone, Astus,
Piparo, Andrew Theophilopoulos, April Prime, Aurore
Bellaco01, BloodStasis, Brady, Bruno Arcand, Bryce
Folny, Borja Pindado, Brian Valeza, Campbell White, Chris
Haertjens, Caroline Magoulas, Chris Campbell, Chris
Rahn, Chris Seamen, Christina Kraus, Duong ct, Ekaterina
Tipton, Cody Westerlund, Dallas, Daniel Clark, David
Burmak, Henry Peters, Irina Nordsol, Iris Compiet, Jakob
Cummings, Der Zweifler, Donovan Lowell, Echo Rowan,
Eirich, Jeff Carpenter, Jose Vega, Joshua Cairos, Lars
Eric Koger, Finn the Human, Guilherme Mello, Hannah
Grant-West, Leon Tukker, Loïc Canavaggia, Mark Zug,
Flayhan, Isaac Swisher, Jesse D Miers, Joseph Joffe, Kevin,
Martin Wittfooth, Marzena Nereida Piwowar, Matt
KJ Fisher, Leondatwani, Logan Harris, Mason Jones,
Stewart, Mila Pesic, Mitsuhiro Arita, Narendra Bintara Adi,
Matthew Wood, Nathan Broderick Mathews, Nayla + Steve
Néstor Ossandón Leal, Olena Richards, Pavel Kolomeyets,
Caruso, Nebulous, Patrick O'Connell, ReaperTheWolf,
Pindurski, Quintin Gleim, Raluca Marinescu, Randy
Richard Rivera, RocketTurtle, Shaun Sullivan, Shawn
Vargas, Ryan Pancoast, Samuele Bandini, Steve Prescott,
Advincula, SirGoatly, SlowDisco, Sophie Forster, Zac
Steven Belledin, Steven Russell Black, Valera Lutfullina,
Bruntmyer, zen magus, Zuloe Sixx
Victor Adame Minguez, Xavier R, Yohann Schepacz, Zara
Alfonso, Zezhou Chen Thank you all, you rock!
A Planeshifted Guide to Bloomburrow is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by
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Contents
Welcome to Bloomburrow ...........................................................4 Entertainer ...................................................................................48
Ch. 1: Life in Bloomburrow ........................................................ 5 Farmer .......................................................................................... 48
Inhabitants .........................................................................................5 Fisherman ....................................................................................48
History ................................................................................................ 5 Fortune Teller .............................................................................. 48
Currency .............................................................................................5 Guard ............................................................................................ 48
Languages ..........................................................................................5 Guide .............................................................................................49
Transportation ...................................................................................6 Hunter ...........................................................................................49
Astronomy ..........................................................................................6 Innkeeper ..................................................................................... 49
Entertainment ...................................................................................6 Merchant ...................................................................................... 49
Seasons & Calamity ........................................................................ 6 Noble .............................................................................................49
Ch. 2: Land of Valley ..................................................................... 7 Sailor .............................................................................................50
Three Tree City ................................................................................. 8 Scavenger .....................................................................................50
Fountainport ......................................................................................9 Soldier .......................................................................................... 50
Goodhill ..............................................................................................9 Ch. 7: Feats .................................................................................... 51
The Knowledge Ossuary .............................................................. 10 Parts of a Feat .................................................................................51
The Hanging Gardens .................................................................. 10 Feat Descriptions ...........................................................................51
Calamity Graveyard .......................................................................11 Ch. 8: Equipment ......................................................................... 53
Forest of Iron .................................................................................. 11 Coins .................................................................................................53
Ch. 3: Create Your Character ...................................................12 Bloomburrow Equipment ............................................................ 53
Ch 4: Species ................................................................................ 13 Tools ..................................................................................................54
Parts of a Species .......................................................................... 13 Adventuring Gear ...........................................................................54
Species Descriptions .................................................................... 13 Magic Items .....................................................................................55
Badgerfolk ....................................................................................14 Ch. 9: Spells ...................................................................................57
Barkform ...................................................................................... 15 Alterations to Magic ...................................................................... 57
Batfolk ...........................................................................................16 Spell Descriptions ......................................................................... 57
Beaverfolk .................................................................................... 18 Appendix A: Creature Stat Blocks ..........................................46
Birdfolk .........................................................................................19 Appendix B: Monster Stat Blocks .......................................... 67
Bonebound ...................................................................................21 Appendix C: Creating Bloomburrow NPCs .........................83
Frogfolk ........................................................................................ 22 Appendix D: Rules Glossary .....................................................84
Lizardfolk ..................................................................................... 24
Molefolk ........................................................................................26
Mousefolk .....................................................................................27
Otterfolk ....................................................................................... 29
Rabbitfolk .....................................................................................31
Raccoonfolk .................................................................................33
Ratfolk .......................................................................................... 35
Skunkfolk .....................................................................................37
Squirrelfolk ..................................................................................38
Ch. 5: Classes ................................................................................40
Classes in Bloomburrow .............................................................. 40
Druid .................................................................................................41
Circle of Wildfire ........................................................................ 41
Ranger ..............................................................................................43
Omenpath Walker ...................................................................... 43
Sorcerer ........................................................................................... 44
Storm Sorcery .............................................................................44
Wizard .............................................................................................. 45
Necromancer ...............................................................................45
Ch. 6: Backgrounds .....................................................................46
Parts of a Background .................................................................. 46
Other Backgrounds ....................................................................... 46
Background Descriptions ............................................................ 46
Archivist ........................................................................................47
Artisan .......................................................................................... 47
Caretaker ......................................................................................47
Chef ............................................................................................... 47 jeff carpenter
Criminal ........................................................................................47
3
Welcome to Bloomburrow
B
LOOMBURROW IS A CHARMING Chapter 1 provides an overview to life in Bloomburrow.
pastoral plane full of anthropomorphic animals, Chapter 2 describes several locations in Valley, the home
featured in Magic: the Gathering. No human has set of Bloomburrow's animalfolk.
foot on the plane; anyone who travels to Chapter 3 details how to create Bloomburrow characters.
Bloomburrow is transformed into one of the animalfolk. The Chapter 4 presents the sixteen new species of
animalfolk have advanced culture, and unlike animalfolk Bloomburrow.
from other planes, they retain a size normal for their species. Chapter 5 provides information for character Classes on
Bloomburrow, and presents four new or updated subclass
About This Book options.
Chapter 6 presents eighteen background options for
This book is an in-depth guide to using Magic: the Gathering's
plane of Bloomburrow as a setting for a Dungeons & characters native to Bloomburrow.
Dragons 5th edition campaign. It guides players and the Chapter 7 describes seven feats that characters can
Dungeon Master through the process of creating characters choose from.
and adventures set in this world. It is divided into the Chapter 8 describes equipment unique to Bloomburrow,
following sections. including tools, adventuring gear, and magic items.
Chapter 9 describes how magic is changed on
Bloomburrow, and presents fifteen new spells.
Appendices A and B present 22 creature stat blocks
useful for players, and seven Monster stat blocks for DMs.
4
Life in Bloomburrow
Inhabitants Weavers' Calamity
Bloomburrow is inhabited by a number of sapient animalfolk Weavers grew in power, protecting Valley from the weakened
species, who live alongside other creatures such as insects Calamity Beasts. ver time, magic drove some weavers mad,
and fish. They also share their home of Valley with elemental turning them into monsters fueled by rage. They rampaged
monsters known as Calamity Beasts. The inhabitants unstoppably, threatening the newly-achieved peace. This led
experience a relative peace as they learn to alongside other to the great weavings being sealed, in favor of small spells
animalfolk and the forces of nature. anyone could manage.
6
borja pindado
Land of Valley
V
ALLEY IS THE RURAL AND VIBRANT Meadows are characterized by flowers and grasses dotted
home of the plane's animalfolk. A small region in with animalfolk farms. Ponds are freshwater, fed by rainfall,
the larger plane of Bloomburrow, Valley is a and are popular locations for fishing. Marshes teem with
temperate stretch of land, home to a diverse array insect life, especially in the tunnels and subterranean caverns
of wildlife and natural landmarks. Within Valley are five below. The hills have sparse flora, and their ample sunlight
biomes: meadows, ponds, marshes, hills, and thickets. The warms Valley's lizardfolk. Forests are lush, holding
lands outside Valley's villages and towns are known as the enormous, ancient trees that house cities of animalfolk.
Brambles.
7 C H A P T E R 2 | L A N D O F VA L L E Y
The Docklands
Three-Tree City The Docklands is a sprawling array of docks and rafts off the
bank of the Long River. It is the center of trade for Three Tree
Three Tree City, or Three Trees City, is the largest settlement
in Valley; a forest city formed by the intertwining of an City. This district lies under the tendrils of the Willow.
ancient oak, sycamore, and willow tree on the banks of the
Long River. Buildings and fungal paths decorate its canopy The Quilted District
and trunk. The city was founded to harmonize with nature, The Quilted District lies in the city's heart. It is named after
which is apparent in its organic layout. The city is divided into its vast quilted banner symbolizing the union of all
several districts. animalfolk, featuring squares from every species that visits
the city.
leon tukker
8
Fountainport
Fountainport is a city formed as a three-tiered, soapstone-
carved fountain that rises from Valley's largest pond. At its
pinnacle lies a sculpted flower and a magically suspended Goodhill
spire of water. Portcullises gate the city, and glass elevators, Goodhill is a town with white-petal roofs and woven grass
slides, and waterfalls connect the different levels. The second walls interspersed with larger, painted clay burrows and a tall
tier of the city holds domed frogfolk houses that sit upon windmill. Colorful glass rainwater collectors line its cobbled
individual bowls and more elegant boats than the lower street. Towering above it all, the wooden homes of batfolk
levels. On the top level, the weaving of water magic stand atop long poles. Goodhill has a diverse population of
supplements mundane architecture. many species. It is a two-day ride from Fountainport.
The Tadpool Harbor District is a rowdy district at the
fountain's base. It consists of markets on floating docks and
lily pads.
leon tukker
9
The Knowledge Ossuary
The Knowledge Ossuary is a limestone cavern village
inhabited by ratfolk archivists. The most ancient Ossuary in The Hanging Gardens
Valley, it houses a library of the plane's history. It is protected The Hanging Gardens rest in a shallow cenote behind a
by powerful enchantments and warriors, and only a ratfolk waterfall whose walls are covered with foliage that drapes
elder can permit a visitor to view the contents of the Ossuary. down to touch the water's surface. Lily pads float freely on
One of its entrances along the Long River is covered by a the surface of the pool, and frogfolk come to bask in the sun
mussel shell, and its tunnels are illuminated by enchanted at midday when the sun is right above its opening.
lights. Long ago, it was burrowed by an extinct species of
enormous insects. It is west-southwest of Fountainport.
leon tukker
10
Forest of Iron
The Forest of Iron is a forest of ancient, petrified ash trees
made of iron hidden within a deep fissure. The trees still
grow, their branches becoming sharp and pointed while their
Calamity Graveyard bark oxidizes into rust. The forest is an important source of
The Calamity Graveyard is a large pit of tar that contains iron for armor and weapons. The thicker the tree, the more
bones from Calamity Beasts killed during the war of cinders. pure the metal towards the center is, with each "tree ring"
Squirrelfok draw their necromantic powers from here, and containing more and more impurities — the most ancient
harvest special Corpseberries that grow in the skeletal trees have cores of pure steel. The forest is a site of
remains. pilgrimage for lizardfolk.
Other Locations
Valley is full of a number of other villages, towns, ruins, and
places of wonder. Adventure awaits!
11
Create Your Character
W
HEN YOU MAKE YOUR D&D
Other Backgrounds
character, you have an array of options in the
At the DM's discretion, if your character is a visitor to
Player's Handbook to create the sort of
Bloomburrow from another plane of existence, you can
adventurer you want. When you create an
choose a background option from another book. If that
adventurer for a Bloomburrow adventure or campaign, use
background doesn't include ability score adjustments, adjust
the options presented in this chapter.
your ability scores by increasing one score by 2 and another
by 1, or increase three scores by 1. None of these increases
Choose a Class can increase a score above 20. Also, if the background you
Characters of any class from the Player's Handbook can be choose doesn't provide a feat, you gain an Origin feat of your
found in Bloomburrow. Chapter 5 provides ideas and choice (see chapter 7).
guidelines for how your class fits into Bloomburrow, and
presents new and updated subclass options. Choose a Species
The subclasses presented in chapter 5 are designed for use When you choose a species for you character, choose from
with the Revised Player's Handbook (2024). If you are using a the species options presented in chapter 4.
class from an older book, work with your DM to determine
Even if your character is native to another plane of
the appropriate character level to gain the subclass features
existence, all sapient species are transformed into one of the
from a subclass in this guide.
animalfolk species of Bloomburrow when they arrive. If your
character was originally a member of a different species, they
Determine Origin now possess only their animalfolk species' traits.
Determining your character's origin involves choosing a
background, a species, and two languages. When making Choose Languages
those choices, you choose from the options presented in this Bloomburrow is not a plane with a large variety of languages,
chapter instead of those in the Player's Handbook. unlike most D&D worlds. Your character knows Common,
the language spoken by all the animalfolk in Valley.
Choose a Background Some features allow a character to learn a secret language.
When you choose a background, choose an option presented Druidic exists on Bloomburrow as the creaking language of
in chapter 6. If you're having trouble choosing a background, the Barkform and plants. Thieves' Cant is a kind of coded
the Ability Scores and Backgrounds table shows which jargon used by Valley's bandits and criminals.
backgrounds benefit which ability scores. Look for your
class's primary ability there.
jeff carpenter
C H A P T E R 3 | C R E AT E Y O U R C H A R A C T E R 12
Species
W
HEN YOU CHOOSE YOUR
character's species, choose one of the species
Ability Scores
presented in this chapter. Even if your character Species in this chapter do not grant ability score
is from another plane of existence, all sapient adjustments. Those adjustments are instead offered by your
creatures are magically transformed into one of choice of background.
Bloomburrow's animalfolk species when they arrive.
Languages
Parts of a Species Your character can speak, read, and write Common.
A species includes the following parts
Creature Type. A character's species determines the Life Span
character's creature type. Creature types don’t have rules
The typical life span of a player character in the
themselves, but some rules in the game affect creatures of
Bloomburrow is about a century, assuming the character
certain types in different ways. The animalfolk species in this
doesn’t meet a violent end on an adventure. A species in this
chapter are Humanoid, despite being non-humanoid animals,
chapter tells you if it has an atypical life span.
for the purpose of mechanical game balance.
Size. Your character's species determines the character's
Size. The listed Size is a representation of the space the Species Descriptions
creature controls in combat, not necessarily their height. The Sixteen species are presented in this chapter in alphabetical
actual height of a species in this chapter is listed after the order:
species' Size.
Speed. Your character's species determines the character's Badgerfolk Frogfolk Raccoonfolk
Speed.
Barkform Lizardfolk Ratfolk
Special Traits. Each species gives a character special
traits—unique characteristics based on the species' Batfolk Molefolk Skunkfolk
physiology or magical nature. Beaverfolk Mousefolk Squirrelfolk
Birdfolk Otterfolk
Bonebound Rabbitfolk
13 CHAPTER 4 | SPECIES
Role in Valley
Badgerfolk Badgerfolk's menacing size and reputation means they can
Badgerfolk are among the less common animalfolk in Valley, easily find work as guards, soldiers, and mercenaries. But
and little is known of their culture. Solitary by nature, most their natural disposition leads many to become druids at
Badgerfolk are unlikely to know much about their history home in nature, or guides to weary travelers.
either, and are unlikely to have met other Badgerfolk in their
youth. Badgerfolk are also among the largest animalfolk, Badgerfolk Traits
towering over others. Creature Type: Humanoid
Size: Medium (about 1.5–3 feet tall)
Typicaly Personalities Speed: 30 feet
Badgerfolk have a sinister reputation of violence and As a Badgerfolk, you have these special traits.
aggression, but this untrue; while Badgerfolk can be Bite. You can use your fanged maw to make Unarmed
formidable, they are simple and peaceable by nature, mostly Strikes. When you hit with it and deal damage, you deal
keeping to themselves to forage and hunt. They are slow to Piercing damage equal to 1d6 + your Strength modifier,
trust, but when their trust can be earned, they prove most instead of the normal damage of an Unarmed Strike.
loyal companions. Burrowing. You have a Burrow speed of 5 feet. You can
use this speed to move through sand, earth, mud, or ice.
Structures and Settlements
Darkvision. You have Darkvision with a range of 60 feet.
Badgerfolk aren't known to settle down as other animalfolk
Keen Smell. You have proficiency in the Perception skill.
do, and are content to live off the land and wander for their
You also have Advantage on Wisdom (Perception) checks that
entire lives.
involve smell.
CHAPTER 4 | SPECIES 14
Role in Valley
Barkforms are a mystery, but are unlikely to be found in
Valley society. They are normally found in the untamed places
of Valley, or even the Brambles outside it.
Barkform Barkform Traits
Barkforms are living plants, constructs of bark and leaves Creature Type: Plant
and stems. They can have a wide range of appearances; many Size: Medium (about 1-3 feet tall) or Small (about 3–11
appear as insects, while others take shapes that seem to be inches tall), chosen when you select this species
inspired by the animalfolk. Speed: 30 feet
No one knows the nature or origin of the Barkforms. Some
As a Barkform, you have these special traits.
believe they are natural denizes of Valley, while others believe
they are the result of old Weaving magic. Barkskin. While you aren't wearing armor, your base AC is
16.
Typicaly Personalities Extra Language. You know Druidic.
Barkform are stoic and slow to communicate, if they Flammable. When you take Fire damage, you start
communicate at all. They have little concepts of etiquette or burning.*
ownership, and have terrified many a farmer by simply Life Span. You are immune to the effects of aging and
harvesting their crop. Some Barkforms are known to be can't be aged magically.
benevolent, however, as the Mousefolk train simpler Plant Camouflage. You can take the Hide action even
Barkforms as steeds and guardians. when you are obscured only by foliage, heavy rain, falling
snow, mist, and other natural phenomena. You also have
* See the Rules Glossary Advantage on Dexterity (Stealth) checks you make in forest
terrain.
Sleeplessness. You don't need to sleep and can remain
conscious during a Long Rest, though you must still refrain
from strenuous activity to gain the benefit of the rest.
15 CHAPTER 4 | SPECIES
steve prescott
Batfolk
Batfolk are eccentric and mysterious nocturnal defenders.
Superstitious, kind, and ferociously protective, batfolk have a
strong sense of loyalty, tradition, and order. Batfolk
communities are defined by rigid roles, as they look to the
predictable certainty of the moon and stars, using the Night Keepers
patterns of the night sky to direct their choices and fuel their Batfolk are the protectors of Valley during the evening hours
magics. At their best, batfolk are dependable and loyal when other animals are asleep. One of the core beliefs of
protectors with strong ties to their compatriots. At their batfolk is the understanding that in all things there is
worst, batfolk are obtuse, adhering overly rigidly to balance. There cannot be night without day, light without
hierarchies and order. shadow, or life without death. Because batfolk often take on
the responsibility of nocturnal safety and watch alone, they
Typical Personalities request lifeforce from the animalfolk of the day to fuel their
Batfolk community consists of rigid roles and clearly defined protection.
hierarchies. Leaders of the larger community are a mixture of
magic practitioners, spiritual leaders, and martial veterans. Weaving
Individual batfolk are frequently solitary; they can be found Batfolk magic is related to the stars and night sky that they
flying out alone on patrols or engaging in quiet study. Being worship, leading to magic that shakes the world when they
nocturnal, they interact less frequently with the other cast it by channeling the power of the cosmos and beyond.
denizens of Valley and are often viewed as aloof and Batfolk also sing as part of casting, which can cause auditory
enigmatic. damage as they chant. Batfolk sometimes dabble in minor
Fortune-telling and star reading are popular batfolk augury, though their concerns as seers are too far in the
hobbies, which often perpetuates their detached eccentricity. future for it to matter to many animalfolk.
Even within batfolk communities, there are still some who
are more on the eccentric side, those inclined toward
adventure or those that cast off their predetermined path.
These batfolk are called Drifting Stars and are regarded with
a mixture of fascination and frustration by the community at
large.
CHAPTER 4 | SPECIES 16
valera lutfullina
Batfolk Traits
Creature Type: Humanoid
Size: Small (about 2–11 inches tall)
Speed: 25 feet
17 CHAPTER 4 | SPECIES
Beaverfolk
The Beaverfolk of Valley are extremely rare; a given Beaverfolk Traits
community might only know of a single Beaverfolk. In Creature Type: Humanoid
seasons past, it is believed that some Beaverfolk might have Size: Medium (about 2.5–3 feet tall)
helped to lay the foundations of many cities, but in the Speed: 30 feet
modern day, Beaverfolk are instead known for their As a Beaverfolk, you have these special traits.
instinctive habit of gnawing on wood and potentially causing Bite. You can use your elongated teeth to make Unarmed
destruction. Strikes. When you hit with them and deal damage, you deal
Piercing damage equal to 1d6 plus your Strength modifier,
Structures and Settlements instead of the normal damage of an Unarmed Strike.
Beaverfolk live in small family units, and usually make their
Hold Breath. You can hold your breath for 1 hour.
wooden homes in or near dams they construct along the
Swimming. You have a Swim Speed equal to your Speed.
tributaries of the Long River.
Wood-Eater. You deal double damage to objects and
Role in Valley structures. You also have Advantage on attack rolls against
Despite their reputation for accidental destruction, many any creature, object, or structure if the target is made of
villages are happy to employ Beaverfolk as a local carpenter wood.
or handyman. Their powerful jaws can also be intimidating Woodcarver. You have proficiency with Carpenter's Tools
and dangerous, and some Beaverfolk put this to use as or Woodcarver's Tools.
guards or mercenaries.
CHAPTER 4 | SPECIES 18
Birdfolk
The skies of Valley are home to flocks of birdfolk who are as
diverse in coloration as they are in personality. Birdfolk help Weaving
connect the animalfolk to one another, carrying mail, Birdfolk magic is primarily for aiding and supporting their
delivering aid, and even transporting other animals across allies on adventures. Birdfolk learn magic early on in their
Valley. At their best, birdfolk are chivalrous, stalwart, and lives, typically taught by an elder that they purposefully seek
selfless. At their worst, birdfolk are self-important, stubborn, out to learn from. Alongside their academic teachings comes
and patronizing. an ethical framework, The Wingbeat Way, which instills a
lifelong commitment to use their magic for the common good.
Typical Personalities
Birdfolk are raised to be staunch idealists. They stick up for Structures and Settlements
those animalfolk that are weaker than them and never look Birdfolk houses are known as Perches. Typically, they are
away from injustice, no matter the perpetrator. found either high up in trees or on stilts that rise high above
Birdfolk are highly concerned with their physical the grass, providing good sightlines onto the world below. A
appearance and social status. They preen their feathers and home is often passed around between many different birdfolk
decorate their outfits to express their personal glories and to and their doors are left open to provide immediate shelter for
reflect their heritage. Birdfolk in larger villages will even any animalfolk in danger.
congregate at specific times, in bath houses called
preeneries, to take a break from their work and keep up their
appearances.
19 CHAPTER 4 | SPECIES
Birdfolk Traits
Creature Type: Humanoid
Size: Medium (about 1–3 feet tall) or Small (about 3-11
inches tall), chosen when you select this species
Speed: 30 feet
As a Birdfolk, you have these special traits.
Role in Valley Beak. You can use your sharp beak to make Unarmed
Birdfolk are incredibly collaborative and adventurous. They Strikes. When you hit with it and deal damage, you deal
prefer to take the role of inspiring healers, knightly Piercing damage equal to 1d6 plus your Strength modifier,
frontliners, or aerial scouts. Their confidence leads them to instead of the normal damage of an Unarmed Strike.
find roles as project leaders and diplomats. Flight. Because of your wings, you have a Fly Speed equal
to your Speed. You can't use this Fly Speed if you're wearing
medium or heavy armor, or if you're wielding an object in
both hands.
Birdfolk Lineage. You are part of a lineage that grants you
certain physical abilities. Choose a lineage from the Birdfolk
Lineages table. You gain the benefit of that lineage.
Birdfolk Lineages
Lineage Benefit
You can accurately mimic sounds you have heard, including voices. A creature that hears the sounds you make
Corvid can tell they are imitations only with a successful Wisdom (Insight) check (DC 8 plus your Charisma modifier
and Proficiency Bonus)
Owl You have proficiency in the Stealth skill.
You can move through the space of any creature that is a size larger than you, but you can't stop in the same
Passerine
space.
You know the Friends cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for it (choose the
Songbird
ability when you select this lineage)
Waterbird You have a Swim Speed equal to your Speed.
CHAPTER 4 | SPECIES 20
mila pesic
Bonebound Traits
Creature Type: Undead
Size: Medium (about 1-3 feet tall) or Small (about 3–11
Bonebound inches tall), chosen when you select this species
The Bonebound are only spoken of in whispers by the Speed: 25 feet
animalfolk of Valley. They are the skeletal remains of long As a Bonebound, you have these special traits.
dead animalfolk, reanimated as Undead. Darkvision. You have Darkvision with a range of 60 feet.
It is well known that Squirrelfolk have the ability to raise Bludgeoning Vulnerability. You have Vulnerability to
undead servants, but these powers are mostly reserved for Bludgeoning damage.
insects, or for the Calamity Beasts from which the Life Span. You are immune to the effects of aging and
Squirrelfolk draw magic. The act of raising a dead animalfolk can't be aged magically.
is considered taboo even among the Squirrelfolk themselves. Poison Resilience. You have Resistance to Poison
Still, some practice the art, especially the Squirrelfolk known
damage. You also have Advantage on saving throws you make
as the Belladona, a secretive order that wants to reclaim the
to avoid or end the Poisoned condition.
world for nature.
Relentless Endurance. When you are reduced to 0 hit
While most Bonebound are mindless servants, particularly
points but not killed outright, you can drop to 1 hit point
powerful magic, or spells influenced by Calamity Beasts or
instead. Once you use this feature, you can't do so again until
Omenpaths, might lead to the creation of a Bonebound that
you finish a Long Rest.
retains its sentience and memories.
Sleeplessness. You don't need to sleep and can remain
conscious during a Long Rest, though you must still refrain
Role in Valley from strenuous activity to gain the benefit of the rest.
Bonebound are not welcome in Valley society, and are instead
Undead Legacy. You were once a member of another
found on its outskirts. They are most often servants of a
species. Choose another species in this chapter. You gain the
Squirrelfolk Necromancer, but free-minded Bonebound
scavenge roads and resort to monstrous banditry. benefit of any skill proficiency and any Climb or Swim Speed
granted by that species' traits.
Unusual Nature. You have immunity to disease, and you
don't need to eat, drink, or breathe.
21 CHAPTER 4 | SPECIES
Augury and Calamity
Frogfolk’s unique augury helps manipulate Calamity Beasts
and mitigate potential destruction. Their skills are honed
Frogfolk through developing a strong, intuitive understanding of the
needs and balance of the natural world and by analysis of
Frogfolk are skilled augurs and highly knowledgeable
prior Calamity paths to anticipate upcoming migration
elementalists, their curiosity driving them to learn and
patterns. At a basic level, frogfolk augurs can see the general
discover more about the natural world throughout their life.
shape of the future but cannot anticipate changes. Adept
At their best frogfolk are thoughtful and knowledgeable. At
augurs can see exact movements seconds or even minutes in
their worst frogfolk are fatalistic and disinclined to
advance. Frogfolk augurs will plan to move entire villages,
collaborate with others.
dam rivers, to send adventurers out to draw a Calamity
Beast’s attention in order to prevent large-scale damage.
Typical Personalities
Frogfolk have a pessimistic and fatalistic outlook on life. Even Agroforestry and Foraging
those who are not augurs still internalize the frequent Frogfolk maintain a uniquely symbiotic relationship with the
predictions of Valley’s doom and feel haunted by the land they live on, preferring to slowly shape the direction of
possibility of a terrible future they cannot escape. It’s plant growth and maintain a complex ecosystem rather than
common for frogfolk to have a tendency towards the utilize traditional farming methods. Frogfolk don’t plant
dramatic, exaggerating tales of their inevitable doom or crops, but rather change the environment around them to
jumping to the worst possible scenario even when the encourage certain flora to grow. They may carve out terraced
outcome is unclear. shelves into a hill and flood them to grow cranberries or rice,
or build a roof to protect fragile plants from withering under
the sun. Frogfolk have round homes that are clustered
together on the edges of the water.
CHAPTER 4 | SPECIES 22
Frogfolk Traits
Creature Type: Humanoid
Size: Small (about 2–6 inches tall)
Speed: 25 feet
Weaving As a Frogfolk, you have these special traits.
Frogfolk magic revolves around the use of water, something
Amphibious. You can breathe air and water.
they always carry at their sides in some way or another.
Flinging droplets or causing a wave of water are common Darkvision. You have Darkvision with a range of 60 feet.
spells. Keen Senses. You have proficiency in the Perception skill.
Standing Leap. As a Bonus Action, you can jump a
Role in Valley number of feet equal to five times your Proficiency Bonus,
Frogfolk play a key role at the start of an adventure or battle. without provoking Opportunity Attacks. You can use this trait
Adventuring parties may speak with a frogfolk augur before only if your speed is greater than 0.
embarking on a journey, or mousefolk knights may consult on You can use this trait a number of times equal to your
predictions before a battle with a Calamity Beast. The most Proficiency Bonus, and you regain all expended uses when
talented diviners use their skills to predict the actions of the you finish a Long Rest.
Calamity Beasts and the resulting changes in seasons, which Swimming. You have a Swim Speed equal to your Speed.
is invaluable to the daily life and survival of all in Valley. Many Tongue. As a Bonus Action, you can use your elongated
frogfolk consult on questions related to agriculture and tongue to grapple one creature that you can see within 10
ecology of the region. feet of you. The target must succeed on a Strength or
Dexterity saving throw (it chooses), or it is pulled up to 5 feet
closer to you and has the Grappled condition. The DC for the
saving throw and any escape attempts equals 8 plus your
Strength modifier and Proficiency Bonus.
23 CHAPTER 4 | SPECIES
Lizardfolk
Lizardfolk are the only animalfolk that are not native to
Valley. Many seasons ago, lizardfolk populated Valley's few Hearthflame
shaley hills and rocky ravines, which best resemble the Fire is central to the lives of lizardfolk. Not only does fire
habitats of their homelands. They are industrious and have an emotional meaning, but it also functions as heat
cantankerous fire-worshippers who live life at their own pace reserves when sunbathing isn't an option. Every lizardfolk
and contribute to Valley as they please. To other animalfolk, community has a central fire source, whether it is a village
they can come across as uncooperative and grumpy, but their hearth, a mystical ember, or a forge. Rituals, like dancing,
enthusiasm and zeal for adventure is the foundation of any singing, or just basking in front of their community furnace or
great adventuring party. At their best, lizardfolk are the one in their home, are part of everyday lizardfolk life.
passionate, resilient, and direct. At their worst, lizardfolk are There is a spiritual nature to this practice, which originated
moody, aggressive, and cruel. in far-off communities and was brought to Valley. In large
villages or cities where lizardfolk live among other animalfolk
Typical Personalities species, many smaller fire sources will be built instead, so
Lizardfolk are gruffer and more standoffish and don't have that lizardfolk are never too far away from light and heat.
the same expectations of hospitality and personability that
other animalfolk of Valley emphasize. Their different cultural Artistic Prodigies
expectations shouldn't be taken as meanness or a lack of Lizardfolk culture encourages artistic expression from a
empathy, however. Lizardfolk are willing to pitch in any way young age, primarily through metalwork, but also with fabrics
they can, their actions just lack a veneer of niceness. and paints. Their outlook on art is unique among animalfolk
Due to their cold blood, they typically rest when not species, as they value not just the creation of art, but also its
performing necessary tasks, storing up energy for later. If a destruction. Lizardfolk art is meant to decay, fall apart, or be
lizardfolk sunbathes too much, they'll get twitchy and burned, sometimes immediately after its creation.
overloaded, causing them to rush around erratically as they
look for an outlet for their energy.
CHAPTER 4 | SPECIES 24
Lizardfolk Traits
Creature Type: Humanoid
Weaving Size: Small (about 1–6 inches tall)
Lizardfolk magic typically revolves around the use of fire, Speed: 25 feet
from lighting torches to casting massive fireballs. Their fire
As a Lizardfolk, you have these special traits.
magic can also be used to scorch their foes.
Adrenaline Rush. You can take the Dash action as a
Structures and Settlements Bonus action. When you do so, you gain a number of
Lizardfolk homes are built into cliffs or hewn from stone and Temporary Hit Points equal to your Proficiency Bonus.
metal, with flat roofs to encourage sunbathing. No lizardfolk You can use this trait a number of times equal to your
home is ever undecorated, and homes are frequently built Proficiency Bonus, you regain all expended uses when you
around works of art rather than art pieces being created after finish a Short or Long Rest.
the fact as decoration. Artistic Prodigy. When you make an ability check that
uses an Artisan's Tool with which you have proficiency, your
Role in Valley Proficiency Bonus is doubled for that check.
Lizardfolk are at their element when thick in the fray as Bite. You can use your fanged maw to make Unarmed
either fiery shamans or sneaky assassins. Sometimes more Strikes. When you hit with it and deal damage, you deal
combative lizardfolk can become frenzied or bloodthirsty. Piercing damage equal to 1d6 plus your Strength modifier,
Lizardfolk also find work as blacksmiths and artisans, instead of the normal damage of an Unarmed Strike.
passing those skills down to other animalfolk with gruff, Darkvision. You have Darkvision with a range of 60 feet.
dangerous, but ultimately exciting teaching methods. Fire Resistance. You have Resistance to Fire damage.
Natural Armor. While you aren't wearing armor, your AC is
13 plus your Dexterity modifier.
25 CHAPTER 4 | SPECIES
Molefolk
Molefolk are joyous, infectiously optimistic, and famously
patient. They are also extremely adventurous and curious by Molefolk Traits
nature, fond of discovery and the catalog thereof. Molefolk Creature Type: Humanoid
were among the first in Bloomburrow to discover the Size: Small (about 3–8 inches tall)
Omenpaths and find themselves on new planes entirely. Speed: 25 feet
Despite their affable nature, Molefolk are viciously loyal to
their friends and family, and won't hesitate to leap to their As a Molefolk, you have these special traits.
defense. Burrow. You have a Burrow Speed of 5 feet.
Darkvision. You have Darkvision with a range of 120 feet.
Structures and Settlements Tremorsense. As a Bonus Action, you gain Tremorsense
Unlike most other animalfolk, Molefolk live deep with a range of 60 feet for 10 minutes. You must be
underground in tunnels and warrens. These tunnels are underground, in a cave, or using your Burrow speed to use
baffling and maze-like to all other animalfolk, but the this Tremorsense.
Molefolk navigate them with ease. When the digging or You can use this Bonus Action a number of times equal to
building of other animalfolk threatens a warren, the Molefolk your Proficiency Bonus, and you regain all expended uses
will not hesitate to defend their families. when you finish a Long Rest.
Labyrinthine Recall. You have proficiency in the Survival
Role in Valley skill. You also have Advantage on any Wisdom (Survival)
Molefolk make excellent guides and cartographers. Their check you make to navigate or track.
affinity for the wilds often leads them to study druid magic,
and their affable nature ensures many find employ as
innkeepers and advisors.
CHAPTER 4 | SPECIES 26
Mousefolk
The mousefolk of Valley are plucky, eager, and goodhearted,
at times to the point of naivete. They are known for their
heroic actions and are often found as part of adventure
parties, in search of glory and treasure. Mousefolk carry a Big Numbers
deep sense of familial pride that drives them to strive for not The foundation of mousefolk community is their large
just personal but also familial honor. They do not shy away families, which are typically led by the eldest members and
from danger and frequently leap into action without involve multiple generations in a single home. With their
hesitation, believing acts of heroism to be worth any danger. large and interconnected families, mousefolk have lots of
At their best, mousefolk are brave and loyal go-getters. At aunts, uncles, and cousins, and they tend to know or at least
their worst, mousefolk are naïve and irresponsible. be familiar with most other mousefolk. Mousefolk community
decisions are made by a gathering of family elders, who are
Typical Personalities also the main representatives of mousefolk among the rest of
Mousefolk are action-oriented doers rather than thinkers. Valley. Mousefolk communities are collaborative, using their
They prefer to seek out action and adventure. Mousefolk tend larger numbers to overcome collective problems that would
not to extensively plan, and their impulsiveness means they be beyond the abilities of any one individual.
have a knack for finding themselves in dangerous situations.
Most, however, are determined and optimistic, and will find a Weaving
way to victory in even the direst situations. As sociable Mousefolk are expert at using spells to augment their speed
creatures and well-trained fighters, mousefolk are often found and strength. When they use their weaving, they move to fast
in leadership roles. that they appear blurred. Some mousefolk move so fast that
Deeply invested in the wider animalfolk community, they they appear as stuttering afterimages, giving the impression
rarely hesitate to throw themselves into the service of others. that there are many mousefolk attacking their enemy.
Many mousefolk are drawn to glory and thrill, as they seek to
emulate their venerated past champions and prove
themselves as heroes. Heroism is the greatest of mousefolk
virtues.
27 CHAPTER 4 | SPECIES
Mousefolk Traits
Creature Type: Humanoid
Size: Small (about 3–7 inches tall)
Speed: 30 feet
Structures and Settlements
Mousefolk homes are multilevel structures made of woven As a Mousefolk, you have these special traits.
grasses and leaves. Designed for multiple families, the Brave. You have Advantage on saving throws you make to
interiors are small and cozy with a nest-like feeling. Inside avoid or end the Frightened condition.
you’ll find fluffy beds made from pampas grass and round Communal Gift. You can take the Help action as a Bonus
windows to look out in every direction. Action.
Darkvision. You have Darkvision with a range of 60 feet.
Role in Valley Endurance. When you take damage, you can take a
Mousefolk are frequently found as part of adventure parties, Reaction to roll 1d12. Add your Dexterity modifier to the
working on large community projects, or taking up defense of number rolled and reduce the damage by that total.
Valley. Mousefolk take great pride in their ability to help the You can use this trait a number of times equal to your
larger Valley community and eagerly jump at any chance to Proficiency Bonus, and you regain all expended uses when
foray out into The Brambles for resources or scarce you finish a Long Rest.
materials.
Keen Senses. You have proficiency in the Perception skill.
Nimbleness. You can move through the space of any
creature that is a size larger than you, but you can't stop in
the same space.
CHAPTER 4 | SPECIES 28
Otterfolk Storm Chasers
From a young age, otterfolk engage in storm chasing for
Otterfolk are playful, adrenaline-seeking gamesters and storm sport. This involves following Calamity Beasts as near as
chasers. Inveterate water dwellers, otterfolk are gregarious possible until the danger feels too great. Great otterfolk
and sociable, with a taste for excitement that can drive them storm chasers have plucked the hairs from storm-bearing
to reckless, daredevil antics that other animalfolk see as Beasts, and almost all otters have at least chased flaming
thoughtless and unnecessary. At their best, otterfolk are wolverine Beasts to capture embers.
daring, jovial, and adventurous. At their worst, otterfolk are
careless, frivolous, and prone to putting others in harm’s way. Otterball
The most popular otterfolk game and their cultural pastime is
Typical Personalities called otterball, an endless, ongoing game whose exact rules
Otterfolk are playful, clever, and curious—everything’s a game are unknown and whose parameters are constantly shifting.
to them. Prone to a "live in the moment" approach, they often It’s completely baffling to non-otters. The only things anyone
do not consider the long-term consequences of their actions. else can be sure of are that it’s played largely in water and
Otterfolk prefer to spend as much time on the water as that the Calamity Beasts are involved in some way—but
possible. Otterfolk don’t hold territory, but consider particulars of scorekeeping, penalties, and illegal moves are a
themselves the veterans and knowledge experts of the rivers. mystery.
29 CHAPTER 4 | SPECIES
Structures and Settlements Otterfolk Traits
Otterfolk live in groups called Rafts, which are collections of Creature Type: Humanoid
linked houseboats. Otterfolk will periodically detach their Size: Medium (about 1.5–3 feet tall)
houseboat from a raft whenever they feel like living in Speed: 30 feet
solitude, but eventually they’ll join back up. Once a season,
As an Otterfolk, you have these special traits.
each raft has a Roping, where members of a raft link up in a
Brave. You have Advantage on saving throws you make to
large circle to share news, trade, restock supplies, and
engage in seasonal competitions. The open water in the avoid or end the Frightened condition.
middle of the linked houseboats forms a safe central area Otterfolk Magic. You know the Acid Splash, Ray of Frost,
where their pups can romp and play. or Shocking Grasp cantrip. When you reach character level 3,
you learn either the Create or Destroy Water or Witch Bolt
Role in Valley spell. When you reach character level 5, you learn the Gust of
When out on adventures, otterfolk are spellcasting Wind spell. You always have these spells prepared. You can
extraordinaries. Danger-seekers by nature, otterfolk are often cast each spell once without a spell slot, and you regain the
the first to encounter a Calamity Beast and the last to seek ability to cast it that way when you finish a Long Rest. You
help from others when diverting it. As the best fishers and can also cast it using any spell slots you have of appropriate
divers in Valley, they are frequently sought out navigators. level.
Otterfolk often provide transportation to other animalfolk, as Intelligence, Wisdom, or Charisma is your spellcasting
river travel is one of the fastest modes of transportation for ability for the spells you cast with this trait (choose the ability
those who cannot fly. Otterfolk also find a lot of success as when you select this species).
acrobats, especially during festivals and celebrations, where Otterfolk Talents. You have proficiency in the Acrobatics
their sleek, nimble moves and dazzling water-and-lighting and Survival skills.
displays astound and delight. Swimming. You have a Swim Speed equal to your Speed.
CHAPTER 4 | SPECIES 30
Rabbitfolk Families and Farming
Rabbitfolk are talented chefs and industrious farmers who Family and community are paramount to rabbitfolk society.
provide the bulk of Valley's food. Though they have a Many rabbitfolk live their entire lives within their
reputation for being boring homebodies, every species in communities, never leaving their small village except to sell
Valley respects the hardworking rabbitfolk who keep their produce or other goods at the market. Rabbitfolk lives revolve
tables full. At their best, rabbitfolk are stalwart, hospitable, around their large families, called Fluffles, and their
and peaceful. At their worst, they are stubborn, homesteads. The eldest rabbitfolk in the family are the de
narrowminded, and cowardly. facto arbiters of the household, held in high esteem by their
children, grandchildren, and great-grandchildren. Very
Typical Personalities seldomly, rabbitfolk will leave their village entirely to make a
Rabbitfolk culture values working with the earth, life for themself in a larger village or city. Those who move
emphasizing respect for nature and its blessings. Their away typically find themselves adopted into rabbitfolk
conflict-averse nature means they work well with other communities wherever they're going.
animalfolk, if only because they prefer to let problems blow
over rather than confront them directly. Rabbitfolk value Weaving
simple ideas and easily articulated values. Complex issues Rabbitfolk magic is used to support farming, growing plants,
without clear solutions can cause them to either freeze up in and restoring life to the vegetation around them. Their
indecision or avoid the situation entirely. growth magic can even cause plants to become supersized.
31 CHAPTER 4 | SPECIES
Rabbitfolk Traits
Creature Type: Humanoid
Size: Medium (about 1–1.5 feet tall)
Structures and Settlements Speed: 30 feet
Rabbitfolk houses are often built directly into the ground, As a Rabbitfolk, you have these special traits.
with long burrows underneath and tall windmills on top. Determination. When you make an attack roll, an ability
Rabbitfolk structures, more so than other animalfolk check, or a saving throw, you can do so with Advantage. Once
dwellings, blend into their environments. They also serve as you use this trait, you can't use it again until you finish a Long
silos and mills to limit the impact on their surroundings. Rest.
Nature's Intuiton. You have proficiency in the Nature,
Role in Valley Perception, Stealth, or Survival skill.
Rabbitfolk chefs are renowned for their cooking, which is Standing Leap. As a Bonus Action, you can jump a
largely considered unrivaled by other animalfolk. Highly number of feet equal to five times your Proficiency Bonus,
meticulous and dedicated, rabbitfolk are diligent workers without provoking Opportunity Attacks. You can use this trait
with excellent hospitality skills, and are highly sought after to only if your speed is greater than 0.
help run inns. When out adventuring, rabbitfolk typically You can use this trait a number of times equal to your
serve as clerics, healing their friends or casting great boons Proficiency Bonus, and you regain all expended uses when
on them. Some of the bravest and brawniest rabbitfolk take
you finish a Long Rest.
work as front-line warriors who can pack a serious wallop
Stronger Together. If you miss with an attack roll, you can
when needed.
take a Reaction to gain a bonus to the roll equal to the
number of allies that you can see within 30 feet of you
(maximum bonus of +3), potentially turning the miss into a
hit.
CHAPTER 4 | SPECIES 32
pindurski
Raccoonfolk Wanderers
Raccoonfolk don't settle down like other animalfolk tend to
The raccoonfolk of Valley are hoarders, collectors, and do. Instead, they live most of their lives on the road, roaming
wanderers who are just as much at home on the road and in the world at their own pace away from their kinfolk. As a
the wild expanse as they are in large villages. Their journeys result, they're knowledgeable about locations around Valley
shape their free-spirited attitudes and love of nature. At their and even The Brambles that many animalfolk will never hear
best, raccoonfolk are strong-willed, adventurous, and about. History and culture are passed down orally and
entertaining. At their worst, they are scatterbrained, solitary, haphazardly, resulting in fragmented but colorful traditions
and impulsive. that are sometimes completely idiosyncratic to a given
location or even individual raccoonfolk.
Typical Personalities
Raccoonfolk are natural-born adventurers who value the Mementos and Trinkets
thrill of discovery that waits around every bend and behind Wherever their paws take them, raccoonfolk bring mementos
every branch. They'll gladly join others on a journey but will from their journeys. Often these mementos look like junk,
leave just as quickly when they want to move on. such as broken teapots, shattered weapons, scraps of cloth,
Property and ownership are foreign concepts to most or pebbles. These objects stir up memories in their
raccoonfolk, who are never surprised to see a guest in their raccoonfolk owners, frequently sparking long sessions of
home when they return. They do, however, expect their reminiscing and remembrance. Raccoonfolk carry these
possessions and history to be treated with respect, often mementos in magically woven vine knapsacks that can even
primarily concerned with their collection of trinkets that line function as bludgeoning weapons in a pinch, the added
their houses walls and pile up in the corners. weight of their memories causing greater impact.
33 CHAPTER 4 | SPECIES
raluca marinescu
CHAPTER 4 | SPECIES 34
valera lutfullina
Ratfolk
Ratfolk are the secret-keepers of Valley, collectors of relics
and knowledge from as early as the foundation of Valley itself.
Because of misuse of their knowledge in the past, ratfolk Psychic Companions
society is isolationist, secretive, and suspicious. At their best, Ratfolk have gotten used to the rough marshland
ratfolk are thoughtful, self-sufficient, and intelligent. At their environments and befriended some of the native insects that
worst, ratfolk are distrusting, dismissive, and uncooperative. have also chosen to live there. Ratfolk might bond with an
insect their whole life, developing a psychic link between
Typical Personalities them through familiarity and magical training.
Ratfolk are self-reliant and standoffish loners who trust their
own skills and have trouble building interpersonal Weaving
connections with others. Ratfolk typically bond with their Ratfolk are skilled in hypnotic magic, using snail shells as
insect companions more than the other animalfolk around conduits to trick and undermine their unwitting foes.This
them. magic can disguise their approach or escape and is best used
Because ratfolk tend to be more isolated, they've developed when the target is caught unaware. In a pinch, ratfolk can
idiosyncratic cultural habits, like talking to themselves or also employ telekinetic powers to help keep their distance
their insect companion, carving shells into sculptures, and and provide distractions.
meticulously journaling their discoveries to bring back home.
When they form bonds with others, ratfolk tend to be clingy
and somewhat overbearing, excited to meet someone who
shares their interests and/or values.
35 CHAPTER 4 | SPECIES
pindurski
Ratfolk Traits
Creature Type: Humanoid
Size: Small (about 6–8 inches tall)
Speed: 25 feet
As a Ratfolk, you have these special traits.
Structures and Settlements Bite. You can use your fanged maw to make Unarmed
Subterranean ratfolk homes are more akin to undecorated Strikes. When you hit with it and deal damage, you deal
barracks. Their villages might appear simple at first, Piercing damage equal to 1d6 + your Strength modifier,
primarily made up of rows and rows of capsule-like rooms instead of the normal damage of an Unarmed Strike.
along the walls where anyone can sleep. However, their Darkvision. You have Darkvision with a range of 60 feet.
plazas and main streets are full of ratfolk culture and artistic Nimbleness. You can move through the space of any
expression, reflecting their unique way of life. creature that is a size larger than you, but you can't stop in
the same space.
Role in Valley Psychic Companion. You know the Find Familiar spell
Ratfolk are resourceful and knowledgeable advisors, and always have it prepared. You can cast it once without a
librarians, and informants. Recently, more and more ratfolk spell slot, and you regain the ability to cast it that way when
have ventured outside their sequestered homes to join in you finish a Long Rest. You can also cast it using any spell
larger communities, sharing their expertise and culture with slots you have of appropriate level.
the world.
Intelligence, Wisdom, or Charisma is your spellcasting
ability for the spell you cast with this trait (choose the ability
when you select this species).
Psychic Resilience. You have Resistance to Psychic
damage. You also have Advantage on saving throws you make
to avoid or end the Stunned condition.
CHAPTER 4 | SPECIES 36
Skunkfolk
Skunkfolk are among the less common animalfolk of Valley, Skunkfolk Traits
and little is known of their history or culture. They are Creature Type: Humanoid
renowned for their ability to project a magical stink that Size: Medium (about 1–1.5 feet tall)
lingers long after scrubbing. Speed: 30 feet
One thing known for certain about Skunkfolk is their As a Skunkfolk, you have these special traits.
relationship with the Batfolk. At the end of each lunar phase, Darkvision. You have Darkvision with a range of 60 feet.
the Batfolk host a celebration known as a Lunar Paean. The
Poison Resilience. You have Resistance to Poison
celebration usually occurs in large open areas and lasts all damage. You also have Advantage on saving throws you make
night. The Batfolk must reach the area by traveling by day, to avoid or end the Poisoned condition.
but they are nocturnal; thus many Skunkfolk volunteer each
Stench. When you take the Attack action on your turn, you
year to pull special moon-shaped carts that hold the hanging,
can replace one of your attacks with a spray of noxious musk
sleeping Batfolk to the Lunar Paean. The reason for this
in a 30-foot line that is 5 feet wide. Each creature in that area
relationship isn't known, but some believe it is an old
must make a Dexterity saving throw (DC 8 plus your
ancestral debt being repaid.
Constitution modifier and Proficiency Bonus). On a failed
save, a creature takes Poison damage equal to 1d10 plus
Role in Valley
your character level, and has the Poisoned condition until the
Skunkfolk are capable of filling many roles in Valley society,
end of your next turn. On a successful save, a creature takes
but their infamous stench precludes many animalfolk from
half as much damage and suffers no other effects.
hiring or working with the Skunkfolk. They are most often
You can use this trait a number of times equal to your
found on the fringes of society, but some become valued
Proficiency Bonus, and you regain all expended uses when
members of mercenary groups or guard outfits. Naturally,
you finish a Long Rest.
many Skunkfolk also find employ as assistants to Batfolk
Clerics and seers.
37 CHAPTER 4 | SPECIES
Caches
Squirrelfolk Squirrelfolk consider it their responsibility to the other
Squirrelfolk are the haughty and morbid stewards of Valley’s animalfolk of Valley to preserve food for the harsh and
land and earth. Solitary, and not particularly social, sudden seasonal changes brought on by Calamity Beasts.
squirrelfolk work with others only when necessary. They are They keep stashes of foods traded with other animalfolk,
pragmatic, keeping robust stores of food in case the worst often preserving them by pickling, drying, or salting.
should come to pass. At their best squirrelfolk are practical
and conscientious stewards of the land. At their worst Calamitous Necromancy
squirrelfolk are standoffish, rude, and dismissive. Squirrelfolk believe that the Calamity Beasts have trapped
the energy that should flow through nature, and as such this
Typical Personalities energy should be returned from whence it came. This is done
Squirrelfolk can come off as death-obsessed and morbid due through collecting and ritually burying remains of the
to their role in burying Calamity Beasts, idiosyncratic sense Calamity Beasts throughout Valley. A small number of
of fashion, and magical habits. Squirrelfolk prefer the squirrelfolk practice a more direct form of necromancy, with
companionship of nature. It’s common for them to spend the ability to wield the power of Calamity Beast remains to
more time interacting with the land around them than with manipulate and animate the bones. This power is a carefully
other animalfolk. guarded secret, taught to only a select few.
Squirrelfolk are stewards and cultivators of Valley who
consider death a vital part of the cycles of Valley, as all things Weaving
that live will die. They often look down on other animalfolk Squirrelfolk have the power to raise the dead and control
for being wasteful of precious resources or ignoring the bones. Practicing this magic on other animalfolk is taboo, but
intricacies of Valley’s natural cycles, and frequently judge insects and Calamity Beasts are common targets. For those
other animalfolk’s fear or dislike of death. squirrelfolk who are less inclined to necromancy, their magic
can still turn the land and bend it to their will.
CHAPTER 4 | SPECIES 38
Squirrelfolk Traits
Creature Type: Humanoid
Structures and Settlements Size: Medium (about 1–1.5 feet tall) or Small (about 8-11
Squirrelfolk interact with the larger community of Valley inches tall), chosen when you select this species
infrequently and are more likely to form individual Speed: 30 feet
relationships with other animalfolk than larger communities.
As a Squirrelfolk, you have these special traits.
Role in Valley Climbing. You have a Climb Speed equal to your Speed.
Ratfolk are resourceful and knowledgeable advisors, Feather Fall. When you fall at least 10 feet above the
librarians, and informants. Recently, more and more ratfolk ground, you can take a Reaction to take 0 damage from the
have ventured outside their sequestered homes to join in fall.
larger communities, sharing their expertise and culture with Squirrelfolk Magic. You know the Druidcraft cantrip.
the world. But many animalfolk rely on the squirrelfolk’s food When you reach character level 3, you learn the False Life
reserves, which are vital to crop storage and the overall spell. When you reach character level 5, you learn the Plant
health of Valley. In addition to magic that calls on the power Growth spell. You always have these spells prepared. You can
of the land, squirrelfolk possess stealthy martial skills that let cast each spell once without a spell slot, and you regain the
them excel as silent, unseen attackers. They are respected as ability to cast it that way when you finish a Long Rest. You
formidable combatants and valued members of adventuring can also cast it using any spell slots you have of appropriate
parties and patrols—when they can be convinced to join. level.
Squirrelfolk are most likely to join adventuring parties if Intelligence, Wisdom, or Charisma is your spellcasting
there’s a chance that they can gather and bring back the ability for the spells you cast with this trait (choose the ability
remains of Calamity Beasts. when you select this species).
Stealthy. You have proficiency in the Stealth and Survival
skills.
39 CHAPTER 4 | SPECIES
Classes
C
HARACTER CLASS PROVIDES A Psi Warriors would likely be trained by Ratfolk, who often
character's most exciting abilities. Characters of make use of psychic abilities. Many Mousefolk warriors use
any class can be found on Bloomburrow, though magic to create illusory copies of themselves as Echo Knights
some classes are rarer than others. (from Explorer's Guide to Wildemount).
Monks are rare on Bloomburrow, but at least one such
Classes in Bloomburrow tradition was brought to the Birdfolk by a traveler from the
plane of Tarkir.
The following section provides guidelines on playing certain
Paladins are found on Bloomburrow as knights, often
classes in Bloomburrow. The Artificer class appears in
swearing oaths to protect Valley and its inhabitants. The
Tasha's Cauldron of Everything.
Order of the Holly Leaf was a renowned group of Paladins
Artificer alchemists would be apothecaries and herbalists,
were the guardians of the magical sword Cragflame.
and would be common amongst the Squirrelfolk. Other
Rangers are common on Bloomburrow, mostly in those
artificers might be craftsmen, and these traditions would
groups who are willing to venture to the dangerous lands on
likely be pursued by Lizardfolk or Raccoonfolk.
the outskirts of Valley. Beast Masters form bonds not with
Barbarians channel their rage and are common among the
animals (who are animalfolk on Bloomburrow), but with
Raccoonfolk, Lizardfolk, and even Mousefolk. Barbarians
insects and fish. Fey Wanderers and Gloom Stalkers are
who follow the Path of the Wild Heart tap into the power of
Rangers who channel magic from planes beyond
the Calamity Beasts. Bloomburrow has no gods, so
Bloomburrow.
Barbarians who follow the Path of the Zealot channel the
Rogues are often found on Bloomburrow as bandits, but
ancestral power of the Batfolk in the Cosmos.
some make up adventuring parties as scouts and stealthy
Bards can be found in many animalfolk cultures, as music
ambushers. Ratfolk are renowned as Rogues for their silent
is beloved by all. Ratfolk archive the plane's history, and are
footpads, and especially as psychic Soulknives.
likely instructors of the College of Lore. Bards of the College
Sorcerers are wielders of innate magic. Draconic Sorcery
of Glamour channel Fey magic from planes outside of
might arise from dragons who come through Omenpaths to
Bloomburrow, such as Eldraine.
Bloomburrow (often becoming birds). Wild Sorcery might
Clerics on Bloomburrow mostly draw their power from the
arise from the Calamity Beasts. Aberrant and Clockwork
Cosmos; the Batfolk preach that their ancestors become
sorcery arise from planes beyond Bloomburrow.
stars and they worship the moon. Folk Clerics might instead
Warlocks make pacts with powerful creatures to obtain
channel the power of community and friendship.
magic. A Celestial Patron might be a Batfolk ancestor. Fey,
Druids are common on Bloomburrow, as nature is
Fiend, and Great Old One Patrons are powerful beings from
abundant, but their Wild Shape transforms them into insects
other planes in the MtG multiverse.
and fish rather than other animalfolk. Druids of the Circle of
Wizards are those who study magic and practice it to
the Moon or the Circle of Stars would likely follow the
perfection. Otterfolk are the best Evokers on the plane, while
teachings of Batfolk who worship the cosmos. Druids of the
Frogfolk are known for being Diviners. Some Mousefolk
Circle of the Sea would likely be taught by the Otterfolk.
practice magic as Illusionists, while Squirrelfolk are
Fighters are found all across Bloomburrow, as every
ubiquitous Necromancers.
village must be ready to defend itself from Calamity Beasts.
40
Circle of Wildfire Spells
Druid Level Spell
Druid Subclass Burning Hands, Cure Wounds, Flaming
A Druid subclass is a specialization that grants you features 3
Sphere, Scorching Ray
at certain levels, as specified in the subclass. Druids form
loose associations, which they call circles, to preserve their 5 Plant Growth, Revivify
traditions. This section presents the Circle of Wildfire 7 Aura of Life, Fire Shield
subclass, an update for the Circle of Wildfire subclass from
Tasha's Cauldron of Everything. 9 Flame Strike, Mass Cure Wounds
41 CHAPTER 5 | CLASSES
Level 10: Cauterizing Flames
You gain the ability to turn death into magical flames that can
heal or incinerate. When a Small or larger creature dies
within 30 feet of you or your Wildfire Spirit, a harmless
spectral flame springs forth in the dead creature's space and
flickers there for 1 minute. When a creature you can see
enters that space, you can take a Reaction to extinguish the
spectral flame there and either heal the creature or deal Fire
damage to it. The healing or damage equals 2d10 plus your
Wisdom modifier.
You can use this Reaction a number of times equal to your
Proficiency Bonus, and you regain all expended uses when
you finish a Long Rest.
W ildfire S pirit
Small Elemental, Neutral
AC 13 (natural armo)
HP 5 + five times your Druid level
Speed 30 ft., Fly 30 ft.
MOD SAVE MOD SAVE MOD SAVE
S t r 10 +0 +0 D e x 14 +2 +2 C o n 14 +2 +2
I n t 13 +1 +1 W i s 15 +2 +2 C h a 11 +0 +0
Immunities Fire; Charmed, Frightened, Grappled,
Prone, Restrained
Senses Darkvision 60 ft., Passive Perception 12
Languages Understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
A ctions
Flame Seed. Ranged Attack Roll: Bonus equals your spell
attack modifier, range 60 ft. Hit: 1d6 + PB Fire damage.
Fiery Teleportation. Dexterity Saving Throw: DC equals
your Spell Save DC, each creature within 5 feet. Faliure:
1d6 + PB Fire damage. Result: The spirit and each willing
creature of your choice within 5 feet teleport up to 15
feet to unoccupied spaces you can see.
CHAPTER 5 | CLASSES 42
Omenpath Walker Spells
Ranger Level Spell
Ranger Subclass 3 Detect Evil and Good
A Ranger subclass is a specialization that grants you features
at certain levels, as specified in the subclass. This section
5 Misty Step
presents the Omenpath Walker subclass, an update and 9 Magic Circle
setting-specific flavoring for the Horizon Walker subclass
11 Dimension Door
from Xanathar's Guide to Everything.
17 Teleportation Circle
Omenpath Walker
Channel the Power of the Multiverse Level 7: Ethereal Step
As a Bonus Action, you can cast the Etherealness spell
In the wake of a multiplanar invasion, Omenpaths now without a spell slot, but the spell ends at the end of the
connect many disparate planes. These paths are current turn. You can cast this spell this way a number of
unpredictable and uncontrollable, but you have learned to times equal to your Proficiency Bonus, and you regain all
harness their wild magic. expended uses when you finish a Long Rest.
43 CHAPTER 5 | CLASSES
Sorcerer Subclass
A Sorcerer subclass is a specialization that grants you
features at certain levels, as specified in the subclass. This
section presents the Storm Sorcery subclass, an update for
the Storm Sorcery subclass from Xanathar's Guide to
Everything.
Storm Sorcery
Harness the Wrath of Nature
The power of elemental air fuels your innate magic. Many can
trace this power to a Calamity Beast, but perhaps you were
born during a powerful gale, or your lineage might include
the influence of air creatures from other planes.
Storm Spells
Sorcerer Level Spells
Create or Destroy Water, Gust of Wind,
1
Shatter, Witch Bolt
5 Call Lightning, Fly
7 Control Water, Freedom of Movement
9 Destructive Wave, Telekinesis
CHAPTER 5 | CLASSES 44
Wizard Subclass
A Wizard subclass is a specialization that grants you features
at certain levels, as specified in the subclass. This section
presents the Necromancer subclass, an update for the School
of Necromancy subclass from the 2014 Player's Handbook.
Necromancer
Manipulate Life and Undeath
45 CHAPTER 5 | CLASSES
Backgrounds
W
HEN YOU CHOOSE YOUR
character's background, choose one of the Other Backgrounds
options presented in this chapter. If your character is from another plane of existence, you can
choose a background option from another book instead. If
Parts of a Background that background doesn't include ability score adjustments,
adjust your ability scores by increasing one score by 2 and
A background includes the following parts. another by 1, or increase three scores by 1. None of these
Ability Scores. A background lists three ability scores. increases can increase a score above 20. Also, if the
Increase one score by 2 and another score by 1, or increase background you choose doesn't provide a feat, you gain an
all three by 1. None of these increases can increase a score Origin feat of your choice.
above 20.
Feat. A background gives you an Origin feat. If a feat is
unique to this book or has an updated version introduced in
Background Descriptions
this book, the background will direct you to chapter 7. Eighteen backgrounds are presented in this section in
Otherwise, you may take the feat of that name as presented alphabetical order:
in your version of the Player's Handbook.
Skill Proficiencies. A background gives your character Archivist Farmer Innkeeper
proficiency in two specified skills. Artisan Fisherman Merchant
Tool Proficiency. Each background gives a character
Caretaker Fortune Teller Noble
proficiency with one tool.
Equipment. Each background offers a choice between an Chef Guard Sailor
equipment package and 50 GP.
Criminal Guide Scavenger
Entertainer Hunter Soldier
CHAPTER 6 | BACKGROUNDS 46
Acolyte
Ability Scores: Intelligence, Wisdom, Charisma You've devoted yourself to service in a Batfolk church or
Feat: Magic Initiate (Cleric) secluded grove. There, you perform rites that honor your
Skill Proficiencies: Insight and Religion ancestors and the Cosmos. You've served under a Cleric
Tool Proficiency: Navigator's Tools and studied religion. Thanks to your Cleric's instruction
Equipment: Choose A or B: (A) Calligrapher's Supplies, Holy and your devotion, you've also learned how to channel a
Symbol (Reliquary), Navigator's Tools, Parchment (5 modicum of divine, cosmic power in service to your place
sheets), Robe, Scroll Case, 7 GP; or (B) 50 GP of worship and the people who prayed there.
Archivist
Ability Scores: Constitution, Intelligence, Wisdom You spent your formative years in the Knowledge
Feat: Magic Initiate (Wizard) Ossuary, the subterranean archive of Bloomburrow's
Skill Proficiencies: History and Investigation history kept by the Ratfolk. The Long River brings
Tool Proficiency: Calligrapher's Supplies flotsam of artifacts and forgotten lore to the Ossuary, and
Equipment: Choose A or B: (A) Book (history), Calligrapher's you've spent many a restless night studying trinkets and
Supplies, Parchment (5 sheets), Robe, Scroll Case, Trinket, scrolls. Your mind was sharpened in the archive, and
12 GP; or (B) 50 GP you're ready to put your knowledge to use.
Artisan
Ability Scores: Strength, Dexterity, Intelligence You began mopping floors and scrubbing counters in an
Feat: Crafter (see chapter 7) artisan's workshop for a few acorns per day as soon as
Skill Proficiencies: Investigation and Persuasion you were strong enough to carry a bucket. When you
Tool Proficiency: Choose one kind of Artisan's Tools were old enough to apprentice, you learned to create
Equipment: Choose A or B: (A) Artisan's Tools (same as basic crafts of your own, how to barter, and you've
above), Book (craftsmanship), 2 Pouches, Traveler's developed a keen eye for detail and value.
Clothes, 7 GP; or (B) 50 GP
Caretaker
Ability Scores: Constitution, Wisdom, Charisma You've always had a level head and a knack for helping in
Feat: Healer dire situations. Perhaps you were raised in a large, busy
Skill Proficiencies: Medicine and Persuasion family, or perhaps a crisis occurred when you were young
Tool Proficiency: Herbalism Kit that you jumped to solve. Once older, you tutored under a
Equipment: Choose A or B: (A) Book (medicine), Healer's Kit, Cleric or folk healer, learning how to identify healing
Herbalism Kit, Lamp, Oil (3 flasks), Quarterstaff, Traveler's herbs and how to apply medicine and care to all the
Clothes, 11 GP; or (B) 50 GP different species of Bloomburrow.
Cook
Ability Scores: Constitution, Intelligence, Wisdom You practically grew up in a kitchen, helping elders by
Feat: Chef (see chapter 7) preparing meals from a very young age. You've become
Skill Proficiencies: Nature and Survival familiar with many ingredients, and have developed an
Tool Proficiency: Cook's Utensils innate intuition on how to combine them into delicious
Equipment: Choose A or B: (A) Book (food), Cook's Utensils, dishes. Perhaps you've found work in a restaurant in a
Fine Clothes, Oil (3 flasks), Tinderbox, Iron Pot, 6 GP; or village or roadside inn.
(B) 50 GP
47 CHAPTER 6 | BACKGROUNDS
Criminal
Ability Scores: Dexterity, Constitution, Intelligence
Feat: Alert You eked out a living cutting purses or burgling shops.
Skill Proficiencies: Sleight of Hand and Stealth Perhaps you grew up in the dark alleys of a large
Tool Proficiency: Thieves' Tools settlement like Three Tree City, or perhaps you turned to
Equipment: Choose A or B: (A) Crowbar, 2 Daggers, Gaming banditry on the roads between towns. You may have run
Set (choose one kind), 2 Pouches, Thieves' Tools, with a mercenary gang, like Cruelclaw's infamous
Traveler's Clothes, 15 GP; or (B) 50 GP
Entertainer
Ability Scores: Strength, Dexterity, Charisma
Feat: Musician (see chapter 7) You spent much of your youth following Batfolk bards
Skill Proficiencies: Acrobatics and Performance and Otterfolk acrobats, performing odd jobs in exchange
Tool Proficiency: Choose one kind of Musical Instrument for lessons. You've developed your own routine or
Equipment: Choose A or B: (A) 2 Costumes, Mirror, Musical performance, and you thrive on applause and long for the
Instrument (same as above), Perfume, Traveler's Clothes, 3 stage.
GP; or (B) 50 GP
Farmer
Ability Scores: Strength, Constitution, Wisdom
Feat: Tough You grew up close to the land, perhaps a Rabbitfolk
Skill Proficiencies: Animal Handling and Nature garden or Squirrelfolk food reserve. Years tending
Tool Proficiency: Carpenter's Tools insects and cultivating the earth rewarded you with
Equipment: Choose A or B: (A) Carpenter's Tools, Healer's patience and good health. You have a keen appreciate for
Kit, Iron Pot, Shovel, Sickle, Traveler's Clothes, 30 GP; or nature's bounty and a healthy respect for nature's wrath.
(B) 50 GP
Fisher
Ability Scores: Strength, Constitution, Wisdom You have spent your life aboard fishing boats on the Long
Feat: Lucky River or combing the shallows for the bounty of the
Skill Proficiencies: Athletics and Survival ocean. Perhaps you were taught by a family of Frogfolk
Tool Proficiency: Fishing Tackle or Otterfolk, working to help feed your village.
Equipment: Choose A or B: (A) Bedroll, Bucket, Dagger, Regardless of how you began, you soon fell in love with
Fishing Tackle, Navigator's Tools, Net, Trident, Traveler's the water, the art of fishing, and the promise of the
Clothing, String, 12 GP; or (B) 50 GP eternal horizon.
Fortune Teller When you were but a child, you experienced a vision of
Ability Scores: Dexterity, Wisdom, Charisma the future that came to pass. Sensing your potential, you
Feat: Ritual Augur (see chapter 7) were brought under the wing of a Frogfolk auger or
Skill Proficiencies: Arcana and Insight Batfolk stargazer, and learned the patterns behind the
Tool Proficiency: Choose one kind of Gaming Set chaos of the movement of the stars and Calamity Beasts.
Equipment: Choose A or B: (A) Arcane Focus (choose one You've also been taught how to divine the future with the
kind), 5 Candles, Gaming Set (same as above), Mirror, use of arcane tools. Your adventure begins when you
Robe, 32 GP; or (B) 50 GP receive another vision...
CHAPTER 6 | BACKGROUNDS 48
Guard
Ability Scores: Strength, Intelligence, Wisdom
Feat: Alert You've spent countless hours in your post at the guard
Skill Proficiencies: Athletics and Perception tower in a large settlement, perhaps Three Tree City or
Tool Proficiency: Choose one kind of Gaming Set Fountainport. You were trained to keep one eye looking
Equipment: Choose A or B: (A) Bell, Crossbow Bolt Case, outside the wall, watching for signs of Calamity Beasts,
Gaming Set (same as above), Hooded Lantern, Light and your other eye looking inside the wall, searching for
Crossbow, 20 Bolts, Manacles, Oil (3 flasks), Signal bandits and troublemakers.
Whistle, Spear, Traveler's Clothes, 10 GP; or (B) 50 GP
Guide
Ability Scores: Dexterity, Constitution, Wisdom You came of age outdoors, far from settled lands. Your
Feat: Alert home was anywhere you chose to spread your bedroll.
Skill Proficiencies: Stealth and Survival There are wonders in Valley's wilderness—strange
Tool Proficiency: Cartographer's Tools insects, Calamity Beasts, overgrown ruins—and you
Equipment: Choose A or B: (A) Bedroll, Blanket, learned to fend for yourself as you explored them. From
Cartographer's Tools, Map (choose one area), Quiver, time to time, you've found work as a courier, wilderness
Shortbow, 20 Arrows, Tent, Traveler's Clothes; or (B) guide, or insect hunter.
50 GP
Innkeeper
Ability Scores: Intelligence, Wisdom, Charisma You spent much of your youth scrubbing floors and
Feat: Tough counters at a local inn for spare coin, and you soon
Skill Proficiencies: Persuasion and Survival became a popular regular fixture at the establishment.
Tool Proficiency: Brewer's Supplies You were taken under the wing of the establishment's
Equipment: Choose A or B: (A) Brewer's Supplies, Fine owner, and were taught how to run the business and
Clothes, 3 Glass Bottles, Iron Pot, Oil (3 flasks), Tinderbox, sweet talk your patrons. You've even learned a few
6 GP; or (B) 50 GP recipes for brewing spirits.
49 CHAPTER 6 | BACKGROUNDS
Sailor
Ability Scores: Strength, Dexterity, Wisdom You lived on the Long River that cuts across Valley, wind
Feat: Tavern Brawler (see chapter 7) at your back and decks swaying beneath your feet. You
Skill Proficiencies: Acrobatics and Perception were raised alongside Otterfolk sailors, or perhaps
Tool Proficiency: Navigator's Tools pirates, and perched on barstools in more ports of call
Equipment: Choose A or B: (A) Block and Tackle, Dagger, than you can remember. Along the river you've faced
Navigator's Tools, Pole, Rope, Traveler's Clothes, 18 GP; mighty storms, enormous river creatures, and even pirate
or (B) 50 GP crews.
Scavenger
Ability Scores: Dexterity, Wisdom, Charisma You grew up on the fringes of society, perhaps on the
Feat: Lucky streets of a settlement like Three Tree City, or perhaps on
Skill Proficiencies: Insight and Stealth the outskirts of villages. You slept where you could and
Tool Proficiency: Thieves' Tools did odd jobs for food. You've learned to take what's been
Equipment: Choose A or B: (A) Bedroll, 2 Daggers, Hooded discarded or left unused, never letting anything go to
Lantern, Oil (3 flasks), 2 Pouches, Shovel, Thieves' Tools, waste.
Traveler's Clothes, 9 GP; or (B) 50 GP
Soldier
Ability Scores: Strength, Dexterity, Constitution Every settlement in Valley needs to be ready for Calamity
Feat: Savage Attacker Beasts, and many companies of mercenaries and knights
Skill Proficiencies: Athletics and Intimidation form to stand vigilant. You began your martial training
Tool Proficiency: Choose one kind of Gaming Set with one such group as soon as you reach adulthood and
Equipment: Choose A or B: (A) Gaming Set (same as above), carry precious few memories of life before you took up
Healer's Kit, Quiver, Shortbow, 20 Arrows, Spear, arms. Battle is in your blood, and you put your training to
Traveler's Clothes, 14 GP; or (B) 50 GP use on the battlefield, protecting Valley by waging war.
50
Feats
T
HIS CHAPTER OFFERS A COLLECTION
of seven feats. The following section explains the Feat Descriptions
parts of a feat. Your background gives you a feat, This chapter's feats are presented alphabetically. If a feat in
and at certain levels, your class gives the choice of this chapter has the same name as a feat from another book,
a feat for which you qualify. use the option presented in this chapter.
By whatever means you acquire a feat, you can only take it
once unless its description says otherwise.
Chef
Parts of a Feat Origin Feat
The description of a feat contains the following parts, which You gain the following benefits.
are presented after the feat's name. Cook's Utensils. You gain proficiency with Cook's Utensils
Category. A feat is a member of a category, which is noted if you don't already have it.
in the feat. If you're instructed to choose a feat from a specific Replensihing Meal. As part of a Short Rest, you can cook
category, such as the Origin category, that category must special food if you have ingredients and Cook's Utensils on
appear after the feat's name. If you're instructed to choose a hand. You can prepare enough of this food for a number of
feat and no category is specified, you can choose from any creatures equal to 4 plus your Proficiency Bonus. At the end
category. of the Short rRst, any creature who eats the food and spends
Prerequisite. To take a feat, you must meet all one or more Hit Dice to regain Hit Points regains an extra
prerequisites in its description unless a feature allows you to 1d8 Hit Points.
take the feat without the prerequisite. If a prerequisite Bolstering Treats. With 1 hour of work or when you finish
includes a species, you must be a member of that species. a Long Rest, you can cook a number of treats equal to your
Benefit. The benefits of a feat are detailed after any Proficiency Bonus. These special treats last 8 hours after
prerequisites are listed. If you have a feat, you gain its being made. A creature can use a Bonus Action to eat one of
benefits. those treats to gain Temporary Hit Points equal to your
character level plus your Wisdom modifier.
51 C H A P T E R 7 | F E AT S
Crafter Ritual Augur
Origin Feat Origin Feat
You gain the following benefits. You learn the Augury spell. You always have it prepared, and
Tool Proficiency. You gain proficiency with three different you can cast it using any spell slots you have of appropriate
Artisan's Tools of your choice from the Fast Crafting table. level. Wisdom is the spell's spellcasting ability.
Discount. Whenever you buy a nonmagical item, you
receive a 20 percent discount on it.
Fast Crafting. When you finish a Long Rest you can craft
Sonar Striker
General Feat (Prerequisite: Batfolk)
one piece of gear from the Fast Crafting table, provided you
have the Artisan's Tools associated with that item and have You gain the following benefits:
proficiency with those tools. The item lasts until you finish
Ability Score Increase. Increase your Constitution score
another Long Rest, at which point the item falls apart.
by 1, to a maximum of 30.
Fast Crafting Thunder Resistance. You have Resistance to Thunder
damage.
Artisan's Tools Crafted Gear
Searing Shriek. While you have Blindsight from your
Club, Greatclub, Quarterstaff, Ladder, Echolation trait and take the Attack action on your turn, you
Carpenter's Tools
Torch can replace one attack with a sonar screech in a 15-foot cone.
Each creature in that area that doesn't have the Deafened
Leatherworker's
Case, Pouch, Waterskin condition must make on a Constitution saving throw (DC 8
Tools
plus your Constitution modifier and Proficiency Bonus),
Mason's Tools Block and Tackle taking 1d10 Thunder damage on a failed save, or half as
much damage on a successful one.
Potter's Tools Jug, Lamp
Ball Bearings, Caltrops, Grappling
Smith's Tools Stormchaser
Hook, Iron Pot
General Feat (Prerequisite: Otterfolk, Level 4+)
Tinker's Tools Bell, Hunting Trap, Shovel, Tinderbox
Weaver's Tools Basket, Blanket, Rope, Net, Tent You gain the following benefits:
Ability Score Increase. Increase your Dexterity or
Woodcarver's 10 Ammunition (except Bullets), Club, Intelligence score by 1, to a maximum of 30.
Tools Greatclub, Quarterstaff Pearl of Wisdom. When you finish a Long Rest, you can
transform a Pearl, Bottle, Trinket or other Tiny item you
touch into a Ring of Spell Storing. You can only have one
Musician Ring of Spell Storing created with this benefit at a time;
Origin Feat creating a new one causes the first to lose all its magic.
Clamming. When a spell attack misses you or you succeed
You gain the following benefits.
on a saving throw against a spell that targets only you, if you
Instrument Training. You gain proficiency with three
are holding or wearing a Ring of Spell Storing, you can take a
different Musical Instruments of your choice.
Reaction to store that spell in the ring if it can hold the spell.
Song of Courage. When you finish a Short or Long Rest,
you can play a song using a Musical Instrument with which
you have proficiency. A number of allies equal to your Windcrested
Proficiency Bonus are given Heroic Inspiration. General Feat (Prerequisite: Birdfolk)
C H A P T E R 7 | F E AT S 52
Equipment
T
HIS CHAPTER PROVIDES RULES AND
prices for new equipment characters might find or Bloomburrow Equipment
purchase in Bloomburrow. The DM determines if a All the equipment described in the Player's Handbook is
shop has an item for sale and whether it's available available on Bloomburrow, but it will have the following
at the listed price. unique properties on this plane.
Little Folk. The equipment is sized appropriately for the
Coins small animalfolk of the plane. This doesn't change its weight.
While barter is the preferred method of trade, Bloomburrow Materials. The equipment has a unique construction
has plain coins with denominations and values equivalent to thanks to its size, often incorporating plant materials. For
the standard D&D coinage, as described in the Player's example, a sword for a Rabbitfolk might be a metal plated
Handbook. carrot, and a staff for a Frogfolk might be a rolled up leaf.
Metal. Metals on Bloomburrow are harvested from the iron
ash trees of the Iron Forest. This site is sacred to Lizardfolk,
making them the premiere smelters and metalworkers.
53 CHAPTER 8 | EQUIPMENT
Tools Arcane Focus (Varies)
The following section presents three tools. If a tool has the An Arcane Focus takes one of the forms in the Arcane
same name as a tool from the Player's Handbook, use the Focuses table and is bejeweled or carved to channel arcane
version presented in this section; it has rules specific to this magic. A Sorcerer, Warlock, or Wizard can use such items as
setting. A tool's description includes the tool's cost and a Spellcasting Focus.
weight, as well as the following entries:
Arcane Focuses
Ability. This entry lists the ability normally used when Focus Weight Cost
making an ability check with the tool.
Utilize. This entry lists the thing you can normally do with
Bowl 3 lb. 10 GP
the tool when you take the Utilize action. Fishbone 1 lb. 5 GP
Craft. This entry lists what, if anything, you can craft with the
Orb 3 lb. 20 GP
tool. See the Player's Handbook for crafting rules.
Variants. This entry appears if the tool has variants, which Skull 1 lb. 5 GP
are listed. Each requires a separate proficiency.
Wand 1 lb. 10 GP
CHAPTER 8 | EQUIPMENT 54
Magic Items Magic Item Descriptions
This chapter provides rules for five magic items that can be
found in Bloomburrow. See the Dungeon Master's Guide for The magic items are listed in alphabetical order.
how to use magic items.
Some of these items might be available for purchase
according to the prices listed in the Magic Items for Sale Brightblade
table below. Weapon (Dagger, Rapier Scimitar, or Shortsword), Rare
Magic Items for Sale Brightblades are an order of warriors who wield weapons
made from glass. They are trained to constantly mind the
Item Rarity Cost
sun’s position, adjusting the angle of their blade to maximize
Brightblade Rare 4,000 GP glare.
The weapon has 4 charges and regains 1d4 charges daily
Cragflame Artifact –
at dawn. As a Bonus Action while holding the weapon, you
Moonstone Weapon Uncommon 400 GP can expend 1 of its charges to cast the Blindness/Deafness
spell (blindness only; spell save DC 14), provided you aren't in
Feather of Flight Uncommon 400 GP
dim light or darkness.
Tempest Trapper's Suit Uncommon 300 GP
55 CHAPTER 8 | EQUIPMENT
Cragflame Moonstone Weapon
Weapon (Longsword), Artifact (Requires Attunement) Weapon (any Melee weapon), Uncommon
Cragflame is a blade crafted from a massive tooth from Moonstone weapons drink in the last light of dusk to give
Wildsear, the Wildfire Wolf, honed down to a size their wielders an edge in combat.
manageable for little folk. The weapon has 4 charges and regains 1d4 charges daily
Magic Weapon. You gain a +3 bonus to attack and damage at dawn. When you hit a creature with a melee attack using
rolls made with this magic sword. On a hit, the sword deals the weapon, you can expend 1 of its charges to deal an extra
an additional 3d6 Fire damage. 1d4 damage to the target, provided you and the target are
Light. While you wield the sword, it sheds Bright Light in a both in Dim Light or Darkness.
20-foot radius, and Dim Light for an additional 20 feet.
Warmth of Flame. While wielding the sword, you have
Immunity to Fire damage and Resistance to Cold damage.
Feather of Flight
Wondrous Item, Uncommon (Requires Attunement)
Call the Wolf. As a Magic action while wielding the sword,
you can summon a fiery wolf with the statistics of a Hell As a Magic action while holding this feather, you can sprout
Hound in an unoccupied space you can see within 30 feet of ethereal wings for 1 hour, or until you dismiss the wings as a
yourself. The creature is an ally to you and your allies. In
Bonus Action. The wings give you a Fly Speed equal to your
combat, the creature shares your initiative count, but it takes Speed. If you are in the air when the wings disappear, you fall
its turn immediately after yours. It obeys your verbal if nothing is holding you aloft. Once the feather is used, it
commands (no action required by you). If you don't issue any, can't be used again until the next dawn.
it takes the Dodge action and uses its move to avoid danger.
Once this property of the sword is used, it can't be used
again until the next dawn. Tempest Trapper's Suit
Burn the Thief. If you're attuned to the sword and another Armor (Plate), Uncommon
creature tries to attune to it, the sword casts the Disintegrate
spell on that creature. This suit is made from fish parts, and includes a helmet made
from a giant fish head.
Underwater Adaptation. While wearing the armor, you
gain the following benefits:
56
Spells
M
AGIC FUNCTIONS ON Find Steed. Instead of appearing as an animal, the
Bloomburrow as it does in most other D&D creature summoned by this spell resembles a Barkform
settings, with a few exceptions. Spellcasting on steed; a quadrupedal construct made entirely of bark, twigs,
Bloomburrow is known to the native animalfolk and leaves.
as "Weaving," and each species has their own spellcasting Speak with Animals. Despite retaining its name, this spell
traditions. It doesn't allow you to communicate with other animalfolk
species if you don't share a language with them. Instead, you
Alterations to Magic can communicate with insects, fish, and other Beasts (see
appendix A).
The native species of Bloomburrow appear as animals, but
Conjure & Summon Spells. Other spells may conjure or
are sapient. Certain spells that interact with Beasts behave
summon creatures from elsewhere. Regardless of what kind
differently when cast on Bloomburrow.
of creatures these spells summon, sapient beings summoned
Animal Messenger. This spell lists certain example
to Bloomburrow always appear as animalfolk, and non-
animals as Beasts, none of which would actually be classified
sapient creatures always appear as insects or fish.
as Beasts on Bloomburrow. Instead, this spell targets insects,
fish, and other Beasts (see appendix A).
Faithful Hound. Hounds on Bloomburrow would be Spell Descriptions
enormous compared to the animalfolk. Instead of a This chapter provides descriptions of fifteen common spells
watchdog, this spell conjures a phantom insect. For its in Bloomburrow. The spells are presented in alphabetical
Material component, it requires a cube of sugar instead of a order. If a spell in this chapter has the same name as a spell
piece of bone. from another book, use the version of the spell presented in
Find Familiar. The normal animal forms for a familiar on this chapter.
Bloomburrow are a Crab, an Octopus, a Spider, or any
Beast from Bloomburrow that has a Challenge Rating of 0
(see appendix A).
57 CHAPTER 9 | SPELLS
When the Sphere appears, a creature in its space must
Ascend make a Dexterity saving throw. On a failed save, a creature is
Level 2 Transmutation (Druid, Sorcerer, Warlock, Wizard) touched by the Sphere and takes 4d10 Force damage. A
creature also makes this save when the Sphere moves into its
Casting Time: Action
space and when it enters the spell's area or ends its turn
Range: Touch
there. A creature makes this save only once per turn. A
Components: V, S
nonmagical object that isn't being worn or carried also takes
Duration: Concentration, up to 10 minutes
the damage if it's in the spell's area.
You touch an object or portion of solid earthen ground no A target killed or destroyed by this spell is sucked into the
larger than 3 feet in diameter that weighs no more than 200 Sphere and disappears. A creature killed by this spell can be
pounds. The object can't be worn or carried, and the ground restored to life only by means of a True Resurrection or Wish
can't be in a space occupied by a creature other than you. The spell.
spell causes the target to float above the ground for the
duration, and the target can magically support up to 200
pounds. If more weight is placed on it, the spell ends, and the Feed the Cycle
target and everything on it falls to the ground. Level 1 Necromancy (Druid, Ranger, Sorcerer, Warlock)
Until the spell ends, you can take a Magic action to move Casting Time: Action or Ritual
the target up to 20 feet in any direction, including vertically Range: Touch
into the air. If you are ever more than 100 feet from the Components: V, S, M (a fruit or leaf from a poison sumac)
target, the spell ends. Duration: Instantaneous
When the spell ends, the target floats gently to the ground
if it is still aloft. You drain the residual energy of a corpse you touch and
cause a single nonmagical plant you are familiar with to
sprout from it. If you choose a food-bearing plant, it produces
Catapult enough food to sustain 5 creatures for one day. The plant
Level 1 Transmutation (Druid, Ranger, Wizard) withers after 24 hours.
A corpse drained by this spell is destroyed; the creature
Casting Time: Action
can only be returned to life by means of a True Resurrection
Range: 60 feet
or Wish spell.
Components: S
Duration: Instantaneous
Choose a nonmagical object weighing 1 to 5 pounds within Hazel's Nocturne
range that isn't being worn or carried. The object flies in a Level 3 Conjuration (Druid, Ranger, Wizard)
straight line up to 20 feet in a direction you choose before Casting Time: Action
falling to the ground, stopping early if it strikes a solid Range: 90 feet
surface. Components: V, S, M
If the object would strike a creature, that creature must Duration: Concentration, up to 1 hour
succeed on a Dexterity saving throw or be struck. When the
object strikes something, the object and what it strikes each You call forth a Nocturne Spirit, the spirit of long departed
animalfolk. It manifests in an unoccupied space that you can
take 1d6 Bludgeoning damage for every 10 feet the object
see within range and uses the Noctune Spirit stat block.
moved.
When you cast the spell, choose an animalfolk species. The
Using a Higher-Level Spell Slot. The distance the object
creature appears as a construct of twigs and leaves that
flies increases by 20 feet for each spell slot level above 1.
resembles a member of the chosen species. The creature
disappears when it drops to 0 Hit Points or when the spell
Conjure Darkstar ends.
Level 3 Conjuration (Artificer, Cleric, Druid, Warlock, Wizard) The creature is an ally to your and your allies. In combat, it
shares your initiative count, but its takes its turn immediately
Casting Time: Action
after yours. It obeys your verbal commands (no acction
Range: 60 feet
required by you). If you don't issue any, it takes the Dodge
Components: V, S, M (a star chart or Navigator's Tools)
action and uses its move to avoid danger.
Duration: Concentration, up to 1 minute
Using a Higher-Level Spell Slot. Use the spell slot's level
You conjure a 2-foot diameter black Sphere in a space that for the spell level in the stat block.
you can see within range, which lasts for the duration. As a
Magic action on later turns, you can move the sphere a
number of feet equal to five times your spellcasting ability
modifier.
CHAPTER 9 | SPELLS 58
N octurne S pirit High Stride
Medium Undead, Neutral Level 1 Conjuration (Artificer, Bard, Druid, Ranger, Wizard)
AC 12 + the spell's level Casting Time: Action
HP 30 + 10 for each spell level above 3 Range: Self
Speed 30 ft., Fly 30 ft. Components: V, S, M (a plant stalk)
MOD SAVE MOD SAVE MOD SAVE Duration: 1 minute
S t r 13 +1 +1 D e x 16 +3 +3 C o n 14 +2 +2
You summon two tall plant stalks that act as stilts. They
I n t 14 +2 +2 W i s 15 +2 +2 C h a 15 +2 +2 appear in your space worn by you and last for the duration.
When you cast the spell, choose a height for the stilts
Vulnerabilities Fire
between 2 and 5 feet. As long as you're wearing the stilts,
Immunities Necrotic
your height is increased by the chosen amount. The spell
Senses Darkvision 60 ft., Passive Perception 12
ends early if you are no longer wearing the stilts.
Languages understands the languages you know and
the languages it knew in life
CR None (XP 0; PB equals your Proficiency Bonus) Hoarder's Overflow
T raits Level 1 Conjuration (Artificer, Bard, Wizard)
Leaf Form. The spirit can enter a hostile creature's space Casting Time: Action
and stop there. It can move through a space as narrow as Range: 30 feet
1 inch wide. Components: V, S, M (a mirror)
Duration: Concentration, up to 10 minutes
Plant Camouflage. The spirit has Advantage on Dexterity
Choose one object weighing no more than 5 pounds that you
(Stealth) checks it makes in forest terrain.
can see within range and that isn't fixed to a surface. A
A ctions perfect duplicate of the object springs from it and appears in
the original object's space. The duplicate does not share any
Multiattack. The spirit makes a number of Cutting Leaves of the original object's magical properties, and disappears
attacks equal to half this spell's level (rounded down). when the spell ends. If you choose a chest or other container,
only the container is duplicated, not its contents.
Cutting Leaves. Melee Attack Roll: Bonus equals your
spell attack modifier, reach 5 ft.. Hit: 2d6 + 3 + the A creature that takes a Study action to examine the object
spell's level magical Slashing damage. can determine that it is a duplicate with a successful
Intelligence (Investigation) check against your spell save DC.
Using a Higher-Level Spell Slot. You can target one
additional object for each spell slot level above 1.
59 CHAPTER 9 | SPELLS
Mind Spiral Psychic Whorl
Level 2 Enchantment (Bard, Sorcerer, Warlock, Wizard) Level 3 Enchantment (Bard, Druid, Warlock, Wizard)
Casting Time: Action Casting Time: Action
Range: 60 feet Range: 60 feet
Components: V, S Components: V, S, M (a snail shell)
Duration: Concentration, up to 1 minute Duration: 10 minutes
Each creature of your choice in a 5-foot radius Sphere One creature that you can see within range makes a
centered on a point that you can see within range must Charisma saving throw. On a failed save, the target is afflicted
succeed on a Wisdom saving throw or have the Stunned with Short-Term Madness for the duration (see the Dungeon
condition for the duration. At the end of each of its turn, the Master's Guide).
target repeats the save, ending the spell on itself on a Using a Higher-Level Spell Slot. You can target one
success. additional creature for each spell slot level above 3.
CHAPTER 9 | SPELLS 60
Appendix A
Creature Stat Blocks
T
HIS APPENDIX PROVIDES STAT
blocks for creatures mentioned elsewhere in this
book, particularly in the class, equipment, and spell
chapters. See the rules glossary in the Revised
Player's Handbook, or the Monster Manual, for how to read a
stat block.
When the Dungeon Master uses a stat block, they may
B arkform S teed
change details in it. Medium Plant, Unaligned
AC 16 Initiative +2 (12)
Stat Block Descriptions HP 16 (3d8+3)
The following stat blocks are presented in alphabetical order. Speed 50 ft.
MOD SAVE MOD SAVE MOD SAVE
A nt S t r 14 +2 +2 D e x 14 +2 +2 C o n 13 +1 +1
Tiny Beast, Unaligned Int 2 –4 –4 W i s 12 +1 +1 C h a 7 –2 –2
61 A P P E N D I X A | C R E AT U R E S TAT B L O C K S
B ee C ricket
Tiny Beast, Unaligned Tiny Beast, Unaligned
AC 11 Initiative +1 (11) AC 11 Initiative +1 (11)
HP 1 (1d4 – 1) HP 1 (1d4 – 1)
Speed 5 ft., Fly 30 ft. Speed 10 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
S t r 1 –5 –5 D e x 13 +1 +1 C o n 8 –1 –1 S t r 1 –5 –5 D e x 13 +1 +1 C o n 8 –1 –1
I n t 1 –5 –5 W i s 7 –2 –2 C h a 1 –5 –5 I n t 1 –5 –5 W i s 7 –2 –2 C h a 1 –5 –5
Skills Perception +2 Senses Passive Perception 8
Senses Blindsight 10 ft., Passive Perception 12 Languages None
Languages None CR 0 (XP 0; PB +2)
CR 0 (XP 0; PB +2)
A ctions
A ctions Bite. Melee Attack Roll: +0, reach 5 ft. Hit: 1 Piercing
Sting. Melee Attack Roll: +3, reach 5 ft. Hit: 1 Piercing damage.
damage, and the bee loses 1 Hit Point.
B onus A ctions
Standing Leap. The cricket jumps up to its Speed
C rawling C law without provoking Opportunity Attacks.
Tiny Undead, Unaligned
AC 12 Initiative +2 (12) C lam
HP 2 (1d4)
Speed 20 ft., Climb 20 ft. Tiny Beast, Unaligned
MOD SAVE MOD SAVE MOD SAVE
AC 12 Initiative +0 (10)
S t r 13 +1 +1 D e x 14 +2 +2 C o n 11 +0 +0 HP 2 (1d4)
Int 5 –3 –3 W i s 10 +0 +0 C h a 4 –3 –3 Speed 5 ft., Swim 30 ft.
MOD SAVE MOD SAVE MOD SAVE
Immunities Poison; Charmed, Exhaustion, Poisoned S t r 7 –2 –2 D e x 10 +0 +0 C o n 10 +0 +0
Senses Blindsight 30 ft. (Blinded beyond this radius),
Passive Perception 10 I n t 5 –3 –3 W i s 13 +1 +1 C h a 8 –1 –1
Languages Understands Common but can't speak Immunities Prone
CR 0 (XP 10; PB +2) Senses Darkvision 60 ft., Tremorsense 60 ft., Passive
A ctions Perception 11
Languages None
Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) CR 0 (XP 0; PB +2)
Slashing damage.
T raits
Water Breathing. The clam can breathe only underwater.
Underwater Camouflage. The clam has Advantage on
Dexterity (Stealth) checks it makes in underwater terrain.
A ctions
Bite. Melee Attack Roll: +2, reach 5 ft. Hit: 1
Bludgeoning damage plus 1 Acid damage.
Psuedopod. Dexterity Saving Throw: DC 12, one
creature within 5 feet of the clam. Failure: 1
Bludgeoning damage, and the target has the Grappled
condition if it is Small or smaller.
A P P E N D I X A | C R E AT U R E S TAT B L O C K S 62
D ragonfly F ire A nt
Tiny Beast, Unaligned Tiny Beast, Unaligned
AC 13 Initiative +3 (13) AC 11 Initiative +1 (11)
HP 1 (1d4 – 1) HP 1 (1d4 – 1)
Speed 5 ft., Fly 30 ft. Speed 10 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
S t r 3 –4 –4 D e x 16 +3 +3 C o n 8 –1 –1 S t r 1 –5 –5 D e x 13 +1 +1 C o n 8 –1 –1
I n t 3 –4 –4 W i s 10 +0 +0 C h a 3 –4 –4 I n t 1 –5 –5 W i s 7 –2 –2 C h a 1 –5 –5
Senses Passive Perception 10 Skills Perception +2
Languages None Senses Passive Perception 12
CR 0 (XP 0; PB +2) Languages None
CR 1/8 (XP 25; PB +2)
T raits
Drone. When the dragonfly uses its Fly speed, it emits a T raits
loud droning sound that can be heard out to a range of Heated Body. A creature that hits the ant with a melee
60 feet. attack while within 5 feet of it takes 2 (1d4) Fire
damage.
A ctions
Spider Climb. The ant can climb difficult surfaces,
Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Piercing
including upside down on ceilings, without needing to
damage.
make an ability check.
R eactions A ctions
Evade. Trigger: The dragonfly succeeds on a Dexterity Bite. Melee Attack Roll: +0, reach 5 ft. Hit: 1 Piercing
saving throw to take only half damage. Response: The damage plus 1 Fire damage.
dragonfly instead takes no damage.
Flame Spit (Recharge 5–6). Dexterity Saving Throw: DC
11, one creature the ant can see within 20 feet. Faliure:
E lectric E el 2 (1d4) Fire damage.
Tiny Beast, Unaligned
AC 12 Initiative +2 (12) F irefly
HP 10 (3d4 + 3)
Speed 0 ft., Swim 40 ft. Tiny Beast, Unaligned
MOD SAVE MOD SAVE MOD SAVE AC 12 Initiative +2 (12)
S t r 10 +0 +0 D e x 14 +2 +4 C o n 12 +1 +1 HP 1 (1d4 – 1)
Int 7 –2 –2 W i s 10 +0 +0 C h a 7 –2 –2 Speed 5 ft., Fly 30 ft.
MOD SAVE MOD SAVE MOD SAVE
Skills Perception +2, Stealth +4 S t r 1 –5 –5 D e x 14 +2 +2 C o n 8 –1 –1
Senses Blindsight 10 ft., Passive Perception 12
Languages None I n t 1 –5 –5 W i s 7 –2 –2 C h a 1 –5 –5
CR 1/8 (XP 25; PB +2) Senses Passive Perception 8
T raits Languages None
CR 0 (XP 0; PB +2)
Water Breathing. The eel can breathe only underwater.
A ctions
A ctions Secrete Poison. Dexterity Saving Throw: DC 12, one
Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) creature the firefly can see within 5 feet of it. Failure: 1
Piercing damage. Poison damage.
Electric Jolt (Recharge 5–6). Constitution Saving Throw: Illumination. Until the start of its next turn, the firefly
DC 12, one creature within 5 feet, or each creature sheds Bright Light in a 15-foot radius and Dim Light for
within 10 feet that is in contact with the same body of an additional 15 feet.
water. Failure: 2 (1d4) Lightning damage and the target
has the Stunned condition until the end of its next turn.
Success: Half damage.
63 A P P E N D I X A | C R E AT U R E S TAT B L O C K S
F ish G iant D ragonfly
Tiny Beast, Unaligned Large Beast, Unaligned
AC 13 Initiative +3 (13) AC 16 Initiative +4 (14)
HP 1 (1d4 – 1) HP 22 (4d10)
Speed 0 ft., Swim 40 ft. Speed 10 ft., Fly 60 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
S t r 2 –4 –4 D e x 16 +3 +3 C o n 9 –1 –1 S t r 15 +2 +2 D e x 18 +4 +4 C o n 8 –1 –1
I n t 1 –5 –5 W i s 7 –2 –2 C h a 2 –4 –4 I n t 3 –4 –4 W i s 10 +0 +0 C h a 3 –4 –4
Senses Darkvision 60 ft., Passive Perception 8 Senses Passive Perception 10
Languages None Languages None
CR 0 (XP 0; PB +2) CR 1/2 (XP 100; PB +2)
T raits T raits
Water Breathing. The fish can breathe only underwater. Drone. When the dragonfly uses its Fly speed, it emits a
loud droning sound that can be heard out to a range of
A ctions 120 feet.
Slam. Melee Attack Roll: +5, reach 5 ft. Hit: 1
Bludgeoning damage.
A ctions
Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Piercing
damage.
G iant C lam R eactions
Medium Beast, Unaligned Uncanny Dodge. Trigger: A creature the dragonfly can
AC 18 Initiative +1 (11) see hits it with an attack. Response: The dragonfly halves
HP 58 (9d8 + 18) the damage from the attack.
Speed 5 ft., Swim 30 ft.
MOD SAVE MOD SAVE MOD SAVE
S t r 17 +3 +3 D e x 12 +1 +1 C o n 15 +2 +2 G iant S nail
I n t 5 –3 –3 W i s 13 +1 +1 C h a 8 –1 –1 Large Beast, Unaligned
Immunities Prone AC 11 Initiative –3 (7)
Gear Pearl (100 GP) HP 22 (4d10)
Senses Darkvision 60 ft., Tremorsense 60 ft., Passive Speed 5 ft., Climb 5 ft.
Perception 11 MOD SAVE MOD SAVE MOD SAVE
Languages None S t r 10 +0 +0 D e x 3 –4 –4 C o n 11 +0 +0
CR 2 (XP 450; PB +2)
Int 3 –4 –4 W i s 10 +0 +0 C h a 3 –4 –4
T raits
Senses Darkvision 60 ft., Passive Perception 10
Water Breathing. The clam can breathe only underwater. Languages None
CR 1/4 (XP 50; PB +2)
Underwater Camouflage. The clam has Advantage on
Dexterity (Stealth) checks it makes in underwater terrain. T raits
A ctions Salt Osmosis. The snail takes 1d4 Necrotic damage if it
ends its turn in contact with a pound or more of salt. If a
Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) creature takes the Utilize action to sprinkle a pound or
Bludgeoning damage plus 4 (1d8) Acid damage. more of salt on the snail, the snail takes 1d4 Necrotic
damage.
Psuedopod. Dexterity Saving Throw: DC 15, one
creature within 5 feet of the clam. Failure: 7 (1d8 + 3) A ctions
Bludgeoning damage, and the target has the Grappled
condition if it is Large or smaller. Rasp. Melee Attack Roll: +4, reach 5 ft. Hit: 3 (1d6)
Bludgeoning damage plus 2 (1d4) Poison damage.
Shell Defense. The snail withdraws into its shell until it
emerges as a Bonus Action. Until it emerges, it gains a
+4 bonus to its AC and has the Restrained condition.
A P P E N D I X A | C R E AT U R E S TAT B L O C K S 64
L adybug M antis S hrimp
Tiny Beast, Unaligned Tiny Beast, Unaligned
AC 11 Initiative +1 (11) AC 12 Initiative +0 (10)
HP 1 (1d4 – 1) HP 2 (1d4)
Speed 5 ft., Fly 30 ft. Speed 20 ft., Swim 20 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
S t r 1 –5 –5 D e x 13 +1 +1 C o n 8 –1 –1 S t r 10 +1 +1 D e x 11 +0 +0 C o n 10 +0 +0
I n t 1 –5 –5 W i s 7 –2 –2 C h a 1 –5 –5 I n t 1 –5 –5 W i s 8 –1 –1 C h a 2 –4 –4
Skills Perception +2 Senses Blindsight 30 ft., Passive Perception 9
Senses Blindsight 10 ft., Passive Perception 12 Languages None
Languages None CR 1/8 (XP 25; PB +2)
CR 0 (XP 0; PB +2)
T raits
T raits Amphibious. The shrimp can breathe air and water.
Beast of Burden. The ladybug is considered one size
larger for the purpose of determining its carrying A ctions
capacity. Punch. Melee Attack Roll: +2, reach 5 ft. Hit: 2 (1d4)
Bludgeoning damage plus 1 Thunder damage.
A ctions
Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 1 Piercing
damage.
P illbug
Tiny Beast, Unaligned
L una M oth AC 11 Initiative +1 (11)
HP 1 (1d4 – 1)
Tiny Beast, Unaligned
Speed 5 ft., Climb 5 ft.
AC 11 Initiative +1 (11) MOD SAVE MOD SAVE MOD SAVE
HP 1 (1d4 – 1) S t r 1 –5 –5 D e x 13 +1 +1 C o n 8 –1 –1
Speed 5 ft., Fly 30 ft.
MOD SAVE MOD SAVE MOD SAVE
I n t 1 –5 –5 W i s 7 –2 –2 C h a 1 –5 –5
S t r 1 –5 –5 D e x 13 +1 +1 C o n 8 –1 –1 Senses Passive Perception 8
I n t 1 –5 –5 W i s 7 –2 –2 C h a 1 –5 –5 Languages None
CR 0 (XP 0; PB +2)
Skills Perception +2, Stealth +3
Senses Passive Perception 12 A ctions
Languages None Bite. Melee Attack Roll: +0, reach 5 ft. Hit: 1 Piercing
CR 0 (XP 0; PB +2) damage.
T raits Ball Defense. The pillbug curls into a ball until it emerges
Acoustic Deflection. The moth can't be perceived by as a Bonus Action. Until it emerges, it gains a +4 bonus
Blindsight. to its AC and has the Restrained condition.
65 A P P E N D I X A | C R E AT U R E S TAT B L O C K S
S nail W ater S kimmer
Tiny Beast, Unaligned Tiny Beast, Unaligned
AC 10 Initiative –3 (7) AC 11 Initiative +1 (11)
HP 2 (1d4) HP 1 (1d4 – 1)
Speed 5 ft., Climb 5 ft. Speed 20 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
S t r 3 –4 –4 D e x 3 –4 –4 C o n 10 +0 +0 S t r 1 –5 –5 D e x 13 +1 +1 C o n 8 –1 –1
I n t 3 –4 –4 W i s 10 +0 +0 C h a 3 –4 –4 I n t 1 –5 –5 W i s 7 –2 –2 C h a 1 –5 –5
Senses Darkvision 60 ft., Passive Perception 10 Senses Passive Perception 12
Languages None Languages None
CR 0 (XP 0; PB +2) CR 0 (XP 0; PB +2)
T raits T raits
Salt Osmosis. The snail takes 1d4 Necrotic damage if it Water Walker. The skimmer can move across water as if
ends its turn in contact with a pound or more of salt. If a it were solid ground, and the skimmer knows the
creature takes the Utilize action to sprinkle a pound or location of any other creature within 100 feet that is in
more of salt on the snail, the snail takes 1d4 Necrotic contact with the same body of water.
damage.
A ctions
A ctions Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Piercing
Rasp. Melee Attack Roll: +0, reach 5 ft. Hit: 1 damage.
Bludgeoning damage plus 1 Poison damage.
Shell Defense. The snail withdraws into its shell until it
emerges as a Bonus Action. Until it emerges, it gains a W orm
+4 bonus to its AC and has the Restrained condition. Tiny Beast, Unaligned
AC 10 Initiative +1 (11)
HP 2 (1d4)
S wamp C entipede Speed 5 ft., Burrow 5 ft.
Medium Beast, Unaligned MOD SAVE MOD SAVE MOD SAVE
S t r 1 –5 –5 D e x 10 +0 +0 C o n 8 –1 –1
AC 12 Initiative +2 (12)
HP 13 (3d8) I n t 1 –5 –5 W i s 8 –1 –1 C h a 1 –5 –5
Speed 30 ft., Swim 30 ft.
Senses Tremorsense 60 ft. (Blinded beyond this
MOD SAVE MOD SAVE MOD SAVE
radius), Passive Perception 9
S t r 10 +0 +0 D e x 14 +2 +2 C o n 10 +0 +0 Languages None
Int 3 –4 –4 W i s 10 +0 +0 C h a 3 –4 –4 CR 0 (XP 0; PB +2)
Senses Passive Perception 10 T raits
Languages None Regeneration. The worm regains 2 Hit Points at the start
CR 1/2 (XP 100; PB +2) of its turn. If it takes Bludgeoning damage, this trait
A ctions doesn't function at the start of its next turn. The worm
dies only if it starts its turn with 0 Hit Points and doesn't
Bite. Melee Attack Roll: +4, reach 5 ft.. Hit: 5 (1d6 + 2) regain Hit Points.
Piercing damage, and the target must make a DC 11
Constitution saving throw, taking 10 (3d6) Poison
damage on a failed save, or half as much damage on a
successful one.
A P P E N D I X A | C R E AT U R E S TAT B L O C K S 66
Appendix B
Monster Stat Blocks
T
HIS CHAPTER PROVIDES STAT BLOCKS
for unique Monsters and NPCs who can be found Bloomburrow Monsters
in Bloomburrow, to be used by the Dungeon Creature Creature Type CR
Master. See the rules glossary in the Revised
Beza Elemental 15
Player's Handbook, or the Monster Manual, for how to read a
stat block. Eluge Elemental 19
When the Dungeon Master uses a stat block, they may
Grotgyre Beast 3
change details in it.
The Bloomburrow Monsters table lists every creature in Hivespine Wolverine Elemental 5
this chapter, along with that creature's creature type and
Lumra Elemental 14
Challenge Rating (CR).
Maha Elemental 20
Stat Block Descriptions Rottenmouth Viper Elemental 8
The following stat blocks are presented in alphabetical order. Wick Humanoid 2
Wildsear Elemental 15
67 A P P E N D I X B | M O N S T E R S TAT B L O C K S
B eza
Huge Elemental, Neutral
AC 18 Initiative +3 (13)
HP 126 (11d12 + 55)
Speed 60 ft.
MOD SAVE MOD SAVE MOD SAVE
S t r 20 +5 +5 D e x 16 +3 +3 C o n 20 +5 +5
Int 7 –2 –2 W i s 18 +4 +9 C h a 10 +0 +5
Resistances Bludgeoning, Piercing, and Slashing from
nonmagical attacks
Senses Passive Perception 14
Languages None
CR 15 (XP 13,000; PB +5)
T raits
Legendary Resistance (3/day). If Beza fails a saving
throw, it can choose to succeed instead.
Overgrowth Aura. The ground in a 10-foot Emanation
originating from Beza is Difficult Terrain for creatures
other than Beza.
A ctions
Beza Multiattack. Beza makes two Ram attacks. It can replace
one attack with a use of Spellcasting.
The Bounding Spring
Habitat: Grassland; Treasure: None Ram. Melee Attack Roll: +10, reach 10 ft. Hit: 14 (2d8 +
5) Bludgeoning damage. If Beza moved at least 20 feet
Beza is an enormous Calamity Beast, an elemental elk with a straight toward the target immediately before the hit,
petal- and leaf-covered body. With antlers made of birch trees, the target takes an additional 4 (1d8) Bludgeoning
and flowers and fruit growing on its body, Beza is not only the damage and has the Prone condition.
herald of spring, it is the literal manifestation of it. Wherever
Beza goes, spring blooms immediately in its wake.
Spellcasting. Beza casts one of the following spells,
requiring no Material components, using Wisdom as the
spellcasting ability (spell save DC 17):
Season of Spring
Beza brings the season of Spring. This season is At Will: Charm Monster, Druidcraft, Goodberry, Plant
characterized by a resurgence of growth and new life. It is Growth, Purify Food and Drink
one of the annual seasons; When Beza arrives, it drives off
the Blizzard Elk of Winter, allowing plants to flourish. New
R eactions
life for plants also means renewed life for many hibernating Beza can take up to three Reactions per round but only
insects, and these insects help pollinate many flowers; much one per turn.
to the chagrin of those with allergies. Many animalfolk plant
their crops in Spring, hoping to reap them come the season Joyful Presence. Trigger: Another creature Beza can see
of Harvest. ends its turn. Response: Beza casts Charm Monster.
Ram Retaliation. Trigger: Beza takes damage. Response:
Beza moves up to half its Speed and makes one Ram
attack.
A P P E N D I X B | M O N S T E R S TAT B L O C K S 68
Season of Deep Waters
Eluge's arrival brings the season of Deep Waters. This season
is characterized by heavy rainfall and rising floods. The Long
River that cuts across Valley rises considerably, and natural
Eluge springs become overflowing geysers. Animalfolk that live
The Shoreless Sea underground are often pushed above ground, overflowing the
inns of many villages. Crops are at risk of being submerged,
Habitat: Coastal, Underwater; Treasure: None and the Otterfolk and Frogfolk often assist with evacuation of
low-lying settlements. Young ones sometimes frolic in the
Also known as the Flood Gar, the Calamity Beast Eluge is
heavy downpours, but the adults know this can quickly
enormous compared to the animalfolk. It is a 30-foot-long fish
become dangerous.
that has countless sharp, jagged teeth and long spikes
protruding from its back, belly, and sides, rosy-hued magical
markings running along its body, and brightly glowing blue "Eluge, whose arrival heralds the Season of Deep
eyes. Its giant silvery-scaled body swells the waters like a sea
Waters. For most of us in Valley, we've been able to see
serpent.
across the length of any water. But, as the abyssal jaws of
Eluge is not only the herald of floods, it is the literal
manifestation of them. Wherever Eluge swims, the tide Eluge breach the ponds, the waves seem endless, and each
swells immediately in its wake, causing rushing waters to rise thrash of its tail is a tidal current that threatens to rip roots
and waves to crash on the shore. from the soil. Eluge has never been spotted so far down the
Long River as it has recently. There must be something
upstream driving it closer, and anything that can drive such a
Calamity upriver might threaten the whole of Valley."
— Alania, Divergent Storm
E luge
Gargantuan Elemental, Neutral
AC 18 Initiative +7 (17) Bite. Dexterity Saving Throw: DC 24, one creature Eluge can
HP 175 (10d20 + 50) see within 15 ft. Failure: 22 (4d6 + 8) Piercing damage, and
Speed 0 ft., Swim 60 ft. the target is swallowed if it is Large or smaller. A swallowed
MOD SAVE MOD SAVE MOD SAVE creature has the Restrained condition, has Total Cover
S t r 27 +8 +8 D e x 24 +7 +7 C o n 25 +5 +5 against attacks and other effects outside Eluge, and takes 17
(5d6) Acid damage at the start of each of Eluge's turns.
Int 2 –4 –4 W i s 18 +4 +10 C h a 10 +0 +6 Eluge's stomach can hold up to two creatures at a time.
Resistances Fire; Bludgeoning, Piercing, and Slashing from If Eluge takes 30 damage or more on a single turn from a
nonmagical attacks creature inside it, Eluge regurgitates all swallowed creatures,
Senses Darkvision 60 ft., Passive Perception 14 each of which falls in a space within 10 feet of Eluge has the
Languages None Prone condition. If Eluge dies, all swallowed creatures are
CR 19 (XP 22,000; PB +6) similarly regurgitated.
69 A P P E N D I X B | M O N S T E R S TAT B L O C K S
70
G rotgyre
Large Beast, Chaotic Neutral
AC 16 Initiative –3 (7)
HP 52 (5d10 + 25)
Speed 10 ft.
MOD SAVE MOD SAVE MOD SAVE
S t r 16 +3 +3 D e x 5 –3 –3 C o n 20 +5 +5
I n t 10 +0 +0 W i s 17 +3 +3 C h a 5 –3 –3
Immunities Psychic
Senses Passive Perception 16
Languages Telepathy 120 ft.
CR 3 (XP 700; PB +2)
T raits
Alien Mind. If a creature tries to read Grotgyre's thoughts
or deal Psychic damage to it, that creature must succeed
april prime on a DC 15 Intelligence saving throw or have the
Stunned condition for 1 minute. The Stunned creature
can repeat the saving throw at the end of each of its
Grotgyre turns, ending the effect on itself on a success.
The Mind Whorler
A ctions
Habitat: Swamp, Underdark; Treasure: None Multiattack. Grotgyre makes two Rasp attacks.
Grotgyra is a large, sapient snail with hypnotic power strong Rasp. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3)
enough to bend the minds of animalfolk who get close. He Slashing damage.
has forged a psychic connection with the Ratfolk Warlock
Wick, and together they command a cadre of snail- Shell Defense. Grotgyre withdraws into its shell. Until it
worshippers from labyrinthine tunnels below Valley. See also emerges, it gains a +4 bonus to its AC and has the
Wicks' statblock. Restrained condition. It can emerge from its shell as a
Bonus Action on its turn.
Great Old One
Spellcasting. Grotgyre casts one of the following spells,
Grotgyre's history and origin are unknown, but his psychic requiring no components, using Wisdom as the
power makes him an excellent Great Old One patron for a spellcasting ability (spell save DC 15):
Warlock character. His servants include Snails, along with
Cultists and Cult Fanatics from every animalfolk species. At Will: Detect Thoughts, Charm Person, Crown of
Madness, Dissonant Whispers
1/day Each: Confusion, Modify Memory, Suggestion
71 A P P E N D I X B | M O N S T E R S TAT B L O C K S
H ivespine W olverine
Huge Elemental, Neutral
AC 18 Initiative +1 (11)
HP 93 (11d10 + 33)
Speed 30 ft., Burrow 20 ft.
MOD SAVE MOD SAVE MOD SAVE
S t r 20 +5 +5 D e x 13 +1 +1 C o n 16 +3 +3
Int 2 –4 –4 W i s 18 +4 +7 C h a 5 –3 +0
Senses Darkvision 60 ft., Passive Perception 14
Languages None
CR 5 (XP 1,500; PB +3)
T raits
Stinging Aura. Constitution Saving Throw: DC 15, each
creature that enters a 10-foot Emanation originating
from the wolverine or starts its turn there. Failure: 10
(4d4) Piercing damage, and the target has the Poisoned
condition until the end of its next turn. Success: Half Hivespine Wolverine
damage. The Sweet-Scented Stinger
Habitat: Forest, Grassland; Treasure: None
A ctions
Multiattack. The wolverine makes three Rend attacks. It The Hivespine Wolverine is a minor Calamity Beast. Its
can replace one attack with a use of Honeyscent if elemental magic is not powerful enough to bring about a new
available. season, but it is dangerous nonetheless. Its furred body is
partially made from the waxy material of beehive, and
Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 12 (2d6 stinging bees and wasps make their nest in the wolverine's
+ 5) Slashing damage. body. The insects see the beast as their home, and defend it
ferociously. The wolverine is also capable of projecting sweet-
Honeyscent (Recharge 5–6). Wisdom Saving Throw: DC
smelling pheromones, which some claim it uses to draw prey
15, each creature within 30 feet. Failure: The target has
out of hiding.
the Charmed condition until the end of its next turn.
Summon Swarm (1/day). The wolverine summons a
Swarm of Wasps, which appears in an unoccupied space
within 10 feet. The swarm is an ally to the wolverine and
its allies. The swarm remains for 1 hour, until the
wolverine dies, or until the wolverine dismisses it as a
Bonus Action.
A P P E N D I X B | M O N S T E R S TAT B L O C K S 72
Lumra
Bellow of the Woods
Habitat: Forest; Treasure: None
Lumra is a towering Calamity Beast that appears as a leaf- "They say that any who hears Lumra's roar is
sprouting bear. Her eyes glow with green magic, pine cones, already lost. Forests engulf any land on which her voice tolls,
branches, twigs sprout from her shoulders, and her sharp boughs springing from nothing in seconds. Their canopies
teeth mark her fearsome muzzle. Long, sharp claws sprout
are too dense to pierce, their trunks towering and endless,
from each paw. Wherever Lumra wanders, the landscape
warps around her, causing trees to sprout and canopies to impossible to scale. Sunlight is allowed no entry through the
form overhead, generating a new, unrecognizable forest with tangled, thorny overgrowths, and travelers are unable to find
a mix of deciduous and coniferous trees. an exit. I wandered for weeks in her maze, past razed villages
Lumra represents the feeling of getting lost in the woods, and lost souls. Sometimes, Lumra's thundering footfalls
and she inspires fear among the animalfolk where she
would quake the brush, and I would walk the opposite path.
appears. Flubs is the only animalfolk known to have escaped
her forests. It's a miracle I escaped; all the others have wandered to their
deaths. I suppose I got lucky!"
Season of the Maze — Flubs, the fool
Lumra doesn't bring a season necessarily, but instead causes
great confusion in her wake as she fundamtentally
restructures woods and forests. She uproots homes and even
entire villages, and causes explorers in her region to become
hopelessly lost.
L umra
Huge Elemental, Neutral
AC 14 Initiative +1 (11) Bellow. Wisdom Saving Throw: DC 15, each creature within
HP 207 (18d12+90) 120 feet that doesn't have the Deafened condition. Failure:
Speed 30 ft. The target has the Frightened condition until the end of its
MOD SAVE MOD SAVE MOD SAVE next turn. Success: The target is immune to Lumra's Bellow
S t r 25 +7 +12 D e x 13 +1 +1 C o n 20 +5 +10 action for 24 hours.
Int 2 –4 –4 W i s 20 +5 +5 C h a 8 –1 +4 R eactions
Skills Perception +10 Lumra can take up to three Reactions per round but only one
Senses Darkvision 60 ft., Passive Perception 20 per turn.
Languages None
CR 14 (XP 11,500; PB +5) Erupting Forest. Trigger: Lumra is hit by a ranged attack.
Response: Lumra causes a tree to burst from the ground at a
T raits point Lumra can see within 120 feet. The tree is a 5-foot-
Legendary Resistance (3/day). If Lumra fails a saving throw, it radius, 30-foot-high Cylinder, and lasts until it is destroyed
can choose to succeed instead. (AC 5; 30 HP; Vulnerability to Fire damage; Immunity to
Poison and Pyschic damage). Dexterity Saving Throw: DC
Overgrowth Aura. The ground in a 15-foot Emanation 18, one creature in the Cylinder when it appears. Failure: 21
originating from Lumra is Difficult Terrain for creatures other (6d6) Bludgeoning damage, and the target is lifted by the
than Lumra. Cylinder.
73 A P P E N D I X B | M O N S T E R S TAT B L O C K S
74
Season of Long Night
When Maha flies across the sky, the Long Night follows in its
Maha wake. This season is marked by unending darkness; the sky
Its Feathers Night remains dark even during the day. Many animalfolk fear this
season, as it allows predators and bandits to thrive. Some
Habitat: Grassland, Mountain, Swamp; Treasure: None folk remain indoors for nearly the entire season; though not
the Batfolk, who thrive during this time and spend much time
Also known as the Great Night Owl or Eclipse Owl, Maha is a
studying the stars.
fearsome Calamity Beast that takes the shape of an
enormous black owl, its wingspan as broad as the branches
of an oak tree. Deep blue and violet on its belly, breast, and "We call it the Season of Long Night, whose
wings transition to black-striped primary and tail feathers.
wingspan brings darkness that blots out the sun from the sky,
Turquoise magic suffuses its beautiful, terrible form, lighting
up its eyes and beak within the hollow of its face, and and in its wake, we can see the constellations of the night sky
highlighting its deadly talons. In its wake, night follows, above and every night sky before it. Back in the ages of our
cutting across the sky to reveal star-flecked darkness ancestors, it was said that its talons sheared through the air
beneath. The beast's movements are tranquil and silent, its and cut a permanent darkness into being. Its most recent
passing marked only by the ensuing destruction and the chill
rampage seemed to be on account of its missing egg. It
wind of its wings.
seems even a Calamity can show parental affection."
— Wick, the whorled mind
M aha
Huge Elemental, Neutral
AC 18 Initiative +2 (12)
Talon. Melee Attack Roll: +13, reach 5 ft. Hit: 17 (3d6 + 7)
HP 324 (24d12+168)
Speed 20 ft., Fly 90 ft. Slashing damage.
MOD SAVE MOD SAVE MOD SAVE
Spellcasting. Maha casts one of the following spells,
S t r 24 +7 +7 D e x 26 +8 +8 C o n 24 +7 +7 requiring no Material components, using Wisdom as the
Int 3 –4 –4 W i s 18 +4 +10 C h a 10 +0 +6 spellcasting ability (spell save DC 18):
Skills Perception +8, Stealth +14 At Will: Darkness, Gust of Wind, Silence
Senses Passive Perception 18
Languages None R eactions
CR 20 (XP 25,000; PB +6) Maha can take up to three Reactions per round but only one
per turn.
T raits
Legendary Resistance (3/day). If Maha fails a saving throw, it Chill Wind. Trigger: Maha uses its Legendary Resistance trait
can choose to succeed instead. or is hit by a ranged attack. Response—Constitution Saving
Throw: DC 18, each creature in a 60-foot Cone. Failure: 17
Magic Resistance. Maha has Advantage on saving throws (5d6) Cold damage. Success: Half damage.
against spells and other magical effects.
Evade. Trigger: Maha is hit by a melee attack. Response:
Night Aura. Dim Light extends from Maha in a 15-foot Maha flies up to half its Fly Speed without provoking
radius. If Maha takes Radiant damage, this trait doesn't opportunity attacks.
function until the start of its next turn.
Rend Retaliation. Trigger: Maha takes damage. Response:
A ctions Maha makes one Talon attack.
Multiattack. Maha makes three Talon attacks. It can replace
one attack with a use of Spellcasting.
75 A P P E N D I X B | M O N S T E R S TAT B L O C K S
76
R ottenmouth V iper
Huge Elemental, Neutral
AC 15 Initiative +3 (13)
HP 187 (22d12 + 44)
Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE
S t r 19 +4 +4 D e x 16 +3 +3 C o n 14 +2 +2
Int 1 –5 –5 W i s 10 +0 +0 C h a 4 –3 –3
Skills Perception +3. Stealth +6
Immunities Necrotic, Poison; Exhaustion, Poisoned
Senses Blindsight 15 ft., Darkvision 60 ft., Passive
Perception 13
Languages None
CR 8 (XP 3,900; PB +3)
Rottenmouth Viper
T raits The Blight Snake
Blight Aura. Constitution Saving Throw: DC 15, each Habitat: Forest, Grassland, Swamp; Treasure: None
creature that enters a 10-foot Emanation originating
from the viper or starts its turn there. Failure: The target The Rottenmouth Viper is a minor Calamity Beast taking the
has the Exhaustion condition. Nonmagical plants in the shape of a large snake with long fangs and black scales. Its
Emanation wither and die. elemental magic is not strong enough to truly bring about a
season, but it remains a dangerous enemy to the animalfolk.
A ctions The giant snake causes nature to decay around it. Fighting it
Multiattack. The viper makes one Bite attack and uses is said to be like fighting starvation itself.
Constrict.
Bite. Melee Attack Roll: +7, reach 10 ft. Hit: 17 (3d8 +
4) Piercing damage plus 14 (4d6) Poison damage.
Constrict. Strength Saving Throw: DC 15, one Large or
smaller creature the viper can see within 30 feet. Failure:
17 (3d8 + 4) Bludgeoning damage, and the target has
the Grappled condition (escape DC 15).
77 A P P E N D I X B | M O N S T E R S TAT B L O C K S
april prime
Wick
The Whorled Mind W ick
Habitat: Swamp, Underdark; Treasure: None Small Humanoid (Ratfolk, Warlock), Chaotic Neutral
Wick is a bent and wiry figure, draped in a purple robe and AC 14 Initiative +3 (13)
dangling adornments with mystical symbols and arcane HP 38 (7d8 + 7)
patterns over his shoulder. His fur is a dark shade of gray,
Speed 25 ft.
MOD SAVE MOD SAVE MOD SAVE
with a few silver streaks adding a touch of aged wisdom to
his appearance. His piercing, violet eyes glow with an S t r 12 +1 +1 D e x 15 +2 +2 C o n 12 +1 +1
unsettling intelligence, and his whiskers twitch with an air of I n t 10 +0 +2 W i s 13 +1 +3 C h a 14 +2 +4
constant calculation. Upon his back, Wick wears a giant snail
shell like an extravagant backpack, filled to the brim with Skills Persuasion +4, Perception +3
knickknacks and baubles. Numerous smaller snails surround Gear Quarterstaff
him. Senses Passive Perception 13
Languages Common
Worship of the Snail CR 2 (XP 450; PB +2)
A P P E N D I X B | M O N S T E R S TAT B L O C K S 78
Season of Flames
The season Wildsear brings is characterized by dryness,
allowing even the smallest spark to start the grandest
Wildsear immolation. Frogfolk work overtime to attempt to magically
bring the much needed rains, and crops are at risk of drying
The Scouring Maw
up and dying out. Animalfolk who make their homes in trees
Habitat: Forest, Grassland; Treasure: None are especially at risk of their foundations catching alight.
W ildsear
Huge Elemental, Neutral
AC 16 Initiative +3 (13)
Bite. Melee Attack Roll: +12, reach 10 ft. Hit: 11 (1d8 + 7)
HP 200 (16d12 + 96)
Speed 30 ft. Piercing damage plus 7 (2d6) Fire damage, and the the
target has the Prone condition if it is Huge or smaller.
MOD SAVE MOD SAVE MOD SAVE
79 A P P E N D I X B | M O N S T E R S TAT B L O C K S
80
Ygra
Eater of All
Habitat: Desert, Grassland; Treasure: None
"Ygra is ever hungry. We call its coming the
Ygra is a major Calamity Beast, a giant cougar with green-
Season of Salt, when our fields and friends are transfigured
glowing stripes, its muzzle marked by an unhallow light and
numerous deadly teeth, and its eyes shimmer with an into salt pillars. As Ygra devours, it is left hungry still, mouth
ominous gleam. Wherever Ygra stalks, life crumbles dry and blistered. No creature, not even a Calamity, can
immediately in its wake, turning into pillars of salt. survive on salt alone. It would almost be pitiable if the source
of its suffering wasn't the home I have come to love and
Season of Salt
Ygra's arrival marks the season of Salt. This season is strove to protect."
categorized by a withering of crops and the calcification of — Baylen, the haymaker
objects and structures with a build-up of salt. This is a season
of dryness and drought; their is little rain, and many grow
hungry. The Squirrelfolk ration their food cache stores during
seasons such as this, to ensure the survival of the community.
Y gra
Huge Elemental, Neutral
AC 16 Initiative +1 (11) Claw. Melee Attack Roll: +11, reach 10 ft. Hit: 22 (3d10 + 6)
HP 287 (25d12 + 125) Slashing damage, or Ygra deals 27 (6d6 + 6) Necrotic
Speed 40 ft. damage if it had Advantage on the attack roll.
MOD SAVE MOD SAVE MOD SAVE
Devour. Dexterity Saving Throw: DC 18, one creature within
S t r 22 +6 +6 D e x 23 +6 +6 C o n 21 +5 +10 5 feet. Failure: 33 (6d8 + 6) Piercing damage, and the target
Int 3 –4 –4 W i s 14 +2 +2 C h a 7 –2 +3 is swallowed if it is Medium or smaller. A swallowed creature
has the Restrained condition, has Total Cover against attacks
Skills Perception +7 and other effects outside Ygra, and takes 14 (4d6) Acid
Immunities Exhaustion
damage at the start of each of Ygra's turns. Ygra then gains
Senses Darkvision 60 ft., Passive Perception 17
Temporary Hit Points equal to the Acid damage taken. Ygra's
Languages None
stomach can hold up to two creatures at a time.
CR 16 (XP 15,000; PB +5) If Ygra takes 30 damage or more on a single turn from a
T raits creature inside it, Ygra regurgitates all swallowed creatures,
each of which falls in a space within 10 feet of Ygra and has
Calcifying Aura. Constitution Saving Throw: DC 18, each the Prone condition. If Ygra dies, all swallowed creatures are
creature that enters a 10-foot Emanation originating from similarly regurgitated.
Ygra or starts its turn there. Failure: The target has the
Restrained condition until the end of its next turn. If the save R eactions
fails by 5 or more, the target has the Petrified condition until
the end of its next turn. Ygra can take up to three Reactions per round but only one
per turn.
Legendary Resistance (3/day). If Ygra fails a saving throw, it
can choose to succeed instead. Prowl. Trigger: Another creature Ygra can see ends its turn.
Response: Ygra moves up to half its Speed without
A ctions provoking Opportunity Attacks.
Multiattack. Ygra makes two Claw attacks. It can replace one Claw Retaliation. Trigger: Ygra takes damage. Response: Ygra
attack with a use of Devour. makes one Claw attack.
81 A P P E N D I X B | M O N S T E R S TAT B L O C K S
82
Appendix C
Creating Bloomburrow NPCs
I
F YOU WANT TO TAKE A MONSTER STAT Hold Breath. The creature can hold its breath for 1 hour.
block and adapt it for a specific species presented in Plant Camouflage. The creature has Advantage on
this guide, apply the ability modifiers and add the Dexterity (Stealth) checks it makes in forest terrain.
features listed in the NPC Features table. If the Poison Resilience. The creature has Advantage on saving
Monster's AC, hit points, attack bonus, or damage changes, throws it makes to avoid or end the Poisoned condition.
recalculate its Challenge Rating. Siege Monster. The creature deals double damage to
objects and structures.
Trait Descriptions Standing Leap. The creature's long jump is up to 20 feet
and its high jump is up to 10 feet, with or without a running
Traits listed in the NPC Features table are presented here in
start.
alphabetical order.
Stench. Constitution Saving Throw: DC 8 + Constitution
Amphibious. The creature can breathe air and water.
modifier + Proficiency Bonus, each creature that starts its
Brave. The creature has Advantage on saving throws it
turn within 5 feet of the creature. Failure: The target has the
makes to avoid or end the Frightened condition.
Poisoned condition until the start of the target's next turn.
Feather Fall. The creature takes 0 damage when it falls at
Unusual Nature. The creature doesn't require air, food,
least 10 feet above the ground.
drink, or sleep.
NPC Features
Species Features
Badgerfolk Burrow Speed 5 ft., Darkvision 60 ft.
Barkform Plant creature type, AC 16, Vulnerability to Fire damage, Plant Camouflage
Batfolk Small size, Blindsight 30 ft., Fly Speed equal to Speed
Beaverfolk Swim Speed equal to Speed, Siege Monster
Birdfolk Fly Speed equal to Speed
Undead creature type, Darkvision 60 ft., Vulnerability to Bludgeoning damage, Immunity to Poison
Bonebound
damage and the Poisoned condition, Unusual Nature
Frogfolk Small size, Swim Speed equal to Speed, Darkvision 60 ft., Amphibious, Standing Leap
Lizardfolk Small size, AC 13 + Dexterity modifier, Resistance to Fire damage
Molefolk Small size, Burrow Speed 5 feet, Darkvision 60 ft., Tremorsense 30 ft.
Mousefolk Small size, Darkvision 60 ft., Brave
Otterfolk Swim Speed equal to Speed, Brave, Hold Breath
Rabbitfolk Standing Leap
Raccoonfolk Climb Speed equal to Speed, Darkvision 60 ft., Resistance to Poison damage, Poison Resilience
Ratfolk Small size, Darkvision 60 ft., Resistance to Psychic damage
Skunkfolk Darkvision 60 ft., Resistance to Poison damage, Poison Resilience, Stench
Squirrelfolk Climb Speed equal to Speed, Feather Fall
83 A P P E N D I X C | C R E AT I N G B L O O M B U R R O W N P C S
Appendix D
Rules Glossary
Free Rules Darkvision
This glossary presents rules that are referenced in this guide If you have Darkvision, you can see in Dim Light within a
and not found in the Player's Handbook (2014), or have specified range as if it were Bright Light and in Darkness
updated versions in the 2024 D&D Free Rules. This is done within that range as if it were Dim Light. You discern colors
in an effort to maintain compatibility and ease of use for all in that Darkness only as shades of grey.
DMs using any version of 5th Edition Dungeons and Dragons.
Emanation [Area of Effect]
Rules Definitions An Emanation is an area of effect that extends in straight
The rules definitions are presented in alphabetical order. lines from a creature or object in all directions. The effect
that creates an Emanation specifies the distance it extends.
An Emanation moves with the creature or object that is its
Blindsight origin unless it is an instantaneous or stationary effect.
If you have Blindsight, you can see within a specific range An Emanation's origin (creature or object) isn't included in
without relying on physical sight. Within that range, you can the area of effect unless its creator decides otherwise.
see anything that isn't behind Total Cover even if you have the
Blinded condition or are in Darkness. Moreover, in that range
you can see anything that has the Invisible condition. Heroic Inspiration
If you have Heroic Inspiration, you can expend it to reroll any
die immediately after rolling it, and you must use the new roll.
Burning [Hazard] If you gain Heroic Inspiration but already have it, it's lost
A burning creature or object takes 1d4 Fire damage at the
unless you give it to a player character who lacks it.
start of each of its turns. As an action, you can extinguish fire
causing burning on yourself by giving yourself the Prone
condition and rolling on the ground. The fire also goes out if it Magic [Action]
is doused, submerged, or suffocated. When you take the Magic action, you cast a spell that has a
casting time of an action or use a feature or magic item that
requires a Magic action to be activated.
D20 Test If you cast a spell that has a casting time of 1 minute or
D20 Tests encompass the three main rolls of the game:
longer, you must take the Magic action on each turn of that
ability checks, attack rolls, and saving throws. If something in
casting, and you must maintain Concentration while you do
the game affects D20 Tests, it affects all three of those rolls.
so. If your Concentration is broken, the spell fails, but you
don’t expend a spell slot.
Tremorsense
A creature with Tremorsense can pinpoint the location of
creatures and moving objects within a specific range,
provided that the creature with Tremorsense and anything it
is detecting are both in contact with the same surface (such
as the ground, a wall, or a ceiling) or the same liquid.
Tremorsense can’t detect creatures or objects in the air,
and it doesn’t count as a form of sight.
Utilize [Action]
You normally interact with an object while doing something
else, such as when you draw a sword as part of the Attack
action. When an object requires an action for its use, you take
the Utilize action.
justin gerard
A P P E N D I X D | R U L E S G L O S S A RY 84
Tiny Tails,
Big Adventure!
Huge thank you to all of my supporters and my
personal play group, and to James Wyatt for his
work on the original Plane Shift supplements.
PATREON.COM/PLANESHIFTED
WWW.GMBINDER.COM