Bloodied & Bruised – Candlekeep Mysteries

Bloodied & Bruised – Candlekeep Mysteries

Publisher: Dungeon Masters Guild

New Combat Actions for the Creatures in Candlekeep Mysteries

The bugbear chief nurses a gushing wound in her side before issuing an order of retreat to her allies. A bright light forms around the angel’s dying body, blinding everyone near it as it passes on from the world of the living. With blood streaming down its torso, an enraged hill giant slams its fists into the ground and causes the earth around it to quake. 

Bloodied & Bruised is a series providing new combat actions for the creatures in the 5e roster. When pushed to their limits in combat, these monsters, critters, fiends, and foes gain new abilities that aid them in battle, or perhaps spell their doom depending on the circumstances. Bloodied & Bruised takes inspiration from the “bloodied” condition from 4e, making entirely new combat actions that can completely change the nature of a fight.

In addition, Bloodied & Bruised also introduces several “death throes” to the game, marking the demise of certain creatures with a grand explosion, heavy fall, or other unique effect to make the slaying of a great monster a truly unique experience.

Examples of Bloodied Actions

Bak Mei
When bloodied at 51 HP, Bak Mei has the following features.

Ability Recharge: Legendary Actions. When first bloodied, Bak Mei regains all expended uses of his legendary actions.
New Ability: Battle Presence. While bloodied, Bak Mei can take three reactions each round.
Strength: Improved Deflect Missiles. While bloodied, if Bak Mei catches the missile fired at him, he can use a reaction to make a ranged attack with the weapon or piece of ammunition he just caught. That attack has the following details: Ranged Weapon Attack: +9 to hit, range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Trigger Ability: Cornered. When first bloodied, Bak Mei can make a melee attack against a creature within range as a reaction.

Canopic Golem
When bloodied at 126 HP, the canopic golem has the following features.

Frailty: Malfunction. While bloodied, the golem doesn’t work as optimally. Its speed is lowered by 5 feet (to a minimum of 10 feet) and it cannot take reactions.
New Ability: Battle Presence. While bloodied, the golem can take two reactions each round.
New Ability: Spell Returner. While bloodied, if the golem is targeted with a spell that would force it to make a saving throw, it can use a reaction to direct the spell back to the caster. The caster must make the saving throw, suffering the effects of the spell on a failed save. Regardless of if the caster failed the save or not, the caster can take no more actions on its turn as it is rattled by arcane force. If the spell requires concentration, the golem concentrates on the effect, not the caster.
Death Throes: Arcane Boom. A small arcane explosion happens as the golem falls to the ground. Each creature in a 10-foot radius of the golem when it expires takes 12 (5d4) force damage.

If you enjoyed this product, check out more of my work below. Follow me on Twitter for updates on upcoming projects @AnneofManyNames

Check out the rest of the Bloodied & Bruised series 

Pick up a bundle of the main volumes HERE for a discount!

      

… or check out the bundle HERE for 50% off ALL released Bloodied & Bruised titles!

                                

NOW AVAILABLE FOR FANTASY GROUNDS!

Check Out More of Our Other Releases Below!

  

  

Price: $2.95Read More

Bloodied & Bruised – Ghosts of Saltmarsh

Bloodied & Bruised – Ghosts of Saltmarsh

Publisher: Dungeon Masters Guild

New Combat Actions for the Creatures in Ghosts of Saltmarsh

The bugbear chief nurses a gushing wound in her side before issuing an order of retreat to her allies. A bright light forms around the angel’s dying body, blinding everyone near it as it passes on from the world of the living. With blood streaming down its torso, an enraged hill giant slams its fists into the ground and causes the earth around it to quake. 

Bloodied & Bruised is a series providing new combat actions for the creatures in the 5e roster. When pushed to their limits in combat, these monsters, critters, fiends, and foes gain new abilities that aid them in battle, or perhaps spell their doom depending on the circumstances. Bloodied & Bruised takes inspiration from the “bloodied” condition from 4e, making entirely new combat actions that can completely change the nature of a fight.

In addition, Bloodied & Bruised also introduces several “death throes” to the game, marking the demise of certain creatures with a grand explosion, heavy fall, or other unique effect to make the slaying of a great monster a truly unique experience.

Examples of Bloodied Actions

Assassin Vine
When bloodied at 42 HP, the assassin vine has the following features.

Strength: Improved Constrict. While bloodied, if the assassin vine hits a creature with its Constrict attack, it can pull the creature up to 20 feet closer to it as a bonus action.
Strength: Thrashing Vines. While bloodied, the assassin vine has advantage on attack rolls against creatures that are within 5 feet of it.

Drowned Master
When bloodied at 78 HP, the drowned master has the following features.

Ability Recharge: Necrotic Ink. When first bloodied, the drowned’s Necrotic Ink ability is recharged.
New Ability: Drowned Tactics. While bloodied, the drowned has advantage on an attack roll against a creature if at least one allied drowned is within 5 feet of the creature and the allied drowned isn’t incapacitated.
New Ability: Spread the Rot. While bloodied, the drowned is more concerned about affecting creatures with blue rot than killing them. When possible, the drowned targets creatures that are not afflicted with blue rot, unless it is compelled to do otherwise.
Trigger Ability: Cornered. When first bloodied, the drowned can make a melee attack against a creature within range as a reaction.

If you enjoyed this product, check out more of my work below. Follow me on Twitter for updates on upcoming projects @AnneofManyNames

Check out the rest of the Bloodied & Bruised series 

Pick up a bundle of the main volumes HERE for a discount!

      

… or check out the bundle HERE for 50% off ALL released Bloodied & Bruised titles!

                                  

NOW AVAILABLE FOR FANTASY GROUNDS!

Check Out More of Our Other Releases Below!

  

  

Price: $2.95Read More

Battlecats #1 MCS Legacy

Battlecats #1 MCS Legacy

Publisher: Mad Cave Studios

MCS LEGACY: Battlecats #1 goes back to beginning and reimagines the ENTIRE first volume of Battlecats Vol. 1. With a reimagined story, all-new art, and five beautiful character covers by Jesse Lonergan (Hedra and High Republic Adventures) this is Battlecats the way it was intended to be. Great for existing fans who want to see their favorite characters refreshed or new fans looking to get into the series for the first time. Best of all every MCS LEGACY title will be available for only $2.99!
Follow Kelthan, Vaela, Zorien, Kaleera, and Mekkar as they undertake a perilous quest through different regions in pursuit of The Dire Beast while unearthing dark secrets, and even darker enemies. But first, Kelthan and the Battlecats must journey through the Dark Forest facing an unexpected enemy from their past.

Price: $2.99Read More

Warlock Subclass: The Mothman Patron

Warlock Subclass: The Mothman Patron

Publisher: Dungeon Masters Guild

“Shroud crouched low against the city rooftops, keeping her eyes locked on her target. She did not know who he was. She did not know what he did. All that mattered was that Ruuknaa had ordered his death. Shroud knew better than to challenge the authority and power of Ruuknaa, the Final Shadow. As the man she was following turned down a narrow and dark alleyway, that’s when Shroud made her move. Dagger gripped tight, her wings tucked close to her body, she leaned forward into a dive. She dove straight for her target, who was completely unaware of his demise as Shroud enveloped him in her wings while sinking her dagger straight into his neck.”

– Xendarro, chronicler

You have entered into a pact with the Mothman, a mysteriously powerful being of dark magic and enhanced speed. It is using you to learn about the civilized world, always able to see through your eyes.

Perhaps you were born into a generational cult that venerates the Mothman. Or you might have been lost in the forest, and on the brink of death, when your patron’s grasp offered you a chance at life. Whatever the reason for your pact, the night and shadows are home to you.

Expanded Spell List

The Mothman lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Mothman Expanded Spells

1st
Disguise Self, Dissonant Whispers
2nd
Silence, Blindness/Deafness
3rd
Bestow Curse, Blink
4th
Compulsion, Confusion
5th
Dominate Person, Insect Plague

Terror of the Night

Each creature of your choice within 10 feet of you must succeed on a Wisdom saving throw against your Spell Save DC, or become frightened until the start of your next turn. A creature can repeat the saving throw at the beginning of its turn, ending the effect on itself on a success.

The range increases by 10 feet when you reach 7th level in this class (20 feet), 15 feet at 13th level (25 feet), and 20 feet at 19th level (30 feet).

Shadow Veil

Also at 1st level, you become at one with shadows, thanks to your newly-sprouted antennae and your ever-present shroud of darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Additionally, you have half cover when in areas of dim light; and you have three-quarters cover in areas of darkness. You can see through magical darkness as if it were natural.

At 7th level, when in areas of darkness, you have True Sight out to 30 feet.

Frightening Aura

At 6th level, you manifest an aura of fear. Any creature of your choice within 60 feet of you, when forced to make a saving throw against being Frightened, does so at disadvantage.

Twilight Speed

At 6th level, your bond with darkness allows you to move as one, quickening your pace. While in areas of darkness, your speed is increased by a number of feet equal to 5 x your proficiency bonus (+15 feet at 6th level, +20 feet at 9th level +25 feet at 13th level, and +30 eet at 17th level).

Moth Wings

Starting at 10th level, you gain the ability to sprout two pairs of black moth wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them. 

Soul Gaze

When you reach 14th level, you can peer into the very souls of your enemies and instill them with absolute terror. As an action, you can look into the eyes of a creature within 30 feet of you, and force them to make a Wisdom saving throw against your Spell Save DC. A creature that

When a creature that can see your eyes starts its turn within 30 feet of you, you can force it to make a Wisdom saving throw against your Spell Save DC, if you aren’t incapacitated and can see the creature. If the saving throw fails, the creature is instantly Restrained and Incapacitated. The creature can repeat the saving throw at the end of each of its turns. The conditions last until the creature succeeds its saving throw.

Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see you until the start of its next turn, when it can avert its eyes again. If the creature looks at you in the meantime, it must immediately make the save.

Ultimate Darkness (Optional)

This 14th-level feature replaces the Soul Gaze feature. You gain no benefit from the replaced feature and don’t qualify for anything in the game that requires it.

When you reach 14th level, you can emit an aura of darkness. You can activate or deactivate this aura as a bonus action, on your turn. The darkness extends 30 feet from you and spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it.

Price: $0.75Read More