Urban Resources - Playtest
Urban Resources - Playtest
Cantrips (at will): Mage Hand, Minor Illusion, Ray of Frost, Unnerving Gaze. One creature within 30 feet must succeed on a
Toll the Dead DC 17 Wisdom saving throw or become frightened until the
1st level (4 slots): Mage Armor, Shield end of its next turn.
Background
Elisea Aurvant, a rising force within the Inquisition, is
renowned for her unyielding devotion to the Father of
Light and her relentless pursuit of heretics. Gifted with
sharp intellect and unwavering determination, she roots
out corruption and darkness with ruthless efficiency.
Though her faith inspires awe, her obsessive methods
and piercing scrutiny leave a trail of tension and fear in
her wake.
Roleplay Guide
Personality:
Fiercely loyal and sharp-witted, Elisea’s clarity of
purpose borders on fanaticism. Her irony and precision
make her both respected and feared.
Attitude:
Moves with elegance and purpose, speaking bluntly and
evaluating others with an unrelenting gaze. Respects
hierarchy but challenges weakness.
Gestures and mannerisms:
Armor Class 16 (breastplate) Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit Points 58 (9d8 + 18) Hit: 8 (1d8 + 3) bludgeoning damage.
Speed 30 ft.
Sacred Flame. Ranged Spell Attack: Elisea targets a creature
STR DEX CON INT WIS CHA within 60 feet. The target must succeed on a DC 14 Dexterity
12 (+1) 14 (+2) 14 (+2) 16 (+3) 14 (+2) 18 (+4) saving throw or take 14 (3d8) radiant damage.
Bonus Actions
Saving Throws Int +5, Cha +6
Skills Insight +4, Intimidation +6, Investigation +5, Persuasion Expose Weakness. Elisea marks one creature within 30 feet. Until
+6, Religion +5 the start of her next turn, the creature has disadvantage on
Senses passive Perception 12 Dexterity saving throws and attack rolls.
Languages Common, Celestial Reactions
Challenge 4 (1,100 XP; PB +2)
Judgment of Light. When a creature Elisea can see makes an
attack, she can use her reaction to impose disadvantage on the
Inquisitor’s Gaze. Elisea can cast detect thoughts (save DC 14) at attack roll if the attacker is within 30 feet and not behind total
will, targeting only one creature she can see within 30 feet. cover.
Divine Authority. Elisea has advantage on Charisma
(Intimidation) and Charisma (Persuasion) checks when dealing
with individuals under the jurisdiction of the Church.
Background
Velena Cythara, a celebrated courtesan and intellectual,
rose from the bustling markets of Dourhaven to become
a figure of influence among nobles, merchants, and
scholars. With her sharp intellect, refined manners, and
enchanting presence, she weaves a network of alliances
and secrets that span from royal courts to trade
councils. Velena’s true power lies not in titles, but in her
unmatched ability to inspire, manipulate, and influence
those around her.
Roleplay Guide
Personality:
Charming and enigmatic, Velena wields her beauty and
wit with precision, making those in her presence feel
uniquely valued.
Attitude:
Impeccably courteous and subtly disarming, she uses
playful humor and elegant language to guide
conversations toward her goals.
Gestures and mannerisms:
proving the value of beauty and intelligence over brute Saving Throws Int +5, Cha +6
power. Skills Insight +5, Persuasion +8, Deception +8, Performance +6
Senses passive Perception 11
Conflict: Languages Common, Elvish, Sylvan
Her freedom and influence provoke distrust from Challenge 1/4 (50 XP; PB +2)
noblewomen and envy from men who cannot control
her. Captivating Presence. Creatures within 10 feet of Velena must
succeed on a DC 14 Wisdom saving throw or have
Strategy:
Velena uses suggestion, strategic timing, and her disadvantage on Insight and Perception checks while in her
presence. A creature that succeeds is immune to this effect for
extensive network of confidants to negotiate and protect 24 hours.
her interests. Artful Manipulator. Velena has advantage on Charisma
(Persuasion) and Charisma (Deception) checks against
humanoids.
Actions
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d4 + 2) bludgeoning damage.
Background
Lysandra Varellis, a captivating and powerful vampire,
commands a notorious gang of criminals that dominate
the shadowed alleys of the city. Turned centuries ago,
Lysandra has spent decades mastering manipulation
and conquest, but she now desires outright control.
Known for her beauty and magnetism, Lysandra
attracts followers who view her as a semi-divine figure.
Ambitious and ruthless, she seeks to expand her reach,
crushing rivals and sowing chaos wherever she goes.
Her meteoric rise has made her infamous as a strategist
and feared as a fierce combatant.
Roleplay Guide
Personality:
Driven by ambition, proud, and charming, Lysandra
believes herself above others. She is a master of
manipulation, using her charm and beauty to enthrall
those around her and propel her towards greater power.
Attitude:
Confident and theatrical, Lysandra exudes an air of
supremacy, often seeing others as disposable assets in
her pursuit of dominance.
Gestures and Mannerisms:
Armor Class 17 (natural armor) Bloodletter Blade (Longsword): Melee Weapon Attack: +10 to hit,
Hit Points 220 (20d8 + 120) reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage plus 14
Speed 40 ft. Fly 50 ft. (4d6) necrotic damage. The necrotic damage can be absorbed
as blood, as per her Every Last Drop trait.
STR DEX CON INT WIS CHA
Chilling Gaze: Lysandra targets one creature within 30 feet that
18 (+4) 18 (+4) 22 (+6) 16 (+3) 15 (+2) 20 (+5)
can see her. The target must succeed on a DC 17 Wisdom
saving throw or be paralyzed for 1 minute. The target can
Saving Throws Dex +9, Wis +7, Cha +10 repeat the saving throw at the end of each of its turns, ending
Skills Insight +7, Persuasion +10, Stealth +9, Perception +7 the effect on itself on a success.
Damage Resistances necrotic; bludgeoning, piercing, and
slashing from nonmagical attacks Supernatural persuasion: Lysandra targets one humanoid she
Senses darkvision 120 ft., passive Perception 17 can see within 30 feet. If the target can see Lysandra, it must
Languages Common, Elvish, Infernal succeed on a DC 18 Wisdom saving throw or be charmed by
Challanger 15 (XP 13.000; PB +5) her for 24 hours. The charmed target regards Lysandra as a
trusted friend to be heeded and protected. Although the target
Shapechanger: If Lysandra isn’t in sunlight or running water, it isn’t under Lysandra’s control, it takes her requests or actions
can use its action to polymorph into a Tiny bat or a Medium in the most favorable way it can. Each time Lysandra or her
cloud of mist, or back into its true form. companions do anything harmful to the target, it can repeat the
saving throw, ending the effect on itself on a success. A
While in bat form, Lysandra can’t speak, its walking speed is 5 creature cannot suffer this effect again for 24 hours.
feet, and it has a flying speed of 30 feet. Its statistics, other than
its size and speed, are unchanged. Anything it is wearing
Bonus Actions
transforms with it, but nothing it is carrying does. It reverts to Blood Drinker. Lysandra drinks from the goblet she carries,
its true form if it dies. regaining hit points equal to the necrotic damage stored using
her Every Last Drop reaction.
While in mist form, Lysandra can’t take any actions, speak, or
manipulate objects. It is weightless, has a flying speed of 20 Reacctions
feet, can hover, and can enter a hostile creature’s space and Every Last Drop: When Lysandra deals necrotic damage with her
stop there. In addition, if air can pass through a space, the mist sword, she can collect all necrotic damage done this round and
can do so without squeezing, and it can’t pass through water. It absorbs part of it as blood. Using her reaction to gather this
has advantage on Strength, Dexterity, and Constitution saving blood into a red goblet she carries and, as a bonus action, drink
throws, and it is immune to all nonmagical damage, except the it to regain hit points equal to the necrotic damage dealt.
damage it takes from sunlight.
Legendary Actions
Legendary Resistance (3/Day): If Lysandra fails a saving throw,
Lysandra can take 3 legendary actions, choosing from the
she can choose to succeed instead. options below. Only one legendary action can be used at a time
Regeneration: Lysandra regains 20 hit points at the start of her and only at the end of another creature’s turn. Lysandra regains
turn if she has at least 1 hit point and isn’t in sunlight or spent legendary actions at the start of her turn.
running water. If Lysandra takes radiant damage or damage
Move: Lysandra moves up to her speed without provoking
from holy water, this trait doesn’t function at the start of her
opportunity attacks.
next turn. Sword Strike: Lysandra makes one attack with her Bloodletter
Spider Climb: Lysandra can climb difficult surfaces, including Blade.
upside down on ceilings, without needing to make an ability Drink Deep (Costs 2 Actions): Lysandra uses her Necrotic
check. Absorption to recover twice the hit points she has
accumulated with her Every Last Drop ability.
Vampire Weaknesses: The vampire has the following flaws:
Lair Actions
Forbiddance: Lysandra can’t enter a residence without an On initiative count 20 (losing initiative ties), Lysandra can take
invitation from one of the occupants. a lair action to cause one of the following effects:
Harmed by Running Water: Lysandra takes 20 acid damage if
it ends its turn in running water. Blood Mist: A crimson mist fills a 30-foot-radius sphere
Stake to the Heart: If a piercing weapon made of wood is centered on a point Lysandra can see within 120 feet of her,
driven into Lysandra’s heart while Lysandra is incapacitated lasting until initiative count 20 on the next round. The mist is
in its resting place, Lysandra is paralyzed until the stake is lightly obscured, and creatures other than Lysandra that start
removed. their turn within the mist take 10 necrotic damage.
Sunlight Hypersensitivity: Lysandra takes 20 radiant damage Terrifying Allure: Lysandra exudes an aura of captivating fear.
when it starts its turn in sunlight. While in sunlight, it has Each creature within 30 feet that can see her must succeed
disadvantage on attack rolls and ability checks. on a DC 18 Charisma saving throw or become frightened for
1 minute.
Background:
Vernon Jasp, known in the underworld as “Silkhands,”
is the trusted tailor for thieves, spies, assassins, and any
other agents of the shadows who need clothing that is
both functional and impeccably stylish. Although it was
never originally his intention, his vision of fashion and
functionality proved ideal for those who needed to hide
in the dark and functional protections while maintaining
an intimidating appearance. Almost unintentionally he
became the tailor of thieves, assassins, organized crime
and many more. Truth be told, Vernon has adapted to it
and is now considered an indispensable part of this little
world.
Roleplay Guide
Personality: Theatrical, dramatic, and flamboyant.
Vernon behaves as if he were a captive of a Noir genre
play that, for whatever reason, manages to keep up.
Attitude: He acts as if he’s the lead in a grandiose scene.
Full of a rough charm and drama that if it weren’t for
his excellent taste and hand for clothes would be totally
misplaced.
Gestures and mannerisms: Vernon Jasp
Medium humanoid (human), Chaotic Neutral
Speaks with his hands with exaggerated
expressiveness, tracing shapes in the air to Armor Class 12 (unarmored)
emphasize each word. Hit Points 21 (3d8 + 6)
Speed 30 ft.
Tends to obsessively examine every wrinkle or
crease in the clothing of the people he is talking to, STR DEX CON INT WIS CHA
sometimes interrupting conversations to “fix” 10 (+0) 14 (+2) 14 (+2) 16 (+3) 12 (+1) 18 (+4)
someone’s attire. Saving Throws Int +5, Cha +6
Often makes dramatic comments such as, “Oh, you Skills Deception +6, Insight +3, Persuasion +6, Performance +6
ruffian, that cape is a tragedy! Let me save you!” Senses passive Perception 11
Languages Common, Thieves’ Cant
Challenge 1/4 (50 XP; PB +2)
Agenda
Theatrical Deceiver. Vernon has advantage on Charisma
Objectives: To get her hands on magical materials for (Deception) checks and Charisma (Performance) checks, using
her more daring designs such as shadow yarn or his dramatic flair to mislead others while maintaining a
enchanted buttons. captivating presence.
perfection, she wants to break her own barriers and (Investigation) checks related to clothing and fashion.
reach to create objects of legend. Keen Observer. Vernon has advantage on Wisdom (Insight)
checks to determine a creature’s motivations based on their
Conflicts: His thirst for recognition leads him to accept clothing and demeanor.
work from disreputable clients, something that could Actions
put him at risk despite the harmlessness of his work. Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Strategy: Work for the biggest names in the business by Hit: 4 (1d4 + 2) piercing damage.
entering into the web of favors and reputation that
excites him so much. His idea is to find potential clients
among the useless riffraff in order to properly coat a
future legend.
The Whisper of the
Lotus
The Whisper of the Lotus is a dreamlike sanctuary
hidden in the back alleys of the commercial district.
This opium den, lit by paper lanterns and filled with the
sweet aroma of exotic herbs, offers an escape from
reality. Low sofas, worn cushions, and semi-translucent
curtains divide the space into intimate sections, where
patrons recline to inhale fragrant vapors from ornate
pipes. Despite its tranquil appearance, clandestine
transactions and whispered conspiracies are as
common as the clouds of smoke.
Features
The Garden of Winds:
A central room adorned with frescoes depicting
dreamlike landscapes. Patrons gather here to share
stories, poems, or songs while attendants prepare
sensory enhancing blends in enchanted bronze braziers.
The Room of Lost Echoes:
An exclusive area where rare and costly herbs are used
to inspire visions or unlock hidden memories. Its
clientele includes nobles, scholars, and mages seeking
revelations.
The Altar of Mists:
A small shrine dedicated to a minor deity of dreams and
secrets. Offerings are believed to ensure pleasant
visions or protection against induced nightmares.
Events
The Door of Memory:
A prominent client experiences a disturbing vision using
the rarest herbs, claiming to glimpse a fragment of a
dangerous plot. The players are asked to interpret the
vision and uncover whether it is illusion or premonition.
The Stranger in the Mists:
A mysterious foreign visitor offers an unusual herb,
claiming it grants “universal truths.” His presence
breeds mistrust, prompting players to investigate his
origins or true intentions.
The Ring of Mirrors:
A suspicious patron vanishes behind a dense cloud of
smoke, leaving behind a strange ring with magical
properties. Players can trace the patron or explore the
secrets of the object, potentially tied to a broken ancient
pact.
The Hearth of Agrimm Events
Of Wind and Metal: A group of blacksmiths argue
Description during the day about an impossible alloy. Most
believe it to be mere hearsay, but one stubborn duo
The Hearth of Agrimm is a colossal, sturdy-looking is convinced they hold the key to a metal as light as
workshop, with blackened stone walls and a large wind and as giddy as mercury without sacrificing its
chimney that gives off constant smoke visible even from hardness.
the outside. The sound of hammering against metal Urgent Request: The emissary of a wealthy client
echoes from dawn to dusk, creating a rhythmic music suddenly arrives with an impossible order: the
that fills the air. Inside, the heat is suffocating, and the forging of a quantity of weapons and breastplates in
smell of burning charcoal mixed with molten metal too short a window of time. The urgency of this
permeates every corner. All the shapes in this place request hints at troubling circumstances.
seem to converge in a huge central forge, where molds The Bandit Hit: Rumor has it that smugglers, aware
are poured, iron is worked, and everything one can of the large influx of weaponry being manufactured,
conceive is shaped. Around it, nearly two dozen have hired mercenaries and thieves to raid the
blacksmiths dedicate themselves to their craft as if it workshop. These rumors could become reality at any
were the altar of a temple to ingenuity. moment.
Features
The Heart: The hulking central forge resembles the
heart of a giant of stone and fire. It is a circular pyre
fed by countless canals that keep its flames burning
and the work going at a steady pace that few could
imagine.
The Stone Hammer: A massive hammer, its head
seemingly on the verge of breaking, hangs at the
entrance to the workshop. It is said to have been a
legendary weapon whose name is no longer
remembered and is believed to withstand only one
last blow before it breaks completely.
The Repair Station: A side section of the smithy is
dedicated exclusively to the repair of damaged
equipment. Mercenaries and adventurers flock here
to fix their weapons and armor after dangerous
missions, making it a key place of interaction and
gossip.
The Sky Garden
Description:
Hidden behind high walls and tall towers of the noble
quarters, the Sky Garden is a hanging paradise
stretched across rooftops, filled with exotic plants and
flowers from distant realms. This exclusive retreat for
aristocrats offers peace and mystery, with glass
walkways connecting terraces adorned with floral
pergolas and luminous vines. Crystal-clear fountains
flow in delicate cascades, creating a tranquil
atmosphere. Beneath its radiant beauty lie secrets and
alliances that could shape history.
Features:
Activities
Operating as elite shock forces, the Straghov Circle
accepts only the wealthiest and most daring employers.
Clad in gothic armor and wielding devastating weapons,
they personify death on the battlefield. At nightfall, the
Circle indulges in macabre banquets, intertwining
slaughter with dark pleasures to sate their endless thirst
for blood and desire, ensuring they remain controllable
by those who dare to employ them.
The Green Hand Family
Purpose
To dominate the city’s underworld through extortion,
smuggling, gambling, and “protection” charges in
vulnerable neighborhoods. Their unofficial motto: “Pay
now, or pay more later.”
Structure
Don Gobbo: Supreme leader, known for his charm
and ruthless tactics.
Ushers: Trusted advisors who carry out Don Gobbo’s
orders.
Warlords: District heads overseeing operations and
enforcing loyalty.
Thugs: Goblins who handle intimidation, collections,
and enforcement.
Cubs: Ambitious recruits learning to survive and
climb the ranks.
History
The Green Hand Family began as a small group of
goblins offering “protection” in the city’s darkest alleys.
Under the leadership of Don Gobbo, whose name has
become a title of fear, they grew into a sprawling
network of organized crime. By absorbing smaller
goblin gangs and establishing a strict, family-like
hierarchy, the Family expanded its operations into
nearly every corner of the underworld. Though loyalty is
valued, internal betrayals and greed are rampant,
fueling a chaotic yet effective organization.
Values
Respect for the Family, Cunning, Greed.
Activities
The Green Hand Family thrives on smuggling,
extortion, gambling, and the trafficking of stolen
magical items. District Warlords enforce protection
rackets, ensuring merchants pay for “safety,” while
Thugs handle intimidation and violence. They trade in
rare and illicit goods, fueling the city’s black market.
Their system of favors ties desperate individuals to the
Family, ensuring a lifetime of servitude in exchange for
aid. Though mayhem is always an option, the Family
prefers calculated intimidation to maintain control.
Night Of Wispers Narration for DMs:
The Night of Whispers originated after a great plague When describing the festivity in the game, emphasize
ravaged the city centuries ago. According to legend, the the weight of silence broken by small murmurs and the
dead communicated with the living through whispers in latent fear of what may be lurking in the shadows. The
the dark, offering truce in exchange for one night a year tension is palpable as the characters watch hooded
when their voices could be heard. Since then, once a figures moving through the crowd, unsure if they are
year during a waning quarter, citizens turn off all the alive or dead. Candle lights flicker, creating shadows
lights and take to the streets with candles and masks, that seem to have a life of their own, and the air
whispering their wishes and secrets to the spirits of the becomes heavy with the presence of the supernatural.
dead. Although the main objective is to show respect At midnight, all the whispers join in a prayer, generating
and gratitude to the lost souls, some take advantage of a dense atmosphere that can have mystical and
the darkness to commit more sinister acts. emotional effects on the characters present
Description:
During the Night of Whispers, the city is shrouded in
complete darkness, illuminated only by the candles that
citizens carry in their hands. The masks they wear are
elaborate, representing spirits, demons or mythological
creatures, and are meant to hide the identity of the
living from the dead. It is believed that those who
whisper their desires and sins sincerely can obtain help
from the souls, but there is a risk of attracting the
attention of evil spirits. The city is in a state of tense
calm, as the silence is interrupted only by faint whispers
and the occasional eerie sounds and movements.
Key Elements:
- Masks and Candles: Each citizen wears a mask
symbolizing their connection to the afterlife and a
candle, which is said to guide the dead to the sphere
of the living.
- The Great Whisper: At midnight, all the voices of the
city rise in a single collective whisper, a moment of
great ritual significance in the supernatural.
- Evil Entities: The presence of spirits, supernatural
entities and even demons during this night is well
known. Only ritual keeps them at bay.
- Shelter of Shadows: Certain guilds, sects and
malicious individuals take advantage of the macabre
importance of this day to give free rein to their desires
and twisted plans.
Environmental Effects – The Silence of Aedric “Centuries ago, the bold warrior
Aedric refused to be silent during the Night of Whispers,
A brief section on how the city physically transforms scorning the ancient customs and daring the spirits to
during the holiday. This may be useful for you to confront him. It is said that the shadows enveloped him
describe the setting to the players, creating a more and, at dawn, only his sword remained, lonely and
immersive atmosphere. leaning against his door. Since then, those who defy the
The streets are covered in a light fog that seems to ritual often disappear without a trace, while the souls of
become denser near shadows and old buildings. the dead continue to add names to their realm of
shadows.”
City lamps are replaced by torches or candles,
creating a flickering light that casts eerie shadows on
the walls. Night Of Wispers Effects
Roll Effects
The inhabitants cover their doors and windows with 1 A spirit attempts to possess one of the players by
protective symbols, such as chalk runes or strange dominating his mind and temporarily expelling his spirit.
dolls made of branches and wrapped in string. (The player suffers the spell “Dominate Person”.)
Temples and main squares are filled with incense 2 From the underworld, a spectral hand appears grabbing
and murmurs, with silent processions crossing the an adventurer. (Player suffers the “Grapple” effect)
city under the watchful eye of masked clerics. 3 A spirit whispers secrets from beyond the grave that break
the spirit and make the ears bleed. (The player suffers the
spell “Dissonant Whispers”).
Associated Stories or Legends 4 The whisper of laughter is heard throughout the area,
A small section with a legend or myth about the holiday softening the will of those without mental strength. (The
that the characters might hear during the night. This player receives the effect (“Tasha’s Hideous Laughter”).
could include a cautionary tale or myth about a hero or 5 The environment turns against the protagonists. Angry
villain from the past who did something significant spirits try to harm or kill them. Loose weapons fly.
during a Night of Whispers. Feel free to add more to (Weapons or objects attack adventurers with the
“Telekinesis” spell).
Nerezia’s Last Cry “Nerezia, a powerful sorceress, 6 The cold embrace of a soul longing for the warmth of life
ignored the warnings of the Night of Whispers, embraces an adventurer (A player suffers the “Hold
performing a forbidden ritual taking advantage of the Person” effect”).
convergence of worlds. Breaking the silence, her
voice echoed throughout the city like a muffled
scream. The next morning, they found her inert
body, her lips still open and her face contracted in a
last gesture of sublime horror.”
The Blind Blacksmith “He who was the Blacksmith
of the square swore that during a Night of Whispers,
an unusual customer asked him to forge a ring in
absolute silence. Refusing to speak, not a word came
out of his mouth in the years that followed. They say
the shadows snatched his tongue, and now his anvil
echoes only in distant echoes, like a muffled wail.”
Helena’s Vow “Helena, a young woman in love, made
an eternal vow under the waning moon on the Night
of Whispers. However, her love died before the next
moon. Since then, those who make promises on that
night often disappear or lose those they love, for it
seems that some spirits do not tolerate the living
keeping their oaths.”
The Six Dragons’ Strife
The Six Dragons’ Strife began in the depths of the city’s
underworld, a clandestine martial arts tournament
known only to those entrenched in the darkest criminal
circles. According to legend, the event was born from a
dispute among six great masters of different combat
schools who resolved their rivalries in a deadly fight
beneath the flickering light of an underground forge.
Today, the tournament is an annual ritual of brutality
and skill, preserving the legacy of its founders through
the combatants who vie for supremacy.
Description of the Festival:
Far from an ordinary celebration, the Six Dragons’
Strife is a secretive and bloody ritual held in hidden
chambers beneath the city. Fighters from across the
continent endure trials of endurance, deception, and
lethal combat, culminating in a final bout that crowns
the strongest and most cunning warrior. Spectators—
mercenaries, decadent nobles, and criminal figures—
place exorbitant bets while watching the contestants
battle in a torchlit ring surrounded by ominous
shadows.
Key Elements:
The Six Dragons: Each year, six champions
representing different combat styles are chosen.
They embody the honor and brutality of the
competition.
The Crimson Circle: A torchlit arena marked with
ancient runes said to heighten the intensity of the
battles.
The Dragon Mask: Fighters wear dragon-shaped
masks symbolizing their ferocity and anonymity,
protecting them from external retaliation.
The Secret Prize: While the victor receives
unimaginable riches, rumors claim the true reward
is an ancient artifact safeguarded by the
tournament’s hosts.
Environmental Effects
Transformation of the Setting:
The Courtesan
Medium humanoid, Neutral
The Cook
Medium humanoid, Neutral Good
Actions
Multiattack. The Drahovari Sorceress makes two attacks with
her necrotic touch or casts one spell and makes one necrotic
touch attack.
Actions
Multiattack. The Goblin Thug makes two attacks.
Hit Them In The Nuts. When the Goblin Thug hits a creature
with a melee attack, it can use a bonus action to attempt a dirty
trick. The target must succeed on a DC 12 Dexterity saving
throw or drop one held item of the Goblin Thug’s choice.
Brutal Mercenary
Medium humanoid (any race), chaotic neutral
Actions
Multiblast Esoteric Summoner makes two attacks whit his
Eldritch Blast.
Eldritch Blast. Ranged Spell Attack: +5 to hit, range 120 ft., one
target. Hit: 9 (1d10 + 3) force damage.