Faction - Iron Spike

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This is about the Iron Spike adventurers guild

Nate Haven

Lvl 14

Fighter Paladin?

The iron spike confiscates magical equipment and sends it to
warehouse 13 to keep it safe.

The three questions

Did you find any items of magic on the job

Did you come into notice from any officials or authorities
of the land

Did you do anything wrong that was witnessed by a credible
party

ADVENTURE TYPES

Treasure map

Basic Monster hunt – set location

Normal adventure – Investigate

Fetch quest

Protect quest

Guard quest

Men in Black – Find the renegade demon that broke into the
Material Plane - chase

-7800 DR – The coming of the genies

-7800 DR to -8800 DR Calims rule (1000 yrs)

-8800 DR to -6100 DR Years of genie in fighting (2700 yrs)

-6100 DR the Birth of the desert crystal spell and the
desert & **Memnon’s** mind was put
into the soil.

Memnon - https://forgottenrealms.fandom.com/wiki/Memnon\_(efreeti)

Memnon city - https://forgottenrealms.fandom.com/wiki/Memnon

I need to create some other teams working for the spike

(Use NPC resources)

The PCs start a war?

What is happening in Spelljammer

What is happening with The Iron Spike & the Alhoon

Lvl 1

Lvl 4

Lvl 5

Lvl 10

Lvl 11

Lvl 16

Lvl 17

Lvl 20

Lvl 1

Lvl 4

Lvl 5

Lvl 10

Lvl 11

Lvl 16 Ravnica

Lvl 17

Lvl 20

Lvls 1-4: Local Heroes (Tier 1)

Lvls 5-10: Heroes of the Realm (T2)

Lvls 11-16: Masters of the Realm (T3)

Lvls 17-20: Masters of the World (T4)

Euphamism

Spells

Cantrips

Mage Hand

Mending

Prestidigitation

Friends

Minor Illusion

Level 1

Shield

Comprehend Languages

Expeditious Retreat

Unseen Servant

Alarm

V1

Cantrips

Mage Hand

Mending

Friends

Level 1

Comprehend Languages

Shield

Alarm

V2

Cantrips

Minor Illusion

Mending

Mage Hand

Level 1

Shield

Expeditious Retreat

Comprehend Languages

Versatile NPC’s 2 pg 51

Volo’s Pg 209

Spellcasting clue – Lvl 2 wizard

Oddo

NPC Codex Pg 16

Old Bill Wiseman

School of Abjuration

School of Conjuration

School of Divination

School of Enchantment

School of Illusion

School of Transmutation

School of Necromancy

School of Evocation

 Mind flayers are intelligent and have some useful
 abilities which supplement the abilities of classes like wizard. When
 official psionics rules are eventually published, mind flayers should make
 natural psionics. Arcane spellcasters are hugely rare among mind flayers, who
 eschew arcane magic in favor of psionics. If you choose to play a mind flayer
 wizard, being an outcast among your own kind is wonderful motivation to take
 up a life of adventure.
**Mind Flayer Traits**
 Darkvision.
**Darkvision.**
 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
 colour in darkness, only shades of grey.
**Extract Brain**
 On a successful hit with your tentacles, if the damage would
 reduce the creature to 0 hit points, you may choose to kill the target by
 extracting and devouring its brain.
**Innate Spellcasting.**
 Once you reach 3rd level, you can cast the levitate spell
 once per day. Intelligence is your spellcasting ability for this spell.
**Mind Blast.**
 As an action, you can magically emit psychic energy in a
 15-foot cone. Each creature in that line must make an Intelligence saving
 throw. The DC for this saving throw equals 8 + your Intelligence modifier +
 your proficiency bonus. A creature takes 2d6 psychic damage on a failed save
 and half as much damage on a successful one. The damage increases to 3d6 at
 6th level. 4d6 at 11th level, and 5d6 at 16th level. After you use this
 ability, you can't use it again until you complete a short or long rest.
**Tentacles.**
 Your unarmed strikes deal 1d4 psychic damage on a hit.
**Telepathy.**
 You can communicate telepathically with any creature that
 knows a language within 30 ft.
**Ability Score Increase.**
 +2 intelligence

Wizard, Lvl  Divination school

**10th Lvl,        Prof**
+4          Arcane Tradition feature

 Beginning when you select this school at 2nd level, the
 gold and time you must spend to copy a Divination spell into your spellbook
  **Lvl 2 Portent**
 Starting at 2nd level when you choose this school,
 glimpses of the future begin to press in on your awareness.
 ·
 When you finish a long rest, roll two d20s and
 record the numbers rolled. You can replace any attack roll, saving throw, or
 ability check made by you or a creature that you can see with one of these
 foretelling rolls.
 ·
 You must choose to do so before the roll, and
 you can replace a roll in this way only once per turn.
 ·
 Each foretelling roll can be used only once.
 ·
 When you finish a long rest, you lose any
  **Lvl 6 Expert Divination**
 Beginning at 6th level, casting divination spells comes so
 easily to you that it expends only a fraction of your spellcasting efforts.
 When you cast a divination spell of 2nd level or higher
 using a spell slot, you regain one expended spell slot. The slot you regain
 must be of a level lower than the spell you cast and can't be higher than 5th
  **Lvl 10 The Third Eye**
 Starting at 10th level, you can use your action to
 increase your powers of perception.
 When you do so, choose one of the following benefits,
 which lasts until you are incapacitated or you take a short or long rest.
 You can't use the feature again until you finish a short
 or long rest.
 ·
 ***Darkvision.*** You gain darkvision
 out to a range of 60 feet.
 ·
 ***Ethereal Sight.*** You can see into
 the Ethereal Plane within 60 feet of you.
 ·
 ***Greater Comprehension.*** You can
 read any language.
 ·
 ***See Invisibility.*** You can see
 invisible creatures and objects within 10 feet of you that are within line of
  **Lvl 14 Greater Portent**
 Starting at 14th level, the visions in your dreams
 intensify and paint a more accurate picture in your mind of what is to come.
 You roll three d20s for your Portent feature, rather than two.

0

 Strike
 action

2

2

3

 minutes
  Tongues
 action

4

 Eye
 action
  Locate
 Creature
 action

5

6

 Seeing
 action

9

 minute

Mind Flayer Arcanist

*Medium aberration, lawful evil*

**Armor Class** 15 (breastplate)

**Hit Points** 71 (13d8+13)

**Speed** 30 ft.

**Saving Throws** Int +7, Wis +6, Cha +6

**Skills** Arcana +7, Deception +6, Insight +6,
Perception +6, Persuasion +6, Stealth +4

**Senses** darkvision 120 ft.

**Languages** Deep Speech, Undercommon, telepathy 120 ft.

**Challenge** 8 (3,900 XP)

***Magic Resistance.*** The mind flayer has
advantage on saving throws against spells and other magical effects.

***Innate Spellcasting (Psionics).*** The mind
flayer’s innate spellcasting ability is Intelligence (spell save DC 15). It can
innately cast the following spells, requiring no components:

At will: detect thoughts, levitate

1/day each: dominate monster, plane shift (self only)

***Spellcasting.*** The mind flayer is a 10th-level
spellcaster.

Its spellcasting ability is Intelligence (save DC 15, +7 to
hit with spell attacks).

The mind flayer has the following wizard spells prepared:

* Cantrips

 (at will): blade ward, dancing lights, mage hand, shocking grasp

* 1st

 level (4 slots): detect magic, disguise self, shield, sleep

* 2nd

 level (3 slots): blur, invisibility, ray of enfeeblement

* 3rd

 level (3 slots): clairvoyance, lightning bolt, sending

* 4th

 level (3 slots): confusion, hallucinatory terrain

* 5th

 level (2 slots): telekinesis, wall of force

**Actions**

***Tentacles.*** Melee Weapon Attack: +7 to hit,
reach 5 ft., one creature. Hit: 15 (2d10 + 4) psychic damage. If the target is
Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15
Intelligence saving throw or be stunned until this grapple ends.

***Extract Brain.*** Melee Weapon Attack: +7 to hit,
reach 5 ft., one incapacitated humanoid grappled by the mind flayer. Hit: The
target takes 55 (10d10) piercing damage. If this damage reduces the target to 0
hit points, the mind flayer kills the target by extracting and devouring its
brain.

***Mind Blast (Recharge 5-6).*** The mind flayer
magically emits psychic energy in a 60-foot cone. Each creature in that area
must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic
damage and be stunned for 1 minute. A creature can repeat the saving throw at
the end of each of its turns, ending the effect on itself on a success.