Untdirheim
Untdirheim
3
rations, it must make a DC 25 Constitution saving throw. On y Creatures inside the sewers have disadvantage on Wis-
a failure, they retch the food after an hour of indigestion, dom (Perception) checks that rely on smelling.
suffer one level of exhaustion, and must find more food for y Characters that ingest sewer water (either willingly or ac-
the day. cidentally, such as by falling into the water) must succeed
on a DC 11 Constitution saving throw or contract sewer
THE LAYERS OF UNTDIRHEIM plague (see the Basic Rules).
y Treat all areas of the sewers as having no light.
Exploring Untdirheim. Each layer of Untdirheim is rep-
Storm Surges. Each day at dawn, roll a d20. On a 19 or 20, a
resented by 8 notable locations, which contain NPCs and
storm occurs outside, affecting locations inside the sewers.
points of interest. The order in which these locations are
Refer to the “Notable Locations” table on the next page to see
discovered, however, are determined randomly. Only certain
which locations are affected by storm surges.
locations have exits attached to them, which allow the char-
acters to move to the other layers.
For example: King Vesiik’s Hideout (The Sewers) has an One Person’s Trash…
exit attached to it. The characters descend to the next layer The sewers are littered with the detritus of civilization,
and discover The Crumbling Arena (The Ruins of Untdirhe- but not all trash is worthless. A ring might slip off one’s
im)—even though this location isn’t listed as having an exit, finger in a heavy rainstorm, a necklace may be ripped away
it “inherits” the exit of the previous location, allowing the and segmented by a careless thief, or a seemingly ordinary
characters to travel back and forth between the two layers. trinket might be discarded out of ignorance. Whenever the
Adventure Grid. As the characters descend through the characters finish a random encounter (or whenever you deem
three layers of Untdirheim, you may wish to use a visual it appropriate), roll on or choose from the Trash to Treasure
reference to keep track of what they’ve discovered, where table to see what bubbles up from the muck. Each result can
notable NPCs are located, and where the exits are on each lay- only occur once; reroll repeat results.
er. Provided below is a simple 8x3 grid: each row represents a
layer, and each square represents a notable location. Trash to Treasure
To determine which square of the first row the characters
d8 Treasure
begin on, roll a d8. Count a number of squares in, from left
to right, equal to the number rolled. This square represents Ancient coinage of Untdirheim. The faces are barely
the Sewer Entrance (area 1 of the “Notable Locations” table 1–3 visible. Worth 2 cp to common merchants, or 25 gp to
on the following page). Place a 1 in that square to mark the collectors.
placement of the notable location. A leaking alchemical vial. Its contents are inert. A
Adventure Grid successful DC 12 Intelligence (Arcana) check, how-
4
ever, determines that devil’s blood is present in the
mixture.
A copper ring of water walking. Somehow, it’s in
5
pristine condition.
A broken gold necklace. Can be repaired during
a short rest by succeeding on a DC 12 Dexterity
6 (Sleight of Hand) check using proficiency with jew-
eler’s tools. Once repaired, the necklace is worth 25
gp.
A jade statuette of a crocodile (25 gp) floats on the
THE SEWERS 7
muck.
Built over the ruins of Untdirheim, the sewer system pro- A filthy, muck-encrusted set of pipes of the sewers. A
vides prospective explorers the most direct route into the humanoid skeleton floats nearby; its mouth is ajar,
forgotten city. King Vesiik, the goblin lord recently deposed as if surprised even in death. A DC 10 Wisdom (Med-
by Warchief Guttormur after refusing the mutagenic gift, has 8 icine) check reveals rat bite marks on the skeleton’s
been forced to retreat up to the sewers after a long, protract- bones. The pipes of the sewers are cursed: rats called
ed siege of the city below. Adventurers looking to plunder by its music attack the wielder without mercy, chew-
Untdirheim’s treasures and secrets must first come face to ing them down to the bone.
face with King Vesiik—whether or not they choose to help
the goblin king reclaim his ancestral home (or hinder his
efforts) is up to them.
Surface Detail. Biting insects flit to and fro in the noisome
air, seeking purchase on any inch of exposed flesh. Filthy,
ankle-deep muck sloshes underfoot. The stone tunnels wind
away into darkness and dead-ends; several intersections have
already collapsed, and even more are visibly buckling under
the weight of civilization.
5
THE RUINS OF UNTDIRHEIM the ruins. Skeletons, both recent and ancient, goblin and
humanoid, line the city’s gutters.
Beneath the sewer tunnels, the forgotten city of Untdirheim Treat all areas of the Black Cavern as being dimly lit by
has lain in ruined silence for many centuries. However, in the bioluminescent fungi.
wake of the goblins’ infighting, the ancient city is beginning
to stir to life once more. Warchief Guttormur’s raiding par-
ties scour the ruins day and night, searching for traitors who Magical Treasures
refused the mutagenic gift and fled; subterranean monsters, The city of Untdirheim was once home to rare and wondrous
disturbed by the raiders’ comings and goings, have become treasures, all of which have since been lost and forgotten.
unusually aggressive, attacking any who cross their paths. Over the intervening decades, these objects have become
As the characters explore Untdirheim’s ruins, they’ll have to cursed by the haunted spirits of the city’s former inhabi-
tread lightly, lest they incur the wrath of the ever-watchful tants; these curses can be removed by targeting the object
Warchief Guttormur. with remove curse or similar effects.
Surface Detail. This once-impressive city is now but a Whenever the characters finish a random encounter (or
museum of crumbling foundations and ashen buildings; whenever you deem it appropriate), roll on or choose from
few landmarks remain to punctuate the landscape. Signs of the Untdirheim Treasures table to see what they discover.
battle—the result of King Vesiik’s fighting retreat—scar Each result can only occur once; reroll repeat results.
Untdirheim Treasures
d8 Object Function Curse
Will occasionally constrict (GM’s discretion). If worn, it deals
1 Obsidian ring Mundane; worth 100 gp
1 point of slashing damage.
Will occasionally weigh down the carrier (GM’s discretion),
2 Smooth, obsidian bead Mundane; worth 50 gp
halving their speed and preventing them from flying.
Functions as an elephant
A figurine of an uniden-
figurine of wondrous power, The object speaks in a language that hurts whoever hears it
3 tifiable creature, carved
except the creature is un- for 2 (1d4) psychic damage (GM’s discretion).
from obsidian
recognizable.
When worn, a perfect simulacrum of the user appears in the
4 A gold-lined cloak Mundane; worth 100 gp
nearest available space. After 6 seconds, it dies. Horribly.
The object whispers to the owner in their dreams, urging them
A shining shoulder
5 Mundane; worth 100 gp to commit terrible acts. The owner only recovers half their hit
pauldron
points from long rests.
Weapon (warhammer), mun- The item randomly disappears and reappears (GM’s discre-
6 An obsidian warhammer
dane; worth 100 gp tion).
Whenever the owner catches their reflection in the object, it
Weapon (shortsword), mun- fills them with inexplicable dread: until they complete a long
7 Silver ceremonial blade
dane; worth 100 gp rest, they have disadvantage on Wisdom and Charisma saving
throws.
Functions as a permanent Using the object inside the ruins of Untdirheim causes 3 (1d6)
teleportation circle; its sigil angry mage shadows (treat them as normal shadows, except
8 A dormant gateway
sequence is inscribed on its they can cast ray of frost as a bonus action) to emerge and
surface. attack.
7
Random Encounters THE BL ACK CAVERN
As the characters explore the ruins of Untdirheim, a compli- Below the city ruins lies an enormous, hollow cavern: the
cation or development might help bring the setting to life. ancestral home of the Stór-Goblin horde. Within, Warchief
The table below offers some suggestions: Guttormur plots his assault on the surface world, command-
ing his people to accept the mutagenic “gift” of the devil
Ruins of Untdirheim: Random Encounters
Bluizasb. As the fires of industry roar to life in service to war,
d8 Encounter and as the devil’s alchemy dribbles into the earth, the Black
Cavern’s gentle ecological balance begins to strain. From the
A raiding party from the Black Cavern (3 Stór-Goblins center of the cavern, atop a giant throne of black glass, the
1
riding 3 skélfilworgs) are scouting the area. monstrous form of Warchief Guttormur telepathically bends
The characters come across 3 rusting golems (ani- his horde to the task of domination.
mated armors, except their speed is halved and they Surface Detail. From above, the Black Cavern appears as
2 have resistance to damage from nonmagical attacks). a sea of bioluminescent mushroom clusters; and like the
Amber gems worth 25 gp each are inset into the tides, they seem to ebb and flow as one organism. The air is
golems’ eye sockets. thick with redolent spores and the constant squelching of
A shimmering portal materializes in the location; the mushrooms’ tendrils. Smoke rises in the distance, ac-
it leads to a random location in the Black Cavern companied by the hacking of many axes—little by little, the
3 that doesn’t already have an exit attached to it. The mushroom sea is beginning to splinter against the goblins’
portal stands for 1 hour each day at noon before industry.
disappearing. Treat all areas of the Black Cavern as being dimly lit by
bioluminescent fungi.
6 goblin civilians (commoners) loyal to King Vesiik
are attempting to flee from a raiding party (3
4 Stór-Goblins riding 3 skélfilworgs). If the characters Defenses and Hazards
help them, they give them directions to the nearest The Black Cavern is a hostile environment ruled by a hostile
location with an exit to the Black Cavern. Warchief, filled with dangerous flora, aggressive fauna, and
mutated goblinoids. As the characters explore, keep the
A gelatinous cube occupies this location, hiding in
following in mind:
plain sight: the characters must make a group DC 16
Corpse Flowers. Hidden amongst the flora of the Black
5 Wisdom (Perception) check. If they fail, a random
Cavern are poisonous corpse flowers (see the appendix).
character walks into the gelatinous cube, subjecting
Whenever the characters begin a combat encounter, roll a d10
it to the ooze’s Engulf feature.
for each character in the encounter. For every result of 5 or
The location is ruled by an adult black dragon called higher, a corpse flower enters the battle in a space adjacent
Chitonael. The creature is searching for the dormant to a random creature—player or otherwise—and strikes
gateway (entry 8 on the “Untdirheim Treasures” them.
6
table on page 6); he’ll let the characters pass only if Raiders. Warchief Guttormur’s raiding parties are con-
they find it for him. Otherwise, they’ll have to sneak stantly moving back and forth between the Black Cavern and
past the dragon or slay him to proceed further. the ruins of Untdirheim. Whenever the characters enter a
4 imps, servants of Bluizasb, are scouring the notable location that was previously explored (i.e., when no
location for signs of rogue goblins. Once defeated, a random encounter would otherwise occur), roll a d10. On a
7 result of 7 or higher, 3 Stór-Goblins riding 3 skélfilworgs
family of goblin civilians (commoners) come out of
hiding, thank the characters, and move on. enter the location; combat can be avoided with a successful
group DC 12 Dexterity (Stealth) check.
Upon entering this location, each character must
Hunting Traps. The Stór-Goblins have installed rudimen-
make a DC 20 Wisdom (Perception) check. Creatures
tary hunting traps throughout the Black Cavern. Whenever
with tremorsense pass this check automatically. Any
the characters transition to a new notable location, roll a d10.
creature that succeeds senses a near-imperceptible
8 On a result of 9 or higher, a character chosen at random—and
rumbling in the earth that seems to be responding
at a time of the GM’s choosing—is struck by a trap for 2 (1d4)
to their movement. As long as creatures in the area
piercing damage and their speed is halved until they receive
move cautiously, nothing happens. Otherwise, 2
magical healing.
bulettes burst out of the earth and attack.
Magic Spores. Each day at dawn, every character occupy-
ing the Black Cavern must succeed on a DC 12 Constitution
saving throw or be subjected to the mushroom’s magic
spores. Creatures with immunity to poison and creatures
native to Untdirheim are unaffected. Roll on or choose from
the Magic Spores table on the following page to see how a
character is affected:
Notable Locations
As the characters explore the Black Cavern, they might come the Black Cavern is the lowermost layer, none of the locations
across a notable location. Roll on or choose from the table be- have descending exits assigned to them by default.
low and on the following page to see what they discover. As
Black Cavern: Notable Locations
d8 Location
A spine of igneous rock hills.
1 The Under-Range Due to its higher elevation, this location is patrolled more frequently by raiders: they appear
on a 5 or higher, instead of a 7 or higher, when rolling a d10 upon entering the area.
Superheated pools of tar-like, black ichor are scattered throughout this location.
2 Bloodweep Pools
A creature that enters a pool or begins its turn inside a pool takes 11 (2d10) fire damage.
A sweeping plain of ash; the Stór-Goblins burned through the mushroom forest here. As a
result, toxic spores have aerosolized in the air.
Creatures entering the area for the first time each day must succeed on a DC 16 Constitution
3 The Ashlands saving throw or become poisoned until they finish a long rest outside the area or until they’re
magically cured (such as by the lesser restoration spell or similar effect).
Creatures who cover their mouths and nose with a cloth have advantage on this saving
throw.
Do not roll a random encounter or check for raiders for this location.
A hot spring, surrounded by lush vegetation, that’s occupied by Hrædirisar (see page 11).
As long as the characters remain friendly, they can rest at the grotto and speak with the
4 Hrædirisar’s Grotto
mountain giant.
If the characters express their intent to depose Warchief Guttormur, Hrædirisar pledges to
join them in the final battle (see “Part Three: The Devil and the Warchief” on page 13).
A yawning pit of magical silence (as the spell, but permanent). The effect can be dispelled by
targeting it with a dispel magic spell of 6th level or higher.
5 Silent Pit
Once dispelled, characters can speak a command word (“Bluizasb”) to open a portal to the
Nine Hells.
9
d8 Location
The center of all mushroom life in the Black Cavern. Characters can attempt to speak with the
mycellic nexus (via speak with plants or a similar effect).
The mycellic nexus can be convinced to suspend its Magic Spores and prevent corpse flowers
6 Mycellic Nexus
(see the appendix) from ambushing the characters with a successful DC 20 Charisma (Persua-
sion) check. Characters who promise to stop the Stór-Goblins from burning down more of the
mushroom forest have advantage on this check.
The center of Stór-Goblin industry.
Characters moving into this location for the first time each day must succeed on a DC 14
Dexterity (Stealth) check or raise an alarm.
7 Stór-Goblin Foundry Characters who have successfully hidden can attempt to sabotage the foundry by succeeding
on 3 nonconsecutive DC 14 Intelligence (Arcana) checks using proficiency with tinker’s tools.
Whenever a character fails a sabotage action, they raise an alarm. Whenever an alarm is raised,
a raiding party (3 Stór-Goblins riding 3 skélfilworgs) descend on the characters.
Do not roll a random encounter or check for raiders for this location.
8 The Iron Warren The seat of Stór-Goblin power. An underground fortress of twisted steel and fiery forgeworks.
Refer to “Part Two: The Iron Warren” on page 12 for more information on this location.
Black Cavern: Random Encounters y The will-o’-wisps have 3 modes of light: none,
dim, and bright. Each will-o’-wisp begins the
d8 Encounter encounter at “none.”
The location is overrun with 6 corpse flowers (see y Touching a will-o’-wisp changes its mode of light
1 the appendix); rotting goblin bodies are littered at by one step (from none to dim, dim to bright,
their bases. etc.). The change lasts until initiative count 20 of
the following round, at which point its mode of
2 fungal monstrosities (treat them as rhinoceroses, 5 light moves backward by one step (from bright to
except they’re plants, emit a random spore from the
dim, dim to none, etc.).
“Magic Spores” table at the beginning of combat,
2 y Once all eight will-o’-wisps have their modes of
have blindsight out to a range of 60 feet, and are im-
light set to bright, they come together to form a
mune to poison damage and the poisoned condition)
celestial being: a solar called Sopheriel.
charge at the characters from a blindspot.
y The creature explains that it had been pursuing
6 fungal-animated goblins (treat them as normal, the devil Bluizasb, but was caught off guard and
except they’re plants, emit a random spore from the transmuted into orbs of discordant light.
“Magic Spores” table at the beginning of combat, y Sopheriel will remain at this location until the
3 can’t communicate, have blindsight out to 60 feet, characters confront Warchief Guttormur and
and are immune to poison damage and the poisoned Bluizasb, then join them in combat.
condition) pull themselves up from the earth and
4 quasits in bat form occupy this location. They
attack.
attempt to follow the characters as they explore
6
A Black Cavern roc (treat it as normal, except it has the Black Cavern, striking them during a vulnerable
blindsight out to a range of 120 feet) has made this moment.
4
location its nest; animal and goblinoid bones are
Bluizasb’s pet vrock lurks in this location. Unless
spread throughout the location.
stopped, it flees back to its master when it drops be-
7 low 30 hit points; when the characters face Bluizasb,
the vrock will join the battle with half its hit points
remaining.
3 darkmantles are nesting in this location. They
8
attempt to ambush the characters as they pass.
11
y Bond: Family. Hrædirisar’s people were destroyed by the The Iron Warren: Random Encounters
Stór-Goblins. However, they won’t be gone forever: even
d4+X Encounter
now, his family stirs in the earth. In a couple hundred
years, they’ll be reborn. Until then, however, Hrædirisar The characters come across a kennelled area, where
must keep the grotto safe. 1 4 mischievous dretches (servants of Bluizasb) are
y Flaw: Angry. Though the mountain giants of the taking 4 skélfilworgs (see the appendix) for a ride.
Black Cavern are slow to act, Hrædirisar’s anger at the 3 Stór-Goblins (see the appendix) are bullying a
Stór-Goblins may compel him to march to war on his skélfilworg runt (treat it as normal, except its hit
own. 2 point maximum is halved). If the characters help the
y Goal: Take Revenge. Hrædirisar’s overriding goal is to skélfilworg, it becomes their loyal companion; if a
avenge his people’s deaths at the hands of the Stór-Gob- character harms the creature, it runs away.
lins; destroying Warchief Guttormur and upending the
2 Stór-Goblin firebrands (see the appendix) are
balance of power in the Black Cavern would satisfy him.
attempting to open a portal to the Nine Hells. 2
Stór-Goblins riding 2 skélfilworgs guard them.
FREEING THE STÓR-GOBLINS Opening the portal requires the goblins’ concen-
tration. Unless the characters successfully break
By accepting Bluizasb’s mutagenic gift, Warchief Guttormur
both goblins’ concentration, they successfully open
has unwittingly bound the Stór-Goblins to eternal servitude
3 the portal on initiative count 20 of the third round.
in the Nine Hells. The only thing standing in the devil’s way
While the portal remains open, 2 quasits emerge
is a contractual technicality: King Vesiik, as the rightful ruler
on initiative count 20 of rounds two, four, and six.
of the Black Cavern, must either agree to the devil’s terms
A spellcasting character can use an action to close
or be slain before the contract can be fully executed. As long
the portal by succeeding on a DC 20 Intelligence
as King Vesiik lives, there exists an opportunity to infiltrate
(Arcana) check. Otherwise, the portal closes at the
the Iron Warren, destroy Warchief Guttormur, and banish
beginning of the eighth round.
Bluizasb back to the Nine Hells.
The adventure could play out as follows. 2 Stór-Goblins are doing battle with 6 mycellic
tendrils (treat them as constrictor snakes, except
they’re plants, emit a random spore from the “Magic
Part One: The Sewer King Spores” table on page 9 at the beginning of combat,
The characters stumble upon or are otherwise introduced to have blindsight out to a range of 60 feet, and are im-
King Vesiik at his hideout in the sewers (entry 8 on the “No- 4
mune to poison damage and the poisoned condition).
table Locations” table on page 5). As long as the characters If the characters befriended the mycellic nexus
remain cordial, King Vesiik tells them everything he knows (entry 6 on the “Notable Locations” table on page
about the devil Bluizasb, his pact with Warchief Guttormur, 10), the mycellic tendrils ignore them. Otherwise,
and the mutagenic “gift.” they attack indiscriminately.
King Vesiik is desperate for allies, and is quick to ask the
A Stór-Goblin firebrand is attempting to force feed
characters for their help in reclaiming the Iron Warren and
Bluizasb’s blood to a prisoner (commoner) loyal to
banishing Bluizasb. Should the characters succeed, King Ve- 5
King Vesiik; a dozen other goblins lie shackled near-
siik promises to throw open the Stór-Goblin vaults and allow
by, guarded by 2 Stór-Goblins riding 2 skélfilworgs.
them to take as much treasure as they can carry.
Once the characters enter the Iron Warren in the Black The way forward is choked with toxic gas and smoke.
Cavern, proceed to part two. A creature with proficiency in Survival smells the gas
before passing through the area. Otherwise, each
breathing creature in the area must succeed on a DC
Part Two: The Iron Warren 14 Constitution saving throw or become poisoned.
The characters must explore the Iron Warren citadel (entry Creatures who cover their mouths and nose with a
8 on the Black Cavern’s “Notable Locations” table on page 6 cloth have advantage on this saving throw.
10) and locate Warchief Guttormur and his devil master, A creature poisoned in this way is also uncon-
Bluizasb. scious, and takes 7 (2d6) poison damage at the end
Resting. The Iron Warren citadel is the heart of Stór-Gob- of each of its turns until the effect ends.
lin power, and its halls are constantly teeming with activity; This effect lasts until they’re magically cured (such
the characters can’t take long rests while within the Iron as by the lesser restoration spell or similar effect) or
Warren unless they’re exceptionally well hidden (GM’s dis- finish a long rest outside the Iron Warren.
cretion).
A permanent arcane eye (as the spell) wanders the
Exploration Rolls. Locating Warchief Guttomur will re-
area, serving as an alarm. The characters can avoid
quire the characters to explore the Iron Warren citadel.
the eye by succeeding on a group DC 14 Dexterity
The characters always begin with Encounter 1. Whenever
7 (Stealth) check. Otherwise, 1 Stór-Goblin firebrand,
the characters leave an encounter and move on, roll a d4 and
accompanied by 3 Stór-Goblins riding 3 skélfilworgs,
add 1 to the result for every encounter the characters have
begin pursuing the characters through the Iron War-
completed already (up to a maximum total of 8), including
ren, arriving on initiative count 20 of the next round.
repeat encounters. Then consult the table. Each combat en-
counter will only occur once, even if the same result is rolled The characters enter the throne room. Proceed to
8
multiple times; roll again. part three.
Horatio’s Impossible
Ship in a Bottle
13
APPENDIX: UNTDIRHEIM
STAT BLOCKS Corpse Flower
Medium plant, unaligned
Corpse Flower
Devil’s Sight. Magical darkness doesn’t impede the skélfil- Devil’s Sight. Magical darkness doesn’t impede the
worg’s darkvision. stór-goblin’s darkvision.
Keen Senses. The skélfilworg has advantage on Wisdom Magic Resistance. The stór-goblin has advantage on saving
(Perception) checks. throws against spells and other magical effects.
Magic Resistance. The skélfilworg has advantage on saving Mutagenic Brawn. The stór-goblin doesn’t have disadvan-
throws against spells and other magical effects. tage on attack rolls made with heavy weapons as a result
of being Small.
ACTIONS Nimble Escape. The stór-goblin can take the Disengage or
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one Hide action as a bonus action on each of its turns.
target. Hit: 10 (2d6 + 3) piercing damage. If the target is
a creature, it must succeed on a DC 14 Strength saving ACTIONS
throw or be knocked prone.
Multiattack. The stór-goblin makes two attacks.
REACTIONS Greatsword. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 8 (2d6 + 1) slashing damage.
Pustule Pop. When the skélfilworg is hit by an attack
from a creature within 5 feet of it, a pustule bursts open, Longbow. Ranged Weapon Attack: +4 to hit, range 150/600
spraying infernal mutagen at the attacker. The target must ft., one target. Hit: 6 (1d8 + 2) piercing damage.
make a DC 12 Dexterity saving throw, taking 3 (1d6) acid
damage and 3 (1d6) fire damage on a failed save, or half
as much damage on a successful one.
Stor Goblin
Skelfilworg
15
STÓR-GOBLIN FIREBRAND
Some of the mutated goblins find a special reward for them
after their transformation. These goblins are given hellish Stór-Goblin Firebrand
powers: a gift from the mysterious black alchemy. A Fire- Small humanoid (goblinoid), chaotic evil
brand casts spells by drawing on an infernal wellspring of
Armor Class 12 (15 with mage armor)
magic, rather than through meticulous practice or tutelage.
Hit Points 44 (8d6 + 16)
Speed 30 ft.
WARCHIEF GUTTORMUR STR DEX CON INT WIS CHA
The goblin warchief granted power by Bluizasb. Mutated be- 11 (+0) 15 (+2) 14 (+2) 12 (+1) 10 (+0) 16 (+3)
yond recognition, Guttormur was once a champion warrior
Skills Arcana +3, Stealth +6
among his ilk. Now, his oozing flesh carries his ill-gotten
Damage Resistances fire
throne along in his wake, and issues commands to his loyal,
Senses darkvision 60 ft., passive Perception 10
mutated goblins at his devilish patron’s behest.
Languages Common, Goblin
Challenge 4 (1,100 XP)
17
both real and imagined—that threaten the rest of others. By
devoting themselves to this cause, a paladin sets off to make
a future where everyone can sleep fitfully, safe from harm
and worry.
A paladin of this oath also deals in the subtle workings
of the subconscious mind and magic, sharing their dreams
with others and using them to play tricks of the eye.
OATH SPELLS
You gain oath spells at the paladin levels listed.
CHANNEL DIVINIT Y
When you take this oath at 3rd level, you gain the following
Oath of the Dream Warden two Channel Divinity options.
Holy Respite. As an action, you can use your Channel
Divinity to choose a number of willing creatures up to your
NEW PALADIN OATH Charisma modifier (minimum of 1) that are within 20 feet
of you. Each creature falls unconscious for 10 minutes; the
creature wakes up if it takes damage or if someone uses an
Paladins are zealous warriors given might by their cause.
Some swear oaths to rid the world of certain creatures or action to shake it awake. If the creature remains unconscious
to be a champion of peace, whereas others exist simply to for the full duration, it gains the benefits of a short rest. Once
restore a sense of balance in the world as they see fit. Most a creature gains these benefits, it can’t do so again until it
paladins are good, although some of the strongest and finishes a long rest.
most feared have turned to work in support of evil instead. Sudden Daydream. As an action, you can use your Chan-
Regardless of their virtues, it is this unwavering conviction nel Divinity to choose a point that you can see within 60 feet
among paladins that serves as the source of their strength: a of you. Each creature within 10 feet of that point must make
commitment to righteousness, or at least their version of it, a Wisdom saving throw, unless the creature doesn’t need
that fuels their every decision. to sleep. On a failed save, a creature becomes stunned in a
There are countless paladins across the multiverse, many sleepy stupor for 1 minute. A creature that’s stunned in this
of whose views are at odds with the next one’s. What creature way automatically falls unconscious if it’s within the area of
or cause has wronged you, or is so important to you that it a sleep spell you cast, as if by the spell. If a creature succeeds
drives you headlong into the forces that oppose you? These on the saving throw, its speed is halved until the end of your
beliefs will impact the oaths and paths you take to in order to next turn. Regardless of whether a creature succeeds or fails,
uphold them. this effect ends early if it takes any damage or if someone else
uses an action to shake it out of its stupor.
RESTFUL HANDS
Beginning at 15th level, you gain additional ways to use your
Lay on Hands feature. You can expend 5 hit points from your
pool of healing to create one of the following effects:
19
THIS CONTENT IS MADE POSSIBLE BY HEROES LIKE YOU
This monthly content takes multiple artists, designers, writers, and editors to make each month. Your extraordinary pledge
helps sustain this monthly effort, and earns you a special place here in this document. Thank you so much for your continued
enthusiasm and support: it truly makes a difference to not only me, but to the creators who help produce this content and to
everyone around the world who gets to enjoy it. You are truly the legendary heroes among us.