recursal/Fanatic-Fandom huggingface dataset:
Frequently Asked Questions

#### **What setting do you play in?**

The Xenbox is a collection of multiple worlds and universes. Think of the Xenbox as the network of the multiverse. While the Xenbox has worlds specific to its universe, most parties in the cannon universe are currently located in the Forgotten Realms.

#### **Is this wiki just for your players?**

No. The content located on this site is available for all to use, but take note that it is homebrewed. This means items, classes, races, etc. might be different than normal or not available at all in your campaign. It's best to check with your DM before using any content here.

#### **Is your Forgotten Realms history cannon?**

Yes and no. A vast majority of content pulled from the Forgotten Realms history are the same, but a good amount has been altered to fit the Xenbox storyline.

#### **Can I add to or edit content on the wiki?**

Yes, but it is subject to removal at-will of the admins.

#### **Is this wiki more for players or DMs?**

Both! We provide combat statistics on monsters, world lore, how-to videos, guides, pdfs, and whatever we can think of to bring the most out of everybody's game both Dungeon Master and player alike!
The Pork Chop Tree

The short story **The Pork Chop Tree** was originally published in February 1965. In later anthologies it is listed as a prologue for the novelette *Compulsion*.

## Blurb

"There's the old saying that "hard work never hurt anyone." Now the inverse corollary of that..."

-- *Analog*, Feb 1965

## Synopsis

Trigger is unusually enthusiastic over a new species of psuedotree, stroking its trunk and cooing to it. She's horrified when Professor Mantelish and Holati Tate explain what they've discovered about it.

## Characters

* Professor Mantelish
* Trigger Argee
* Holati Tate

## Locations

* Maccadon
* Research Laboratory 3230, Planetary Quarantine Station

## Terminology

* Sirens
* Patrol Command
* Charting Bureau

## Online text

The story is available online at:

* Freedoors (edited by Eric Flint)

## Publication history

For a more detailed history see the Internet Speculative Fiction Database.

* *Analog*, Feb 1965
* *A Pride of Monsters*, 1970
* *T'nT: Telzey & Trigger*, 2000
Maguma no Kuni

Maguma no Kuni, or the Land of Magma, is a nation of Saionnus. The people of Maguma no Kuni were originally members of different tribes of Hi no Ko scattered across the Black Hills. When Kaminari no Kuni invaded their lands, the surviving refugees fled to the Ashlands. Led by the young shinobi Kazan, the survivors founded Haigakure as the capital for the new nation.

**Capital:** Haigakure

**Enemies:** Kogane Teikoku, Kaminari no Kuni

## Neighboring Kingdoms

Ki no Kuni - The Land of Wood

Kōri no Kuni - The Land of Ice

Kiri no Kuni - The Land of Mist

Kaminari no Kuni - The Land of Thunder

Kage no Kuni - The Land of Shadow

Tsuru no Kuni - The Land of Vines
Falling

Falling from a great height is a significant risk for adventurers and their foes. The rule given in the Player's Handbook is simple: at the end of a fall, you take 1d6 bludgeoning damage for every 10 feet you fell, to a maximum of 20d6. You also land prone, unless you somehow avoid taking damage from the fall. Here are two optional rules that expand on that simple rule.

### Rate of Falling

The rule for falling assumes that a creature immediately drops the entire distance when it falls. But what if a creature is at a high altitude when it falls, perhaps on the back of a griffon or on board an airship? Realistically, a fall from such a height can take more than a few seconds, extending past the end of the turn when the fall occurred. If you'd like the high-altitude falls to be properly time-consuming, use the following optional rule.

When you fall from a great height, you instantly descend up to 500 feet. If you're still falling on your next turn, you descend up to 500 feet at the end of that turn. This process continues until the fall ends, either because you hit the ground or the fall is otherwise halted.

### Flying Creatures and Falling

A flying creature in flight falls if it is knocked prone, if its speed is reduced to 0 feet, or if it otherwise loses the ability to move, unless it can hover or it is being held aloft by magic, such as the *fly* spell.

If you'd like a flying creature to have a better chance of surviving a fall than a non-flying creature does, use this rule: subtract the creature's current flying speed from the distance it fell before calculating falling damage. This rule is helpful to a flier that is knocked prone but is still conscious and has a current flying speed that is greater than 0 feet. The rule is designed to simulate the creature flapping its wings furiously or taking similar measures to slow the velocity of its fall.

If you use the rule for rate of falling in the previous section, a flying creature descends 500 feet on the turn when it falls, just as other creatures do. But if that creature starts any of its later turns still falling and is prone, it can halt the fall on its turn by spending half its flying speed to counter the prone condition (as if it were standing up in midair).
Atlantis

Atlantis was a powerful city-kingdom that stood for thousands of years, to be sunken beneath the ocean during the Younger Dryas Impact. The god Neptune saved the city and its people in an air bubble that protected them for the next few thousand years. The last remaining Atlantean simply goes by Atlantean.
Kobalt

A gold grung living in the wilderness of Chult. He is the heir to the throne at home but he was driven out by his uncle and his warriors. He works as a guide, a hunter for the Monster Hunters guild, and he's a member of both the Fallen Quippers and the Boney Jagras until he can claim his throne and return to his love.
Scent

This is a variant rule currently being playtested for Xenbox: Version 2.

*Design Note: This variant rule is based on the Scent Ability from 3.5e and can cause many creatures, including some players, to gain a psuedo-Blindsight. So use at own risk. Additionally, any DC's mentions below are guidelines, and the DM may choose any random and/or appropriate DC if they wish.*

## Scent

This extraordinary special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent sense can identify familiar odors just as humans do familiar sights. Creatures that would have this sense normally have Keen Smell trait or similar feature such as the Wolf, but it is ultimately up to the DM to grant this sense to a creature. The Scent sense will grant the creature the ability to do the following below:

### Detection

The creature with the Scent sense can detect other creatures within 30 feet by sense of smell. If upwind, the range increases to 60 feet; if downwind, it drops to 15 feet.

Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple the ranges noted above.

When a creature detects a scent, the exact location of the source is not revealed, only that its presence is somewhere within range. Whenever the creature with scent comes within 5 feet of the source, the creature pinpoints the source’s location.

### Tracking

A creature with the Scent sense can attempt to follow a scent, making a check to find or follow the scent. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2.

### Hiding Your Scent

Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily.

False and/or powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base DC to track becomes 20 rather than 10.
Rida Gulfidotr

Female Dwarf

* Description: This fat western woman has a bulbous nose and wears a robe, a symbol of strength around her neck, and an axe on her belt. Her skin is also unnaturally pale. Her silver hair is wavy and long. She wears crescent spectacles with a black brim.
* Personality: She is inhospitable to her core. Her small house has "No trespassing" Signs all over it. Rida is a bit of a follower. Usually she is manipulated by her sisters into helping them out, but recently she has become more of a free agent.
* History: Her mother raised her in a mountain cabin. From there she went from mercenary job to mercenary job. She has drifted apart from her friends and has been working freelance. Each gave each other a copy of their signature axe.
* Motivation: To fight the greatest warriors and to fight in the greatest battles ever.
* Occupation: Armorer

## Shops

### **Armorer:** The Dragon’s Armory

**Owner:** Rida Gulfidotr, Female Dwarf

**Location:** In a well-lit avenue with guard towers. The street outside is ominously quiet and empty.

* +1 Shield (uncommon, dmg 200) A battered shield, inlaid with platinum.
* +1 Shield (uncommon, dmg 200) A distinctive shield, engraved with runes of strength.
* +1 Shield (uncommon, dmg 200) A distinctive shield, inlaid with electrum.
* +2 Shield (rare, dmg 200) An ornate shield, engraved with runes of protection.
* +3 Armor (studded leather) (legendary, dmg 152) This finely crafted armor is said to protect its wearer from the song of a siren.
* Adamantine Armor (breastplate) (uncommon, dmg 150) This finely crafted armor is said to be imbued with the spirit of the half-orc warrior Sigebai, who fell in the Elysian Crusade.
* Adamantine Armor (chain shirt) (uncommon, dmg 150) A masterwork armor, trimmed with ermine fur.
* Adamantine Armor (half plate) (uncommon, dmg 150) A battered armor, engraved with geometric patterns.
* Adamantine Armor (half plate) (uncommon, dmg 150) This distinctive armor is said to have been blessed by the Goddess of Luck herself.
* Adamantine Armor (plate) (uncommon, dmg 150) A finely crafted armor, painted with an unknown coat of arms.
* Adamantine Armor (ring mail) (uncommon, dmg 150) This battered armor once belonged to the half-orc archer Nedda, who perished in the Icecrown Mountains.
* Armor of Invulnerability (legendary, dmg 152) This ornate armor is said to protect its wearer from the lies of a devil.
* Mithral Armor (chain mail) (uncommon, dmg 182) A distinctive armor, engraved with geometric patterns.
* Plate Armor of Etherealness (legendary, dmg 185) This battered armor was taken from the hoard of the dragon Tani.
* Sentinel Shield (uncommon, dmg 199) This distinctive shield was taken from the sepulcher of the lich Anild.
Human Fighter 1

*"Measure twice, cut once. Or two or three times, whatever works. Maybe five."*

You crave adventure like most people crave food or drink. You lived in any number of cities and villages during your time with the military, but no one place has ever truly felt like home - and you have slowly come to the conclusion that this is according to your preferences.

## **Character Sheet**

**Character Name:**

**Race:** Human

**Class & Level:** Fighter 1

**Background:** Soldier

**Gender:**

**Alignment:** Chaotic Good

**Size:** Medium

**Armor Class:** 18 (Chain mail)

**Max HP:** 12 (1d10 + 2)

**Speed:** 35

**Experience Points:**

## Proficiencies

**Proficiency Bonus:** +2

**Saving Throws:** Strength +5, Constitution +4

**Skills:** Athletics +5, History +3, Intimidation +4, Perception +2

**Passive Insight:** 10

**Passive Perception:** 12

**Armor & Shields:** All armor and shields

**Tools & Kits:** Gaming dice, vehicles (land)

**Weapons:** Simple weapons, martial weapons

**Languages:** Common, Orc

## Attacks

**Melee Attack Bonus:** +5

**Melee Finesse Bonus:** +1

**Ranged Attack Bonus:** +1

**Longsword.** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 3) slashing damage.

**Pike.** *Melee Weapon Attack:* +5 to hit, reach 10 ft., one target. *Hit:* 8 (1d10 + 3) piercing damage.

**Javelin.** *Ranged* *Weapon Attack:* +1 to hit, range 30/120 ft., one target. *Hit:* 6 (1d6 + 3) piercing damage.

## Features & Traits

**Military Rank:** You were a low-ranked officer in a military organization. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank.

**Fighting Style - Protection:** When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

**Second Wind:** On your turn, you can use a bonus action to regain 1d10+1 hit points. Once you use this feature, you must finish a short or long rest before you can use it again.

## Equipment

Longsword, pike, javelin (5), chain mail, shield, dungeoneer's pack, potion of healing

**CP:**

**SP:** 5

**GP:** 30

**PP:**

## Description

You were a professional soldier. You traveled to foreign lands, led troops into danger, fought wars under the banners of different commanders. Yet, you craved something more out of life, and resigned your commission. Now you are out on your own, living by your wits, taking orders from no one.

**Personality Traits:** You can stare down a hell hound without flinching.

**Ideals:** When people follow orders blindly, they embrace a kind of tyranny.

**Bonds:** You fight for those who cannot fight for themselves.

**Flaws:** You'd rather eat your armor than admit when you're wrong.

## Relationships

**Order of the Gauntlet:** You are a member of the Order of the Gauntlet, a devout and vigilant group that seeks to protect others from the depradations of evildoers.
Cannabis Domain

*This is a Xenbox original.*

These clerics serve the gods that embody and safeguard nature, healing, agriculture, and more specifically cannabis.

 1st
 3rd
 5th
 7th
 9th

**Nature Heals.** At 1st level, you gain proficiency in the Medicine skill, and your proficiency bonus for such checks is doubled.

**Divine Herb.** Either given by your church or discovered on your travels, you’ve come across a small cannabis plant that regrows every day at dawn. All unused cannabis disappears when the plant regrows.

**Healing Transfusions.** Using the cannabis from your Divine Herb, you can make a number of Healing Transfusions equal to your proficiency bonus. Consuming one of these Healing Transfusions will recover a number of temporary hit points equal to your Cleric level + your Wisdom modifier. All unused Healing Transfusions disappear when your Divine Herb regrows.

**Channel Divinity.** *Relaxing Aura -* Starting at 2nd level, you can use your Channel Divinity to cast a prepared spell with a casting time of one action as a bonus action.

**Arcane Knowledge.** At the 6th level, you may choose two spells from any spell list to always have prepared; they do not count against your number of prepared spells and are considered cleric spells for you. These spells must be of a level for which you have spell slots. You may choose two more spells at level 13.

**Divine Strike.** At level 8, your weapon attacks are infused with the energy of raw arcana. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 force damage to the target. When you reach 14th level, the extra damage increases to 2d8. Such attacks are considered to be magical for the purposes of overcoming resistance and immunity.

**Spell Mastery.** At 17th level, you chose four spells from the wizard spell list, one for each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.
Classes

There are currently 24 classes recognized within the Xenbox, each with their own set of subclasses.

## The Classes

Alchemist

Arcane Shot - a Xenbox original class

Artificer

Barbarian

Bard

Cleric - contains a Xenbox original subclass

Dominator - a Xenbox original class

Druid - contains a Xenbox original subclass

Engineer - a Xenbox original class

Fighter - contains a Xenbox original subclass

Gunslinger

Merchant

Monk

Mystic

Necromancer

Paladin - contains a Xenbox original subclass

Pokémon Trainer - a modified version of JOEtheDM's Pokémon Trainer

Ranger

Rogue - contains a Xenbox original subclass

Sorcerer - contains a Xenbox original subclass

Spellsword

Tamer - a Xenbox original class

Warlock

Witch

Wizard - contains a Xenbox original subclass
The Telzey Toy and Other Stories

***The Telzey Toy and Other Stories*** is a collection of stories featuring Telzey Amberdon. It was published by Ace Books in 1982.

## Blurb

"She's the girl who has everything. She's beautiful, brilliant, courageous and rich. And when she was fifteen she discovered that she was the most powerful telepath in the Galactic Federation. Now Telzey is a year older, her talents are still expanding, and she's back in a quartet of psi adventures."

-- Book blurb, Ace Books 1982

## Contents

* The Telzey Toy
* Resident Witch
* Compulsion
* Company Planet

## Publication history

For a detailed history see the Internet Speculative Fiction Database.
Adamantine

**Adamantine** was a jet-black alloy of adamantium and other metals. Usually black in color, adamantine had a green sheen when viewed by candlelight or a purple-white sheen when viewed by magical light.

It was found only in veins of ore near earth nodes and areas of *faerzress* in the Underdark. Occasionally, small meteorites consisting of some adamantine would fall to Abeir-Toril as well.
Matthew Mercer

**Matthew Christopher Miller**, known professionally as **Matthew Mercer** and **Matt Mercer**, is an American voice actor involved in English dubs of Japanese anime, as well as cartoons, films and video games. In anime shows, he voiced Levi in *Attack on Titan*, Kiritsugu Emiya in *Fate/Zero*, Jotaro Kujo in *Jojo's Bizarre Adventure*, Kanji Tatsumi for the second half of *Persona 4: The Animation* and Trafalgar Law in the Funimation dub of *One Piece*. In video games, he voices Leon S. Kennedy in the *Resident Evil* series, Jack Cooper in *Titanfall 2*, Chrom in *Fire Emblem Awakening*, McCree in *Overwatch*, MacCready in *Fallout 4*, Yusuke Kitagawa in *Persona 5*, and Edér Teylecg in *Pillars of Eternity*. In addition to voice-over, Mercer has developed some live-action web series including a Nintendo character parody called *There Will Be Brawl* and the *Dungeons & Dragons* gaming sessions called *Critical Role*, the latter of which is broadcast by Geek & Sundry.

## Dungeon Mastery

Mercer is the Dungeon Master in the Geek & Sundry web series *Critical Role*, where he leads several other voice actors through a *Dungeons & Dragons* campaign. The show is described as "a bunch of nerdy-ass voice actors siting around and playing Dungeons and Dragons". The show has aired over 120 episodes which typically run around 4–5 hours each, and is in its second campaign. Mercer's work as Dungeon Master has led to a campaign book being published through Green Ronin Publishing called *Critical Role: Tal'Dorei Campaign Setting*.

In 2016, Mercer served as the Dungeon Master for *Force Grey: Giant Hunters*, which ran for 2 seasons. Season One starred Chris Hardwick, Shelby Fero, Ashley Johnson, Jonah Ray, and Utkarsh Ambudkar. Season Two's cast consisted of Joe Manganiello, Deborah Ann Woll, Brian Posehn, Utkarsh Ambudkar, and Dylan Sprouse.

In 2017, Mercer was the Dungeon Master for the Nerdist show *CelebriD&D*, which puts D&D-playing celebrities into a small, mini-campaign where they are paired with some of the best role-players in the world. Celebrity guests such as Vin Diesel, Joe Manganiello, and John Bradley have also participated.

CelebriD&D

Critical Roll

Force Grey

GM Tips
Simultaneous Effects

Most effects in the game happen in succession, following an order set by the rules or the DM. In rare cases, effects can happen at the same time, especially at the start or end of a creature's turn. If two or more things happen at the same time on a character or monster's turn, the person at the game table (whether player or DM) who controls that creature decides the order in which those things happen. For example, if two effects occur at the end of a player character's turn, the player decides which of the two effects happen first.
Flaming Fist: Private

*Medium Humanoid (Human)*

**Armor Class** 17 (scale mail, shield)

**Hit Points** 11 (2d8 + 2)

**Speed** 30 ft

**Alignment** neutral

**Languages** Common

## Actions

**Melee Attack - Longsword:** +4 to hit (reach 5 ft.; one creature). Hit: 6 (1d8 + 2) slashing damage. If the private deals 7 or more damage, the private can push the target back 5 feet snd move 5 feet to remain within 5 feet of the target. This movement does not provoke opportunity attacks.

**Ranged Attack - Light Crossbow:** +1 to hit (range 80 ft./320 ft.; one creature). Hit: 5 (1d8+1) piercing damage.
Gwydion

Sir **Gwydion the Quick**, known as the **Champion Reborn**, was a paladin of Torm of the 14th century DR.

## Legacy

Gwydion's task of escorting Rinda the Scribe, bearer of the *Cyrinishad*, was considered by the church of Torm to be part of fulfilling the Debt of Persecution aspect of the church's Penance of Duty.

## Relations

At some point, Gwydion was a member of the Order of the Golden Lion. He later joined the Purple Dragons and held positions on both organizations until he left the Order of the Golden Lion when he stepped up to the position of Warden of Wheloon.

## Equipment

* Titanslayer: a *+5 longsword with the holy avenger and giant slayer properties*
* *Field plate armor +2*
Speed

The Xenbox speed rules differ from that of the SRD. A character's speed is determined by a base speed that's dependent on their race, and it is increased or decreased dependent on their Strength and Dexterity modifiers.

Races updated to accommodate Xenbox rules have their base speed changed, but if you're using a race that hasn't been updated most races are 5 ft. slower than their SRD counterparts. Medium creatures typically have a base speed of 25 and Small creatures typically have a base speed of 20.

Average out your Strength and Dexterity modifiers, rounding up to the nearest whole number. Multiply that number by 5 and add it to your base speed to get your total speed. Your total speed can still be increased as your Strength and Dexterity scores increase, as well as when you gain a speed boost from levels in Monk for example.

### **Speed Equation**

(Strength modifier + Dexterity modifier) / 2 round up = Speed modifier

Speed modifier \* 5 + Base Speed = Total Speed

## Example Character

**Race:** Human

**Base Speed:** 25

**Total Speed:** 40

## Overland Speed

### Feet per Minute

To figure out how far you can walk in a minute, measured in feet, simply multiply your Total Speed by 11. If you multiply a commoner's speed of 25 by 11, you'll end up with 275 which is the average walking speed of most people in the real world.

### Feet Per Hour

Multiply your speed by 660 to get your FPH.

### Feet Per Day

Multiply your speed by 5280 to get your FPD.

### Slow/Fast Pace

Your Slow speed is 3/4 of your normal speed. Your Fast speed is 5/4 of your normal speed.

## Armor

Wearing medium armor will decrease your movement speed by 5 feet. Wearing heavy armor will decrease your movement speed by 10 feet.
Holy Avenger

*Weapon (any sword), legendary (requires attunement by a paladin)*

You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.

While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.
Lion Loose

The novella **Lion Loose** was originally published in October 1961.

## Blurb

"The most dangerous of animals is not the biggest and fiercest -- but the one that's hardest to stop. Add intelligence to that... and you may come to a wrong conclusion as to what the worst menace is ..."

-- *Analog*, Oct 1961

## Synopsis

When an organized crime syndicate and its allies hijack an interplanetary hotel floating in space, Quillan has to play all sides against each other if he wants to ensure the survival of the station and its occupants, including himself.

## Characters

* Haslet Quillan

## Online text

The story is available online at:

* Baen.com (edited by Eric Flint)
* Freedoors (edited by Eric Flint)
* Internet Archive (original text)
* Internet Archive (original text)
* ManyBooks (original text)
* Project Gutenberg (original text)

An audiobook recording is available at:

* Librivox (original text)

## Awards

* Finalist, Hugo Award (Best short fiction), 1962

## Publication history

For a more detailed history see the Internet Speculative Fiction Database.

* *Analog*, Oct 1961
* *A Pride of Monsters*, 1970
* *The Best of James H. Schmitz*, 1991
* *Trigger & Friends*, 2001
* *The Winds of Time and Other Stories*, 2008

## Illustrations

Interior illustrations by John Schoenherr (as 'by Schoenherr')
Moeru Yōna Iwa

Moeru Yōna Iwa is the only Hi no Ko clan to remain in the Black Hills after Kaminari no Kuni drove out the Hi no Ko and took control of the region.

The Moeru Yōna Iwa have several hidden outposts scattered around the Black Hills, and are consistently on the move, keeping their whereabouts secret from Kaminari no Kuni. They use guerrilla warfare against Moeru Yōna Iwa, attempting to reclaim their home.
Cult of the Dragon

The Cult of the Dragon is organized in cells, which vary in size from just a handful of members to scores. Leaders in the cult are known as Wearers of Purple, and they outrank normal cultists, but no formal grades exist within the ranks of the Wearers of Purple.

Although the cult uses regalia in its rituals and its distant camps, members who operate in public places dress and act no differently from anyone else.

The cult is not above hiring mercenaries when it has special jobs to fulfill.
Satine Phoenix

**Satine Phoenix** (born May 22, 1980) is a Filipino American comic book illustrator, painter, cosplayer, model, actress, former pornographic actress, and bondage/fetish model living in Los Angeles, California. She is the co-creator, with writer R.K. Syrus, of the graphic novel *New Praetorians* and the founder of CelebrityChariD20 (formerly CelebrityCharityDnD). In 2010, she revived her art and gaming career at Meltdown Comics in Hollywood, California by starting DrawMelt (a life drawing class with cosplay models) and DnDMelt (a gaming community focused around *Dungeons and Dragons*).

In April 2017, Phoenix took over from Matthew Mercer as host of the *Game Master Tips* web series on Geek & Sundry's YouTube channel,[4] which discusses the role of the Dungeon Master within Dungeons and Dragons.
Sleep

Just as in the real world, D&D characters spend many hours sleeping, most often as part of a long rest. Most monsters also need to sleep. While a creature sleeps, it is subjected to the unconscious condition. Here are a few rules that expand on that basic fact.

### Waking Someone

A creature that is naturally sleeping, as opposed to being in a magically or chemically induced sleep, wakes up if it takes any damage or if someone else uses an action to shake or slap the creature awake. A sudden loud noise (such as yelling, thunder, or ringing a bell, also awakes someone that is sleeping naturally.

Whispers don't disturb sleep, unless a sleeper's passive Wisdom (Perception) score is 20 or higher and the whispers are within 10 feet of the sleeper. Speech at a normal volume awakens a sleeper if the environment is otherwise silent (no wind, birdsong, crickets, street sounds, or the like) and the sleeper has a passive Wisdom (Perception) score of 15 or higher.

### Sleeping in Armor

Sleeping in light armor has no adverse effect on the wearer, but sleeping in medium or heavy armor makes it difficult to recover fully during a long rest.

When you finish a long rest during which you slept in medium or heavy armor, you regain only one quarter of your spent Hit Dice (minimum of one die). If you have any levels of exhaustion, the rest doesn't reduce your exhaustion level.

### Going without a Long Rest

A long rest is never mandatory, but going without sleep does have its consequences. If you want to account for the effects of sleep deprivation on characters creatures, use these rules.

Whenever you end a 24-hour period without finishing a long rest, you must succeed on a DC 10 Constitution saving throw or suffer one level of exhaustion.

It becomes harder to fight off exhaustion if you stay awake for multiple days. After the first 24 hours, the DC increases by 5 for each consecutive 24-hour period without a long rest. The DC resets to 10 when you finish a long rest.
Avania

## The Ages of Avania

The First Age: Crystalis, Elves

The Iron Age: Crystalis, Elves, Humans, Orcs

The Golden age: Humans, Elves, Crystalis, Orcs, Warforged

The War of Fire: Humans, High Elves, Low Elves, Green Orcs, Red Orcs, Crystalis, Cyclops, Trolls, Warkin, Skoll, Warforged

The Ice Age: Woolin (Northern, Western, Southern), Frost Dwarves, High Elves, Low Elves, Red Orcs, White Orcs, Ogres, Cyclops, Green Orcs, Trolls, Sabraia, Sequoi, Crystallis, Warkin, Skoll

The Days of Death: Woolin (Southern, Northern, Western), Frost Dwarves, High Elves, Low Elves, Red Orcs, White Orcs, Ogres, Cyclops, Sabraia, Sequoi, Crystallis, Warkin, Skoll, Falcur

The Renewal: Frost Dwarves, River Dwarves, Sequoi, High Elves, Wood Elves, White Orcs, Black Orcs, Red Orcs, Grey Orcs, Warkin, Goblins, Trolls, Ogres, Cyclops, Woolin, Falcur, Sabraia, Trikru, Gu’dere, Lazaire

The Age of Heroes: Frost Dwarves, River Dwarves, Sequoi, High Elves, Wood Elves, ru’Dai Elves, White Orcs, Black Orcs, Red Orcs, Warkin, Goblins, Ogres, Cyclops, Woolin, Falcur, Sabraia, Trikru, Lazaire

The Age of Steel: Wars and re-emerging industry

The Age of Dust: Desert

The Dark Age: Smog/soot/ash

The Silver Age: Recovering economies and nations

The Green Age: Return of vegetation and wildlife. Dwarves, Sequoi, Elves, Orcs, Woolin, Falcur, Sabraia, Trikru, Lazaire

## The Nine Races

The Nine Races are the races of the current age (the Green Age) that are recognized among each other as civilized. Dwarves, Sequoi, Elves, Orcs, Woolin, Falcur, Sabraia, Trikru, Lazaire
Earth-1993A

Earth-1993A is the primary world of the Stars and Swords campaign. It is an alternate Earth from our own with altered historic events, and is a world of superpowers. It's a world of oppression and rebellion, where the lines between good and evil are often blurred.

## History

*For a complete history, see History of Earth-1993A.*

* 42,552:
	+ Atlantis founded.
* 33,453 BC:
	+ Draegon is entombed in ice by King Rauul.
* 24,643 BC:
	+ The Great Sphinx is built.
* 10,665 BC:
	+ Younger Dryas Impact.
	+ Atlantis is saved by Neptune as it is sunk beneath the rising sea level.
* 10,012 BC:
	+ Prometheus Society is founded.
	+ Prometheus Society begins going around Earth attempting to restart civilization.
* 9,216 BC:
	+ Pharoah reunites Egypt.
* 30 BC:
	+ When Octavian killed Mark Antonius, Cleopatra made her escape by swearing fealty to Apophis and fleeing to the underworld.
* 383:
	+ The Emerald Dragon ensures victory for Eastern Jin in the Battle of Fei River.
* 537:
	+ Battle of Camlann.
* 1000:
	+ Vinland founded by Leif Erikson.
* 1591:
	+ Roanoke and Croatoan ally against a clan of Skinwalkers.
* 1647:
	+ Star-Gene first suggested as potential cause of superpowers.
* 1666:
	+ Gabriel, Michael, Raphael, and Uriel fight Lucifer in London but are defeated and forced to retreat. Jesus Christ returns to send Lucifer back to Hell.
* 1720:
	+ Colonel Damascus born.
* 1750:
	+ Stonewater clan founded in Virginia.
* 1776:
	+ George Washington, Minuteman, Red Eagle, and Mayflower defeat Cannonball and General Cornwallis during the Siege of Yorktown, ensuring the colonies their independence from the British Empire.
* 1879:
	+ Scarlett Farms founded.
* 1964:
	+ Champions of Earth founded.
* 1971:
	+ Promethia is founded in Nevada.
* 1980:
	+ WARDEN is founded.
* 1983:
	+ Sterling Labs founded.
* 1984:
	+ Primal Insurgence founded.
	+ The Unknown Registration Act goes into effect in the United States of America.
* 1989:
	+ HARP is founded.
* 1990:
	+ Twins Sgt. Damascus and Clara Stonewater born.
* 1993:
	+ Chaos Earth.
* 2001:
	+ Blackstar Security founded.
* 2007:
	+ The Multiverse Nullification Tower is built.
* 2010:
	+ Garrison Industries founded.
* 2013:
	+ Gamma-16 created by WARDEN.
	+ School of Heroes is founded.
* 2017:
	+ President Trump bans all border crossing of non-citizen starborn.
* 2019:
	+ Arachness attacks Sacramento.
	+ Chicago is surrendered to Necro.
	+ Venicia is founded outside of Seattle.
* 2020:
	+ Global quarantines result in mass rioting and rebellion.
	+ William Stonewater III born.
* 2022:
	+ World War III

## People

*For notable people, check out Earth-1993A People.*
Leadership

Leadership is a feat scheduled to be released with XV2. As it stands it is from Dand and is expected to be fleshed out during playtesting.

## Leadership

*Prerequisites: Varied see cohorts below*
Gain the assistance of a cohort and followers (similar to 3.5 feat of the same name, just modified for 5e)

### Leadership Score

A character’s reputation (from the point of view of the cohort or follower he is trying to attract) raises or lowers his Leadership score

 Fairness and generosity
 Special power
 Failure
 Cruelty

Other modifiers may apply when the character tries to attract a cohort and followers:

 Recruits a cohort of an alignment over one step different
 Has a stronghold or some sort of large base
 Caused the death of other followers
 Caused the death of a cohort or follower

A character’s base Leadership score equals player level + charisma modifier + applicable modifiers. In order to take into account negative Charisma modifiers, this table allows for very low Leadership scores. Outside factors can affect a character’s Leadership score, as detailed above.

The character can attract a cohort of up to this level. Regardless of a character’s Leadership score, he can only recruit a cohort who is four or more levels higher than himself to a minimum of one. The cohort should be equipped with gear appropriate for its level. A character can try to attract a cohort of a particular race, Class, and alignment. The cohort’s alignment may not be more than three steps different than the leader.

The character can lead up to the indicated number of characters. Followers are similar to cohorts, except they’re generally NPCs. Because they’re generally one or more levels ahead the character they follow, they’re very effective in combat.

### Cohort Limitations

Cohorts gain ability score improvements at level 4, 6, 8, 10 and 16. Variant human cohorts do gain their extra feat. Cohorts can not gain the leadership feat. Cohorts should be made by both the player and DM in order to avoid breaking the game while also being what the player wants in a cohort.

### Cohort prerequisites

Classes of cohorts are not limited to archetypes of classes of the leader.

Outside of allowed player races in your campaign at DM's discretion races listed here are also allowed if you meet the prerequisites.

 Has functioning Wings
 Is plant based
 Is Celestial
 Is a Fiend
 Is a Construct
 Is a Monstrosity

### follower limitations

Followers are limited to npc classes and generally can fight along side you . They can however act as servants in a stronghold, or pack mule on adventures. Followers can be of any race and species as they can act in combat.
Rattlez

Rattlez was a Kenku Rogue from the Prehistoric Gardens in Chult. He made his home in Cloak Wood, South of Baldur's Gate.

"Aggressive Snake Rattle Sound", or more commonly known as "Rattlez" to his fellow party members, is a Kenku Rogue born in Chult, but who's egg was originally lain somewhere in the monster-overrun Beastlands of Veldorn. His egg was stolen before hatching by unknown thieves who had assumed it to be a valuable dinosaur egg, and was then sold to Dr. Porter, President of famed dinosaur theme park Prehistoric Gardens.

Once his egg had hatched, and Dr. Porter realized he was, in fact, not a dinosaur at all, he allowed Rattlez to live out his early years in the park. With plenty of high trees to nest in, and other animals to convene with Rattlez thrived. Although, as he grew older he became obsessed with stealing things. Particularly anything of the purple variety. After 7 years of him stealing anything purple he could get his hands on, he was eventually made to leave the park due to a number of staff complaints, but Dr. Porter, who had grown to love and care for the young avian boy, did not want this to be goodbye so he asked Rattles to always stay in communication as much as possible.

In 1495 DR, Rattlez returned to Prehistoric Gardens when he learned Dr. Porter was in danger, but was eaten by an Anjanath.
Hold Person

*2nd-level enchantment*
 Range
 Components
 Duration

A humanoid that you can see becomes paralyzed unless they succeed on a Wisdom saving throw. At the end of each of its turns, it can make another Wisdom save to end the spell early.

**At Higher Levels:** You can target additional humanoids, all within 30 feet of each other, for each slot level above the 2nd.
3ft Grumpy Old Maid

The 3ft Grumpy Old Maid is an animated halloween prop made in

   2015 and remade in 2019. It is an old woman in a black dress with a white apron and headdress with long gray hair and a silver dish in her hands. When activated, her eyes light up red and her mouty moves as she speaks a phrase.

## Where it Was Sold

This item was sold at Home Depot in 2015 and Stop and Shop in 2019.
Euoplocephalus

Euoplocephalus was a Ankylosaur that was created by ingen for Jurassic Park. It is presumed they lived in the Triceratops Territory with Triceratops and Styracosaurus. The last Euoplocephalus were killed off by the bombing by Costa Rican government on Isla Nublar. It is unknown if any were on Isla Sorna.
Gnarsh Westcott

Male Half-Orc

* Description: A stocky darker skinned man, he wears dull black sweaters, loose white pants, and alligator leather shoes. Beneath his sweater he keeps a concealed spear, just in case. His head has been shaved. He wears round tiny glasses practically rammed into his face.
* Personality: Aggressive, abrasive, and angry, Gnarsh embodies much of what other species detest in the Half-Orcs. He invites people to come help in his community garden.
* History: He comes from a rich western family. Like his father and his brother before him, after school he went straight into learning to become a Actor. He struck the Actor job and began his own company from there.
* Motivation: He is unsatisfied with his job; and he feels the way he acts is they only way to get by in the world

* Occupation: Actor/Minister of Agriculture
Quest Board

Eventually we will have a rewards system for giving out and accepting quests, but for now I can only express gratitude for helping me with any of these tasks

* I need somebody to help make pages for all of the core classes. - Xen
* I need somebody to help make pages for all of the core races. - Xen
* I need somebody to go through various lore pages and change most of it from past tense to present tense. - Xen
* Work on your profile and a character page for your character(s). - Xen
Sword of Valor

*The sword of the Lord of Valor*

This +2 shortsword deals an additional 1d6 radiant damage. Within city limits of the designated home of the Wolves of Valor, this sword deals an additional 2d6 radiant damage. It also grants the owner proficiency in acrobatics.

**Ancestral Howl:** Once per long rest the wielder of this sword may summon 1d4+1 Celestial Wolves. These Wolves remain until either destroyed, or their master takes a short rest.

**Experience through Sin:** While you hold this weapon you are immune to radiant and necrotic damage.

**Way of the Grey:** You gain an advantage on saving throws against spells and all magical effects.

The sword of the Lord of Valor, leader of all Wolves of Valor. The Wolves of Valor are a fighting company who have sworn to defend their homes and the people who reside there. When the sword has been lost or the Wolves of Valor no longer remain, the sword shows itself to who it feels is worthy to lead the Wolves. Originally wielded by monks of old, it is said that the sword absorbed their abilities of leadership and repelling magic.

Proficiency with a shortsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.

*Notes: Requires attunement under a full moon, within 10 feet of a campfire, and in the presence of at least 2 other Wolves of Valor; Finesse, Light, Proficiency: Acrobatics*
Kibbles

Kibbles and Ratchet

Kibbles is a Palico living in Port Nyanzaru. He was born a stray and the only one of his litter in Waterdeep. After his mother died of illness, he was adopted by the Smokebarrel family, after which him and Boney Smokebarrel became near-inseparable. Kibbles and Boney now make their home in Port Nyanzaru where they work as tour guides and as hunters for the Monster Hunters guild.

## **Character Sheet**

**Character Name:** Kibbles

**Race:** Palico

**Class & Level:** Fighter 2, Rogue 3

**Background:** Soldier

**Gender:** Male

**Alignment:** Chaotic Good

**Size:** Small

**Max HP:** 58

**Speed:** 40

**Experience Points:**

## Proficiencies

**Proficiency Bonus:** +3

**Saving Throws:** Strength +5, Constitution +6

**Skills:** Athletics (+6), Intimidation (+5), Investigation (+4), Perception (+4), Stealth (+7), Survival (+4)

**Passive Insight:** 11

**Passive Perception:** 7

**Armor & Shields:** All armor, all shields

**Tools & Kits:**

**Weapons:** Simple weapons, martial weapons

**Languages:** Common, Gnomish, Feline

## Attacks

**Action Melee Attack name.** *Melee Weapon Attack:* +# to hit, reach # ft., # target. *Hit:* # (#d# + #) [damage type] damage.

**Action Ranged Attack name.** *Ranged* *Weapon Attack:* +# to hit, range #/# ft., # target. *Hit:* # (#d# + #) [damage type] damage.

## Spellcasting

**Action Melee Spell Attack name.** *Melee Spell Attack:* +# to hit, reach # ft., # target. *Hit:* # (#d# + #) [damage type] damage.

**Action Ranged Spell Attack name.** *Ranged* *Spell Attack:* +# to hit, range #/# ft., # target. *Hit:* # (#d# + #) [damage type] damage.

## Features & Traits

**Brave.** You have advantage on saving throws against being frightened.

**Darkvision.** You have superior vision in dark and dim conditions. 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.

**Lucky.** When you roll a 1 on an attack roll, ability check, or saving throw, you can re-roll the die and must use the new roll.

**Nimble.** You can move through the space of any creature that is of a size larger than yours.

## Equipment

Longsword, Leather Armor, Backpack, etc.

## Description

This is a description of your character. They have \_ colored eyes and \_ colored hair etc.
Changelings

*The Xenbox Changeling is a slightly modified version of the Unearthed Arcana Changeling.*

## Changelings

Changelings are subtle shapeshifters capable of disguising their appearance. Their ability to adopt other creatures’ guises makes them consummate spies and criminals. As a changeling, you have the following racial traits.

**Ability Score Increase.** Your Dexterity and Charisma scores increase by 1. Increase one of those or another Ability Score by 1.

**Size.** Changelings are built much like humans, but a little leaner. Your size is Medium.

**Speed.** Your base walking speed is 25 feet.

**Duplicity.** You gain proficiency in the Deception skill.

**Shapechanger.** As an action, you can polymorph into any humanoid of your size that you have seen, or back into your true form. However, your equipment does not change with you. If you die, you revert to your natural appearance.

**Languages.** You can speak, read, and write Common and two other languages of your choice.
Sybil Brixton

Female Human

* Description: A pudgy woman standing about 5'6" has a big stupid grin on her face most of the time. She wears a black shirt, with a pastel mid length skirt with pastel tights and flats, usually wearing a coat over them. She wears her black hair down. Her eyes are a pleasant hazel.
* Personality: She hates Humans with a passion. As such she is filled with self loathing. On top of that she is swayed by a pretty face, and while loyalty to her employer will always come first she doesn't like to hit women.
* History: She was born at the edge of vast island. Her arcane abilities were realized during a raid on her village. She became a plane-shifter, and is stopping over on this plane for a brief visit.
* Motivation: She's repulsed by the PC; and she's in love
* Occupation: Merchant

## Shops

### **General Store:** The Wobbly Table

Location: In the middle of the slums. The street outside has a town crier with the latest news and gossip.

Description: The general store is a concrete and large single storey building, with a black shingled roof and a koi pond. It contains piles of scrolls and books on the counter and along the walls and a stand full of colorful hats sits next to the entrance.

Specials:

* Scale, Merchant's (5 gp)
* Hammer (1 gp)
* Hammer (1 gp)
Mobile Battle Wagon

A mobile battle wagon is a Huge vehicle powered by magical runes. It has a speed of 20 feet, an AC of 22 and 500 hit points, and it is immune to poison and psychic damage.

Some variants have a speed of 40 feet, an AC of 20 and 450 hit points.

Each time the turret attack is used, is uses a piece of ammunition. The wagon can hold up to 10 pieces of ammunition at a time. Additional ammunition must be found or created with 500 gp worth of materials. The wagon can hold 3 Medium-sized creatures. One driver, one gunner, and one navigator. If there is no driver, the wagon cannot control the mules. If there is no gunner, the wagon may not make ranged attacks. If there is no navigator, Survival checks made to steer the wagon with no outside assistance are made with disadvantage. A navigator can be inside or outside.

**Bullseye lantern spotlights:**

**Turret:** *Ranged Weapon Attack:* +5 to hit, range 30/100 ft., one target. *Hit:* 10d6 bludgeoning damage.
D&D TV

D&D TV is the page dedicated to organizing the archive of D&D-related videos.

D&D Celebrities

## Channel Guide

1. Toril World News
2. Wizards of the Coast
3. D&D Beyond
4. Geek & Sundry
5. Web DM
6. Taking 20
7. Matthew Colville
8. Dungeon Bastard
9. Nerdarchy
10. WASD20
11. Tabletop Weekly
12. Dungeon Dad
13. Jorphdan
14. Saving Throw
Ginsai

An inter-dimensional cyborg race dedicated to fixing tears in the space-time continuum. Ginsai have managed to wipe out dimensions and refill them or create entirely new dimensions, all closed off from the multiverse, and act as the gods of the new worlds. They have banished people they deem destructive to the space-timeline to the timezone, imprisoning them there.

## Enemies

Giff

Gith

Gnomes
Palico

**Ability Score Increase.** Your Dexterity score increases by 2 and your Charisma score increases by 1.

**Age.** A palico reaches adulthood at the age of 5 and generally don’t live much longer than fifty years.

**Size.** Palicoes average about 3 feet tall and weigh about 40 pounds. Your size is Small.

**Speed.** Your base walking speed is 25 feet.

**Languages.** You can speak, read, and write Common and Feline.

**Brave.** You have advantage on saving throws against being frightened.

**Darkvision.** You have superior vision in dark and dim conditions. 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.

**Lucky.** When you roll a 1 on an attack roll, ability check, or saving throw, you can re-roll the die and must use the new roll.

**Nimble.** You can move through the space of any creature that is of a size larger than yours.