TEXT: /
  r
  BLOOD AND STEEL
  BLOOD AND STEEL
  BLOOD AND STEEL
  BLOOD AND STEEL
  BLOOD AND STEEL
  
  /
  Introduction
  B
  lood and Steel is designed to make playing DnD
  5e feel more gritty, challenging, and real,
  without bogging the game down to a slow crawl
  with a plethora of additional rules. The main
  changes to game mechanics are centered
  around weapons, armor, healing, reviving,
  resting, and leveling. Taking damage is also re-
  worked so it adds gritty effects such as limbs being lopped
  off, while also providing your players a way to become
  tougher thematically. Blood and Steel aims to add just
  enough additional content to keep the game more dramatic
  and life-like, while not giving you another PHB of content to
  memorize on top of the basic rules. Thus 16 of Blood and
  Steel's 23 pages are creature stat blocks and wound tables,
  which need not be memorized.
  Credit Where it is Due
  My friend Thelonius Bashford provided much of the 
  food rules. He also compiled the lasting wound tables, 
  drawing from two sources. These being Farland World 
  by S. Baker and Hard Grit by Apo Apostolov. Both 
  are fantastic resources for 5e homebrew, and I highly
  recommend checking them out
  Table of Contents
  Page 1: Food and Starvation
  Page 2: Heals, Wounds, and Death
  Pages 3-9: Lasting Wounds and Lasting
  Wound Tables
  Page 10: Resting and Leveling
  Pages 11-12: Weapons and Armor
  Pages 13-23: DM Tools and Stat Blocks.
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  /
  Food and Starvation
  You can live for a number of days without food and water
  equal to your Constitution bonus (to a minimum of 1) without
  suffering any ailments. Once these days are surpassed, you
  suffer 1 level of exhaustion at the end of each day if you have
  not consumed a meal and drank 1/2 a gallon of water.
  Each level of exhaustion inflicted in this manner can only
  be reduced by 1 level a day by eating and drinking 1 meal +
  1/2 a gallon of water, along with performing a rest.
  A creature can create basic and lavish meals provided they
  are proficient with cooks utensils. They must have the
  ingredients available to make the meal, worth at least half of
  the meals listed cost.
  You can only gain the benefits of eating a meal once within
  the span of 3 hours.
  Lastly, all spells that can create food and/or water
  cannot do so in Blood and Steel.
  Meal Types
  Peasant's meal
  Cost: 2 silver. Weight: 1 lb. Prep time: None.
  “A basic dish that usually consists of edible food with
  something to wash it down. A loaf of bread with water, a field
  ration, or a handful of salted fish are simple dishes, filling
  your stomach but leaving the soul wanting.”
  Grants no mechanical benefits apart from staving off
  hunger.
  Basic meal
  Cost: 1 gold. Weight: 1 lb. Prep time: 10-30 minutes.
  “A prepared dish that has some care put into it. Wild rabbit
  sausages with pickled carrots in a herb brine is a great choice
  for a decent meal on the road.”
  You gain advantage to your next Constitution based roll.
  You gain one additional hit dice (this cannot go over your
  maximum number of hit dice).
  You gain a number of temporary hit points equal to 1d4 +
  your Constitution bonus. These last until your next rest.
  Lavish meal
  Cost: 20 gold. Weight: 3 lb. Prep time: 10 minutes - 1 hour.
  “A decadent dish that has been expertly made with many
  ingredients and plenty of time. Whole roast boar with
  artichoke hearts, figs, and plenty of stuffing, garnished with
  seasonal herbs, nuts, and gravy. Lastly, a pairing of
  Champagne de la stomp for a complete and extravagant meal.
  Served with dessert for an flourishing impact.”
  You gain advantage to your next Constitution based roll.
  You gain advantage on your next Charisma based roll.
  You gain 3 additional hit dice (this cannot go over your
  maximum number of hit dice).
  You gain a number of temporary hit points equal to 3d4 +
  your Constitution bonus. These last until your next rest.
  1
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  /
  Heals, Wounds, and Death
  Taking damage hurts, and death is not simply a temporary
  inconvenience. These hurtles will take a toll on you.
  Dropping to 0
  Whenever you drop to 0hp, you take 1 level of exhaustion.
  Realistic Medicine Checks
  Medicine checks may be made using either Wisdom or
  Intelligence.
  Stabilizing a Creature
  You may use your action to attempt to stabilize a creature
  without a healing kit. Make a DC 15 Medicine check. If you
  succeed, the creature is stabilized, with 1 hit point.
  Healing Kit
  Must be proficient with this item to utilize it.
  You may use your action to attempt to stabilize a creature
  using a healing kit. Make a DC 15 Medicine check with
  advantage, if you succeed the creature gains an amount of
  HP equal to your proficiency bonus.
  Healing Potions
  Drinking a potion is a bonus action.
  Administering a potion to another creature is an action.
  Superior and above can be used to stabilize a creature, all
  lesser cannot.
  Healing Spells
  Healing Word
  Tweaked: cannot target creatures who are not stabalized.
  Regenerate
  Tweaked: the spell now has a casting time of 3 days. As the
  spell takes time to take effect and administer. This spell can
  be used to treat a Lasting Wound. Every time you cast this
  spell on a willing creature, their Constitution (or Sanity if
  being used) is permanently reduced by 1.
  Resurrection Spells
  Revivify, True Resurrection and Wish
  All removed.
  Resurrection and Reincarnation
  Now merged into the same spell which reads:
  Resurrection
  7th level Necromancy
  Casting Time: 3 days
  Range: Touch
  Components: V, S, M, (A diamond worth at least 1,000 gp,
  which the spell consumes)
  Duration: Instantaneous
  You touch a dead creature that has been dead for no more
  than 24 hours, that didn't die of old age, and that isn't undead.
  If its soul is free and willing, it remains in stasis while the
  spell is cast, and returns to life with all its hit points at the
  end of the three days.
  This spell neutralizes any poisons and cures normal
  diseases afflicting the creature when it died. It doesn't,
  however, remove magical diseases, curses, and the like; if
  such effects aren't removed prior to casting the spell, they
  afflict the target on its return to life. This spell closes all
  mortal wounds and missing internal organs, but will not
  replace missing limbs apart from ones head.
  Coming back from the dead is an ordeal. The target must
  roll 1d20. The target must then subtract all of their ability
  scores by the amount rolled on the dice (down to a minimum
  of 1). At the beginning of each dawn, the target can roll 1d20.
  On a 11+ all of their stats go up by 1, on a 1 they cannot roll
  to restore them again, and on a 20 they are fully restored.
  "If I die, don't bring me back. George was brought back and
  he ain't the man he used to be. He don't talk, don't eat, just
  sits and stares and grumbles to himself all sorts of incoherent
  things. I'd rather embrace the cold darkness of death than
  end up like that. I don't even think that's George any more. I
  heard him say it. During one of his sporadic rants I heard a
  few fully formed words pass from his lips. He said "George.
  Where. Is. George?" An absolute fucking horror show."
  2
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  /
  Lasting Wounds
  Both players and NPC's are inflicted with a lasting wound if
  either of the following happens:
  They are reduced to 0hp.
  They take damage to their HP equal to or greater than
  their Toughness from an attack. Their Toughness = their
  level (or CR) x2 + their Constitution score, to a maximum
  of half their maximum hit points rounded down.
  When one of these conditions are met, roll upon the lasting
  wound table associated with the damage type that caused the
  wound. If multiple damage types caused the wound, choose
  the damage type that did the most damage.
  Treating a Wound
  To remove a Lasting Wound, a successful healers kit check
  must be completed on you. The DC for this check equals the
  amount of damage you took that caused the wound to a
  maximum of DC 30. This check can only be attempted once
  every rough or good rest. If the DC is higher than 20, it is
  reduced to 20 during an extended rest. If a natural 1 is rolled
  when treating a wound, your maximum hit points are reduced
  by 1d4 permanently.
  Lasting Wound Tables (A-Z)
  Acid Wound
  d10
  Effect
  10
  Hardened This painful experience hardens you. You
  gain a scar, but your max HP is increased by 1.
  9
  Minor Disfigurement. You have acid burn scars, but
  they don’t have any adverse effects.
  8
  Blisters. You have severe blisters. You have
  disadvantage on Dexterity checks.
  7
  Horrible Disfigurement. You have acid burns to the
  extent that the scars can't be easily concealed. You
  have disadvantage on Persuasion checks and
  advantage on Intimidation checks.
  6
  Minor Neuralgia. This has the same effect as Major
  Neuralgia below, except that the save DC is 10.
  5
  Major Neuralgia. You are in constant pain from nerve
  damage. Whenever you attempt an action in combat,
  you must make a DC 13 Constitution saving throw.
  On a failed save, you lose your action and can't use
  reactions until the start of your next turn.
  4
  Destroyed Foot or Leg. Your speed on foot is halved,
  and you must use a crutch or cane to move. You fall
  prone after using the Dash action. You have
  disadvantage on Dexterity checks made to balance.
  3
  Destroyed Hand. You can no longer hold anything
  with two hands, and can only hold 1 object at a time.
  2
  Partial Blindness. Your eyes are damaged; you have
  disadvantage on Perception checks that rely on sight
  and on ranged attack rolls. If you have already
  suffered partial blindness, you're blinded.
  1
  Blindness. Your eyes are destroyed; you gain the
  blinded condition until they're healed.
  3
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  /
  Bludgeoning Wound
  d10
  Effect
  10
  Hardened.
  9
  Broken Nose. Your broken nose is painful but doesn't
  have any adverse effects.
  8
  Severe bruising. You suffer severe bruising over an
  extensive portion of your anatomy. Anytime you
  suffer bludgeoning or force damage, you suffer an
  additional point of bludgeoning or force damage.
  7
  Minor Concussion. You have disadvantage on
  Intelligence checks. If you already have a minor
  concussion, you suffer a major concussion.
  6
  Major Concussion. You have disadvantage on
  Intelligence checks, Wisdom checks, and Charisma
  checks, as well as Constitution saving throws to
  maintain concentration.
  5
  Fractured Ribs. This has the same effect as Internal
  Injury below, except that the save DC is 10.
  4
  Internal Injury. Whenever you attempt an action in
  combat, you must make a DC 15 Constitution saving
  throw. On a failed save, you forfeit your action to
  ease the intense pain.
  3
  Dislocated Shoulder. You can no longer hold anything
  with two hands, and you can hold only a single object
  at a time.
  2
  Smashed Leg. Your speed on foot is halved, and you
  must use a cane or crutch to move. You fall prone
  after using the Dash action. You have disadvantage
  on Dexterity checks made to balance.
  1
  Fractured skull. You have suffered a brain injury. You
  have disadvantage on Intelligence, Wisdom, and
  Charisma checks and saving throws. If you fail a
  saving throw against these damage types you are also
  stunned until the end of your next turn.
  Cold Wound
  d10
  Effect
  10
  Hardened.
  9
  Anosmia. You lose your sense of smell and taste. You
  automatically fail any ability checks that involve your
  sense of smell or taste.
  8
  Minor Neuralgia. This has the same effect as Major
  Neuralgia below, except that the save DC is 10.
  7
  Frostbitten hand. Randomly determine which hand
  has been frostbitten. In order to grasp or manipulate
  an object with that hand, you must succeed at a DC
  15 Dexterity check.
  6
  Frostbitten Foot. Your speed on foot is reduced by 5
  feet. You must make a DC 10 Dexterity saving throw
  after using the Dash action. If you fail the save, you
  fall prone.
  5
  Major Neuralgia. You have constant, painful nerve
  damage over a large portion of your body. Whenever
  you attempt an action in combat, you must make a
  DC 15 Constitution saving throw. On a failed save,
  you lose your action and can't use reactions until the
  start of your next turn.
  4
  Gangrene of the Foot. Your speed on foot is halved,
  and you must use a cane or crutch to move. You fall
  prone after using the Dash action. You have
  disadvantage on Dexterity checks made to balance.
  3
  Gangrene of the Hand. You can no longer hold
  anything with two hands, and you can hold only a
  single object at a time.
  2
  Systemic Damage from Frostbite. You have
  disadvantage on Strength, Dexterity, and Constitution
  ability checks and saving throws.
  1
  Ocular Damage. One of your corneas is damaged
  from frostbite. You have disadvantage on Perception
  checks that rely on sight and on ranged attack rolls.
  4
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  /
  Fire Wound
  d10
  Effect
  10
  Hardened.
  9
  First Degree Burns. You have superficial but painful
  burns. Whenever you take fire damage, you take an
  additional 1 point of damage. If you already have first
  degree burns, you instead suffer second degree
  burns.
  8
  Blisters. You have severe blisters. You have
  disadvantage on Dexterity checks. The blisters heal if
  you receive magical healing.
  7
  Horrible Disfigurement. You have burn scars to the
  extent that they can't be easily concealed. You have
  disadvantage on Persuasion checks and advantage on
  Intimidation checks.
  6
  Minor Neuralgia. This has the same effect as Major
  Neuralgia above, except that the save DC is 10.
  5
  Major Neuralgia. You have constant, painful nerve
  damage over a large portion of your body. Whenever
  you attempt an action in combat, you must make a
  DC 15 Constitution saving throw. On a failed save,
  you lose your action and can't use reactions until the
  start of your next turn.
  4
  Second Degree Burns. You have disadvantage on
  Strength, Dexterity, and Constitution checks. If you
  already have second-degree burns, you instead suffer
  third-degree burns.
  3
  Third Degree Burns. You have disadvantage on
  Constitution saving throws and ability checks. If you
  fail a saving throw against an effect that causes fire
  damage, you also gain the stunned condition until
  the end of your next turn. If you already have third-
  degree burns, you instead suffer fourth-degree burns.
  2
  Fourth Degree Burns. You have disadvantage on
  Strength, Dexterity, and Constitution saving throws
  and ability checks. If you fail a saving throw against
  an effect that causes fire damage, you also gain the
  stunned condition until the end of your next turn. If
  you already have fourth-degree burns, you gain 1
  point of exhaustion until the burns are healed.
  1
  Lose an Eye. You have disadvantage on Perception
  checks that rely on sight and on ranged attack rolls. If
  you have no eyes left after sustaining this injury,
  you're blinded.
  Force Wound
  d10
  Effect
  10
  Hardened.
  9
  Phantom Pain. Part of your body feels numb as if
  blood flow has stopped and feels phantom pain but
  doesn't have any adverse effect.
  8
  Severe Bruising. You suffer severe bruising over an
  extensive portion of your anatomy and lose tactile
  sensitivity over the area. Anytime you suffer
  bludgeoning or force damage, you suffer an
  additional point of bludgeoning or force damage.
  7
  Minor Concussion. You have disadvantage on
  Intelligence checks. You suffer occasional vertigo and
  lose your sense of smell and taste.
  6
  Major Concussion. You have disadvantage on
  Intelligence checks, Wisdom checks, and Charisma
  checks, as well as Constitution saving throws to
  maintain concentration. You suffer regular vertigo,
  lose your sense of smell and taste sensitivity and
  suffer from color blindness.
  5
  Internal Injury. You suffer occasional phantom
  sensations of something touching an internal organ
  or moving inside you causing you discomfort.
  Whenever you attempt an action in combat, you
  must make a DC 15 Constitution saving throw. On a
  failed save, you lose your action and can't use
  reactions until the start of your next turn.
  4
  Sleep Disruption. You suffer from severe parasomnia
  and you are unable to force yourself to sleep unless
  you have at least one level of Exhaustion. When you
  sleep you suffer from terrifying nightmares. You have
  disadvantage on Wisdom checks and Wisdom saving
  throws. If you fail a saving throw against bludgeoning
  damage, force damage, or psychic damage, you are
  also stunned until the end of your next turn.
  3
  Neurodegenerative disorder. Your hands are jittery and
  coordination is impeded by frequent muscle jolts
  that make you grab or squeeze hard on whatever you
  are holding. You suffer disadvantage to all Dexterity
  checks to manipulate items and you must make
  Dexterity saving throws against breaking fragile items
  you are holding.
  2
  Neuroregressive ataxia. Your limbs lose their
  sensitivity to temperature, pain, vibration, and touch.
  Your muscles feel weakened and you have difficulty
  holding items. You suffer disadvantage to all Str and
  Dex ability checks and saving throws. You also
  experience occasional loss of control over your limbs
  and make sudden and short subconscious actions
  (such as attempting to unsheathe your weapon or
  write words on a nearby piece of paper, etc).
  1
  Brain Injury. You have suffered a brain injury. Your
  mind exists in two planes of reality, one real and one
  of raw magic. You constantly shift between them,
  seeing or hearing things that may not exist. You have
  disadvantages on Int, Wis, and Cha checks and saving
  throws. If you fail a saving throw against bludgeoning
  damage, force damage, or psychic damage by 5, you
  are also stunned until the end of your next turn.
  5
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  /
  Lightning Wound
  d10
  Effect
  10
  Hardened.
  9
  Flash Burns. You have superficial burns. You turn as
  red as a lobster but otherwise suffer no mechanical
  effects.
  8
  Muscle Spasms. You have disadvantage on Dexterity
  checks.
  7
  Skeletal Muscle Breakdown. You have disadvantage on
  Strength checks and Strength saving throws.
  6
  Cardiac Injury. You gain disadvantage on ability checks
  relating to con and str. If you fail a saving throw
  against fear or fear effects, you gain a level of
  exhaustion.
  5
  Arc Flash. Roll on the fire table with advantage.
  4
  Kidney Failure. When you complete a long rest, you
  must succeed at a Constitution saving throw of DC
  15 or gain the poisoned condition until you
  complete a long rest.
  3
  Explosive Grounding of the Foot. You lose a foot. Your
  speed on foot is halved, and you must use a cane or
  crutch to move unless you have a peg leg or other
  prosthesis. You fall prone after using the Dash action.
  You have disadvantage on Dexterity checks made to
  balance without a prosthesis.
  2
  Explosive Grounding of the Hand. You lose a hand. You
  can no longer hold anything with two hands, and you
  can hold only a single object at a time.
  1
  Brain Injury. You have suffered a brain injury. You have
  disadvantages on Int, Wis, and Cha checks and saving
  throws. If you fail a saving throw of against
  bludgeoning damage, force damage, or psychic
  damage by 5, you are also stunned until the end of
  your next turn.
  Necrotic Wound
  d10
  Effect
  10
  Hardened.
  9
  Necrotic Discoloration. You get white and grey spots
  on your cheeks. The spots don't have any adverse
  effects.
  8
  Inflammation. Your muscles are irritated and inflamed.
  You have disadvantage on strength checks.
  7
  Necrotising Wound. Your hit point maximum is
  reduced by 1 every 24 hours the wound persists.
  6
  Necrotic Stench. You smell like rotting flesh. You have
  disadvantage on Persuasion checks.
  5
  Minor Organ Necrosis. This has the same effect as
  Major Organ Necrosis above, except that the save
  DC is 10.
  4
  Major Organ Necrosis. Whenever you attempt an
  action in combat, you must make a DC 15
  Constitution saving throw. On a failed save, you lose
  your action and can't use reactions until the start of
  your next turn.
  3
  Withered Foot. Your speed on foot is halved, and you
  must use a cane or crutch to move. You fall prone
  after using the Dash action. You have disadvantage
  on Dexterity checks made to balance.
  2
  Withered Hand. You lose a hand. You can no longer
  hold anything with two hands, and you can hold only
  a single object at a time.
  1
  Spiritual Injury. You are afflicted with intense apathy
  and depression. You have disadvantage on
  Intelligence, Wisdom, and Charisma ability checks
  and saving throws. Can only be healed with divine
  magic.
  6
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  /
  Piercing Wound
  d10
  Effect
  10
  Hardened.
  9
  Festering Wound. Your hit point maximum is reduced
  by 1 every 24 hours the wound persists. If your hit
  point maximum drops to 0, you die.
  8
  Horrible Scar. You are disfigured to the extent that the
  wound can't be easily concealed. You have
  disadvantage on Persuasion checks and advantage on
  Intimidation checks.
  7
  Pierced Stomach. When you complete a long rest, you
  must succeed at a Constitution saving throw DC 10
  or gain the poisoned condition until you complete a
  long rest.
  6
  Internal Injury. Whenever you attempt an action in
  combat, you must make a DC 15 Constitution saving
  throw. On a failed save, you lose your action and
  can't use reactions until the start of your next turn.
  5
  Pierced leg muscles. Your speed on foot is halved, and
  you must use a cane or crutch to move. You cannot
  take the Dash action.
  4
  Pierced Lung You suffer disadvantage on Constitution
  based checks and saving throws.
  3
  Internal bleeding. Whenever you attempt an action in
  combat, you must make a DC 15 Constitution saving
  throw. On a failed save, you lose your action and
  can't use reactions until the start of your next turn.
  2
  Pierced esophagus. You gain disadvantage on
  Strength and Constitution based checks and saving
  throws.
  1
  Lose an Eye. You have disadvantage on Perception
  checks that rely on sight and on ranged attack rolls. If
  you have no eyes after sustaining this injury, your
  blind.
  Poison Wound
  d10
  Effect
  10
  Hardened.
  9
  Minor nausea. You must succeed at a DC 10
  Constitution saving throw before you can consume
  food.
  8
  Nausea. You have disadvantage on Constitution
  checks.
  7
  Vertigo. You have disadvantage on Dexterity checks.
  6
  Cardiac Injury. You gain disadvantage on ability checks
  relating to con and str. If you fail a saving throw
  against fear or fear effects, you gain a level of
  exhaustion.
  5
  Minor Kidney Failure. This has the same effect as
  Major Kidney Failure below, except that the save DC
  is 10.
  4
  Major Kidney Failure. When you complete a long rest,
  you must succeed at a Constitution saving throw of
  DC 15 or gain the poisoned condition until you
  complete a long rest.
  3
  Minor Liver Damage. When you complete a long rest,
  you must succeed at a Constitution saving throw of
  DC 10 or gain the poisoned condition until you
  complete a long rest. Additionally, whenever you take
  poison damage, you take an additional 2 (1d4)
  poison damage. Anytime you drink alcohol or take
  another drug, you take 2 (1d4) poison damage.
  2
  Major Liver Damage. When you complete a long rest,
  you must succeed at a Constitution saving throw of
  DC 15 or gain the poisoned condition for 12 hours
  or until healed. Additionally, whenever you take
  poison damage, you take an additional 1d6 poison
  damage. Anytime you drink alcohol or take another
  drug, you take 1d6 poison damage.
  1
  Systemic Damage. You have disadvantage on
  Strength, Dexterity, and Constitution ability checks
  and saving throws.
  7
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  /
  Psychic Wound
  d10
  Effect
  10
  Hardened.
  9
  Inappropriate Volume. You can’t regulate your volume.
  You shout when you intend to whisper, and whisper
  when you intend to shout.
  8
  Minor headaches. You have disadvantage on Wisdom
  checks.
  7
  Weak Persona You have suffered damage to your
  sense of self. You have disadvantage on Charisma
  checks.
  6
  Short-term Madness. Roll on the Short-term Madness
  table in the Dungeon Masters Guide.
  5
  Long-term Madness. Roll on the Long-term Madness
  table in the Dungeon Masters Guide.
  4
  Phobia. You develop a debilitating fear of something
  in the situation from which you gained your injury.
  For example, if you were damaged by a mind flayer,
  you might have a fear of octopuses. The DM will
  decide. When you are confronted with your phobia,
  you have disadvantage on all ability checks and
  saving throws.
  3
  Severe headaches You have disadvantage on Wisdom
  checks and Wisdom saving throws. If you fail a saving
  throw against bludgeoning damage, force damage, or
  psychic damage, you are also stunned until the end
  of your next turn.
  2
  Indefinite Madness. Roll on the Indefinite Madness
  table in the Dungeon Masters Guide.
  1
  Brain Injury. You have suffered a brain injury. You have
  disadvantage on Intelligence and Wisdom checks and
  saving throws. If you fail a saving throw against
  bludgeoning, force, or psychic damage, you are also
  stunned until the end of your next turn.
  Radiant Wound
  d10
  Effect
  10
  Hardened.
  9
  Minor nausea. You must succeed at a DC 10
  Constitution saving throw before you can consume
  food.
  8
  First Degree Burns. You have superficial but painful
  burns. Whenever you take fire damage, you take an
  additional 1 point of damage. If you already have first
  degree burns, you instead suffer second degree
  burns.
  7
  Blisters. You have severe blisters. You have
  disadvantage on Dexterity checks.
  6
  Small Skin Tumors. You develop several small, painless
  skin tumors. You have disadvantage on Charisma
  checks. If your small skin tumors are not cured within
  one year, you develop Large Skin Tumors.
  5
  Large Skin Tumours. You develop several large, painful
  skin tumors. You have disadvantage in Charisma and
  Wisdom checks. Magic such as the regenerate spell
  cures your large skin tumors. If your large skin
  tumors are not cured within six months, you develop
  Systemic Damage as per the poison table.
  4
  Second Degree Burns. You have disadvantage on
  Strength, Dexterity, and Constitution checks. Magic
  such as the regenerate spell cures this damage.
  Alternatively, they will heal on their own in 4 weeks. If
  you already have second degree burns, you instead
  suffer third-degree burns.
  3
  Third Degree Burns. You have disadvantage on ability
  checks and Constitution saving throws. If you fail a
  saving throw against an effect that causes fire
  damage, you also gain the stunned condition until
  the end of your next turn. If you already have third-
  degree burns, you instead suffer fourth-degree burns
  as per the Fire chart.
  2
  Partial Blindness. Your retinas are damaged; you have
  disadvantage on Wisdom (Perception) checks that
  rely on sight and on ranged attack rolls. If you have
  already suffered partial blindness, you're blinded.
  1
  Blindness. Your eyes are destroyed; you gain the
  blinded condition. Magic such as the regenerate spell
  can restore your sight.
  8
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  /
  Slashing Wound
  d10
  Effect
  10
  Hardened.
  9
  Minor Scar. The scar doesn't have any adverse effects
  other than making you look grisled and intimidating.
  8
  Festering Wound. Your hit point maximum is reduced
  by 1 every 24 hours the wound persists. If your hit
  points maximum drops to 0, you die.
  7
  Horrible Scar. You are disfigured to the extent that the
  wound can't be easily concealed. You have
  disadvantage on Charisma (Persuasion) checks and
  advantage on Charisma (Intimidation) checks.
  6
  Minor Internal Injury. This has the same effect as
  Major Internal Injury below, except that the save DC
  is 10.
  5
  Major Internal Injury. Whenever you attempt an action
  in combat, you must make a DC 15 Constitution
  saving throw. On a failed save, you lose your action
  and can't use reactions until the start of your next
  turn.
  4
  Hamstrung. Your speed on foot is reduced by 5 feet.
  You must make a DC 10 Dexterity saving throw after
  using the Dash action. If you fail the save, you fall
  prone.
  3
  Lose a Foot or Leg. Your speed on foot is halved, and
  you must use a cane or crutch to move unless you
  have a peg leg or other prosthesis. You fall prone
  after using the Dash action. You have disadvantage
  on Dexterity checks made to balance.
  2
  Lose an Arm or a Hand. You can no longer hold
  anything with two hands, and you can hold only a
  single object at a time.
  1
  Lose an Eye. You have disadvantage on Wisdom
  (Perception) checks that rely on sight and on ranged
  attack rolls. If you have no eyes left after sustaining
  this injury, you're blinded.
  Thunder Wound
  d10
  Effect
  10
  Hardened.
  9
  Severe bruising. You suffer severe bruising over an
  extensive portion of your anatomy. Anytime you
  suffer bludgeoning or force damage, you suffer an
  additional point of bludgeoning or force damage.
  8
  Minor headaches. You have disadvantage on Wisdom
  checks.
  7
  Minor Concussion. You have disadvantage on
  Intelligence checks. If you already have a minor
  concussion, you suffer a major concussion. 14-16
  Minor headaches. You have disadvantage on Wisdom
  checks.
  6
  Major Concussion. You have disadvantage on
  Intelligence checks, Wisdom checks, and Charisma
  checks, as well as Constitution saving throws to
  maintain concentration.
  5
  Internal Injury. Whenever you attempt an action in
  combat, you must make a DC 15 Constitution saving
  throw. On a failed save, you lose your action and
  can't use reactions until the start of your next turn.
  4
  Severe Headaches. You have disadvantage on Wisdom
  checks and Wisdom saving throws. If you fail a saving
  throw against bludgeoning damage, force damage, or
  psychic damage, you are also stunned until the end
  of your next turn.
  3
  Partial Deafness. Your eardrums have been damaged;
  you are hard of hearing. You have disadvantage on
  any ability check that requires hearing.
  2
  Deafness. Your eardrums have been destroyed; you
  gain the deafened condition.
  1
  Brain Injury. You have suffered a brain injury. You have
  disadvantage on Intelligence, Wisdom, and Charisma
  checks, as well as Intelligence, Wisdom, and
  Charisma saving throws. If you fail a saving throw
  against bludgeoning damage, force damage, or
  psychic damage, you are also stunned until the end
  of your next turn.
  9
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  /
  Resting and Leveling
  Congratulations! You survived an excursion into the dangers
  of the unknown! Now it is time to drink, mend your wounds
  and armor, eat, tell tales, train, and sleep.
  The key changes with Blood and Steel's resting and
  leveling system is as follows:
  Past 10th level, you only increase your Maximum hit
  Points by 1 each time you level up. Yes, past level ten,
  receiving wounds may provide the bulk of your HP
  increases.
  When your DM awards you with a new level, you cannot
  increase your level until you complete an extended rest.
  Regaining spells and features from short or long rests
  remains the same. However the conditions of the rests,
  and the acquiring of hit points and hit dice are changed.
  This is meant to simulate a more realistic and gritty
  feeling to the campaign.
  You can only take two Rough (short) or Refreshing (long)
  rests during a 24 hour period.
  Using Healing Kits During Rests
  While taking a rough or full rest, a creature can expend one
  charge of a healing kit on you (the creature must be proficient
  with the healing kit). This allows you to re roll any hit dice
  that have a result of 1.
  Short Rest - Rough Rest
  Duration: 6 hours of sleep.
  You may expend your current hit dice to heal yourself. You
  regain a number of hitdice equal to half your maximum
  amount of hit dice (rounded down, to a minimum of 1) on
  the completion of a rough rest. This may not go above
  your maximum hit dice.
  You regain the use of items, features, and spells as if you
  have taken a short rest.
  Long Rest - Refreshing Rest
  Duration: 6 hours of sleep.
  Prerequisite: You currently have your maximum amount
  of hit dice before beginning the rest.
  You may expend your current hit dice to heal yourself. You
  regain a number of hit dice equal to half your maximum
  amount of hit dice on the completion of a good rest
  (rounded down, to a minimum of 1). This may not go
  above your maximum hit dice.
  1 level of exhaustion is removed, and you regain the use of
  items, features, and spells as if you have taken a long rest.
  New: Extended Rest
  Duration: A period of three or more days, each consisting
  of one rough or refreshing rest.
  Prerequisite: If you engage in combat during this span of
  days the extended rest is wasted, and you only gain the
  benefits of the rough and refreshing rests you took within
  the duration.
  On the completion of an extended rest, your current hit
  points and hit dice are fully restored.
  1d4+(the number of days spent in the extended rest) levels
  of exhaustion are removed, and you regain the use of
  items, features, and spells as if you have taken a long rest.
  Finally, you can level up a number of times equal to the
  amount of levels previously awarded to you by the DM, as
  you train your newly acquired skills and spells during the
  day within this period of time, mastering them to the
  degree to where you can do them on command when
  needed.
  A Note to DM's
  This system greatly reduces your parties HP past
  10th level, thus it is suggested to weigh their foes
  HP carefully (I prefer reducing enemy HP instead
  of damage when needed).
  10
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  /
  Weapons and Armor
  W
  eaponry is situational. Slashing damage is
  ideal against unarmored targets, while
  piercing damage is best against armored 
  individuals. Bludgeoning damage 
  strikes a reliable middle ground.
  New Weapon Properties
  All weapons can be found on the following page with their
  changes and new properties highlighted in bold.
  Armor Sundering Score (AS)
  A weapons AS reflects its ability to damage armor. When you
  deal damage equal to or greater than a creatures Toughness,
  or critically hit it with a weapon attack, you can reduce its
  Armors AC score by an amount equal to the weapons AS. A
  versatile weapons AS is doubled while two handed.
  Point, Pick, and Hammer
  A weapon with the point, pick, or hammer property can be
  used to make a weapon attack with a different damage type
  than usual. When making a point, pick, or hammer attack
  your weapons damage dice are reduced to the next largest
  damage dice (d12s to d10s, d10s to d8s, d8s to d6s, d6s to
  d4s, d4s rolled with disadvantage). Weapons will do piercing
  damage and gain +1 to hit during a point attack. While
  weapons will deal piercing damage and instead gain +1 AS
  during a pick attack. Lastly, weapons will deal bludgeoning
  damage during a hammer attack.
  Slashing Damage
  Slashing damage dice are increased to the next largest
  damage dice when being inflicted against unarmored targets
  and targets that have sundered armor (d4s to d6s, d6s to d8s,
  d8s to d10s, d10s to d12s). If its damage dice are already
  d12s, its damage dice are rolled with advantage instead.
  Bludgeoning Damage
  Bludgeoning damage is reliable. You can re roll all results of
  1 on bludgeoning damage dice once per weapon attack. If a
  bludgeoning weapon attack critically hits a creature they
  must succeed a DC 15 Constitution saving throw or are
  stunned until the end of their next turn.
  New Reactions
  Block
  When an enemy rolls to hit you with a melee attack but
  before it is determined if the attack hits, you can expend your
  reaction to add your proficiency bonus to your AC for the
  attack if you are holding a melee weapon or a shield. If this
  causes the attack to miss you, what you used to block the
  blow takes damage. If you used a weapon its damage dice is
  reduced to the next largest damage dice (d12s to d10s, d10s
  to d8s, d8s to d6s, d6s to d4s, d4s rolled with disadvantage),
  while if you used a shield its AC is reduced by 1. A weapon at
  the lowest damage bracket and a shields whose AC is 1 are
  destroyed. If a weapon has multiple damage dice, its damage
  dice are reduced to 1d6 instead of being destroyed.
  Absorb
  While you are wearing armor and are hit with a weapon
  attack, you can expend your reaction to direct the attack into
  the thickest regions of your armor. Your armors AC score is
  reduced by 1+ the attacking weapons AS, but any damage
  your armor would usually reduce is reduced by triple its
  usual amount. If this reduces the damage to 0, you are
  refunded the reaction, as you shrug off the blow in stride.
  New Armor Rules
  While a creatures AC is below its unarmored AC, it can
  use its unarmored AC instead (10 + Dex modifier).
  Heavy Armor: Reduces slashing and bludgeoning damage
  you receive by an amount equal to your proficiency bonus.
  Medium Armor: Reduces slashing damage you receive by
  an amount equal to your proficiency bonus.
  Shoddy Armor: Costs half as much of its usual
  counterparts. It weighs twice as much, and whenever its AC
  is reduced, it is instead reduced by double the amount.
  Mastercrafted Armor: Costs twice the amount as its usual
  counterparts. Mastercrafted armor reduces damage by an
  additional 3, and weighs half as much. Additionally, you can
  increase your Toughness by an amount equal to your
  Strength modifier while wearing mastercrafted armor.
  Gambeson: Light Armor, Cost: 6gp, AC 12, 7lb. Gambeson
  reduces slashing damage you take by an amount equal to
  your proficiency bonus.
  Sundered Armor: Armor is considered sundered when its
  AC score is reduced to lower than 10. Sundered armor
  cannot reduce incoming damage.
  Repairing Weapons, Armor, and Shields: To repair
  armor you must be proficient with the appropriate tools.
  Blacksmiths tools for shields, plate, scale, and chain armor,
  tailors tools for gambeson and padded armor, leatherworkers
  tools for leather armor. An amount of gold and hours equal to
  the AC points wished to be restored must be expended.
  Craftsman can do this for double the price. Each damage
  dice size you wish to restore to a weapon works in the same
  way as each point of AC, requiring blacksmiths tools.
  New Conditions
  If a creature with blood gains a lasting wound or is critically
  hit with slashing damage, it suffers the bleeding condition.
  Creatures already bleeding begin hemorrhaging instead.
  Bleeding
  A bleeding creature takes 1d4 damage at the beginning of
  each of its turns.
  To end the condition a DC 15 Medicine check must be
  succeeded by the creature, or an ally mending them.
  Hemorrhaging
  A hemorrhaging creature is bleeding (see the condition).
  At the beginning of each of the creatures turns the amount
  of bleeding damage it takes increases by 1d4.
  Anything that ends the bleeding condition also ends the
  hemorrhaging condition.
  11
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  /
  Weapons
  Name
  Cost AS
  Damage
  Weight
  Properties
  Simple Melee Weapons
  Club
  1 sp
  -
  1d4 bludgeoning
  2 lb
  Light
  Dagger
  2 gp
  -
  1d4 piercing
  4 lb
  Finesse, light, thrown (range 20/60)
  Greatclub
  2 sp
  1
  1d8 bludgeoning
  10lb
  Two-Handed
  Handaxe
  5 gp
  -
  1d6 slashing
  2 lb
  Light, thrown (range 20/60)
  Javelin
  5 sp
  1
  1d6 piercing
  2 lb
  Thrown (range 30/120)
  Light Hammer
  2 gp
  -
  1d4 bludgeoning
  2 lb
  Light, thrown (range 20/60)
  Mace
  5 gp
  2
  1d6 bludgeoning
  4 lb
  -
  Quarterstaff
  2 sp
  -
  1d6 bludgeoning
  4 lb
  Versatile (1d8)
  Sickle
  1 gp
  -
  1d4 slashing
  2 lb
  Light
  Spear
  1 gp
  1
  1d6 piercing
  3 lb
  Thrown (range 20/60), versatile (1d8)
  Simple Ranged Weapons
  Crossbow, light
  25 gp 1
  1d8 slashing
  4 lb
  Ammunition (range 80/320), loading, two-handed
  Dart
  5 cp
  -
  1d4 piercing
  1/4 lb
  Finesse, thrown (range 20/60)
  Shortbow
  25 gp -
  1d6 piercing
  2 lb
  Ammunition (range 80/320), two-handed
  Sling
  1 sp
  -
  1d4 bludgeoning
  -
  Ammunition (range 30/120)
  Martial Melee Weapons
  Battleaxe
  10 gp -
  1d8 slashing
  4 lb
  Versatile (1d10) pick
  Flail
  10 gp 1
  1d8 bludgeoning
  2 lb
  -
  Glaive
  20 gp -
  1d10 slashing
  6 lb
  Heavy, reach, two-handed
  Greataxe
  30 gp -
  1d12 slashing
  7 lb
  Heavy, two-handed, hammer
  Greatsword
  50 gp -
  2d6 slashing
  6 lb
  Heavy, two-handed, point and pick
  Halberd
  35 gp
  -
  1d10 slashing
  12 lb
  Heavy, reach, two-handed, point and hammer
  Lance
  10 gp -
  1d12 piercing
  6 lb
  reach, two-handed, special, +4 AS when mounted.
  Longsword
  15 gp -
  1d8 slashing
  3 lb
  Versatile (1d10), point
  Maul
  10 gp 3
  2d6 bludgeoning
  10 lb
  Heavy, two-handed
  Morningstar
  15 gp 1
  1d8 piercing
  4 lb
  -
  Pike
  5 gp
  1
  1d10 piercing
  18 lb
  Heavy, reach, two-handed
  Rapier
  25 gp -
  1d8 piercing
  2 lb
  Finesse
  Scimitar
  25 gp -
  1d6 slashing
  3 lb
  Finesse, light
  Shortsword
  10 gp -
  1d6 slashing
  2 lb
  Finesse, light, point
  Trident
  25 gp -
  1d6 piercing
  4 lb
  Thrown (range 20/60), versatile (1d8)
  War pick
  5 gp
  3
  1d8 piercing
  4 lb
  Hammer
  Warhammer
  15 gp 1
  1d8 bludgeoning
  2 lb
  Versatile (1d10) pick
  Whip
  2 gp
  -
  1d4 slashing
  3 lb
  Finesse, reach
  Martial Ranged Weapons
  Blowgun
  10 gp -
  1 piercing
  1 lb
  Ammuntition (range25/100), loading
  Crossbow, hand
  75 gp 1
  1d6 piercing
  3 lb
  Ammuntition (range30/120), loading
  Crossbow, heavy
  50 gp 3
  1d10 piercing
  18 lb
  Ammuntition (range100/400), heavy, loading
  Longbow
  50 gp 2
  1d8 piercing
  2 lb
  Ammuntition (range150/600), heavy, two-handed
  Net
  1 gp
  -
  -
  3 lb
  Special, thrown (range 5/15)
  12
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  /
  Shared Spellcasting and Features
  Grouping spell slots, spells known, and features together
  between NPC's can be an effective way of cutting down DM
  load while running the game. Examples of this can be found
  within the following pages.
  Customizing Weapons and Armor
  Customizing the traits of weapons and armor now has more
  options in Blood and Steel. Adjusting a weapons AS can
  make for more interesting player choices when selecting
  their gear. For example making otherwise ignored simple
  weapons such as a mace seem viable if given a AS of 4 due to
  expert craftsmanship. This goes for armor as well. Perhaps
  their is armor that reduces more oncoming damage but has a
  lower AC, and vice versa. For example a mastercrafted half
  plate armor that also reduces oncoming bludgeoning
  damage, etc.
  DMG Rule Recommendations
  It is recommended when using Blood and Steel to use the
  Sanity Score Rules found on pages 264 - 265 of the DMG. If
  a creature has a negative Sanity score, they may add their
  Sanity modifier and treat it as a positive modifier to any
  intimidation checks.
  Monster Changes
  All stat blocks undergo the following changes:
  All NPC's have a toughness score next to their health.
  NPC's armor updated if it reduces incoming damage.
  NPC's weapons updated if it has a AS, pick, point, or
  hammer trait.
  NPC's condition immunities updated to ignore bleeding
  and hemorrhaging if it does not have blood.
  Sanity score if using sanity rules.
  Mass Combat
  Quick and Easy
  To run mass combat encounters containing 10 or more
  creatures on either side of the battle, all the way to hundreds
  or millions of combatants, the following mass combat rules
  can be quickly implemented:
  1. Analyze the comparative strength of each side's forces.
  Apply points to each side of the battle to reflect the
  strength of their forces and their odds of victory. These
  points are relative to the other forces involved in the
  conflict and are not static. A force with 20 individuals may
  have 7 points as it is against other forces of 13 individuals,
  while a force of 20,000 individuals may also only have 7
  points as it is against other forces of 13,0000 individuals.
  Give 1-3 points to the side with the more quality force.
  This may include their quality of arms and armor.
  Give 1-3 points to the side with the more numerous force.
  Give 1-6 points to the side with the environmental or other
  situational advantages. This can include the degree to
  which the players are aiding in the engagement.
  2. Choose how long a span of time the engagement you are
  about to roll for is. From 1 round of combat to 100+ years.
  3. Roll 1d20 for each side. If one side has more points in any
  category they gain an advantage dice (these dice stack),
  and if they have more points in total, they gain another
  advantage dice. Both sides inflict casualties on each other
  informed by the duration of the engagement rolled for.
  Whoever rolls highest takes the least amount of casualties
  and deals more casualties to the opposing sides. Forces
  with a high quality of force and/or a high environmental
  advantage take greatly reduced casualties.
  4. Narrate how the engagement progresses.
  DM
  Tips and Tools
  13
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  /
  Monsters
  From my homebrew setting.
  14
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Ravager
  Medium Undead
  AC 18 half plate (reduce slashing damage by 3)
  Hit Points 40 (Toughness 18)
  Speed 30ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  SAN
  16 (+3) 16 (+3) 14 (+2) 6 (-2) 10 (0) 5 (-3) 5 (-3)
  Saving Throws Strength +6, Dexterity +6
  Skills Prof +2(proficiency bonus), athletics +6,
  intimidation +6
  Damage Immunities Poison
  Condition Immunities Immunities Exhaustion,
  poisoned, bleeding, hemorrhaging
  Senses Blindsight
  Languages none
  Challenge 2
  Undead Fortitude. if damage reduces the ravager to 0
  hit points, it must make a Constution saving throw
  with a DC of 5+ the damage taken, unless the
  damage is radiant or from a critical hit. On a
  success, the Ravager drops to 1 hit point instead,
  and can make one weapon attack as a reaction.
  Actions
  Multiattack. The Ravager can make three axe attacks.
  BattleAxe. Melee Attack +6, Reach 5ft, one target.
  1d8 + 3 slashing damage. Pick: AS 1, 1d6 + 3
  piercing damage
  
  /
  15
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Silent Cultist
  Medium human
  AC 15 chain mail (reduce slashing damage by 2)
  Hit Points 13 (Toughness 6)
  Speed 30ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  SAN
  11 (0) 16 (+3) 8 (-2) 14 (+2) 12 (+1) 10 (0) 5 (-3)
  Saving Throws Dexterity +5, intelligence +4
  Skills Prof +2 history +4, arcana +4, intimidation +5
  Languages none
  Senses Dark vision 60ft.
  Challenge 1/2
  Unreactive. The silent cultist is not hostile until it
  reaches half HP. When a silent cultist reaches half HP
  or lower it and all other silent cultists within 500ft
  become hostile.
  Silent Stare. The silent cultists ignores any conditions
  inflicted on it from Lasting Wounds. When a silent
  cultist receives a lasting wound the creature who
  attacked it must succeed a DC 14 sanity saving throw
  or take 2d8 psychic damage as the cultist stares into its
  soul, unflinching.
  Actions
  Multiattack. The Silent Cultist can make two Longsword
  Attacks
  Longsword. Weapon Attack: +5, 5ft, one target. 1d10 +
  3 Slashing Damage. Point: AS 1, 1d8 + 3 Piercing
  Damage
  
  /
  The Beastmen
  D
  uring my travels throughout the frozen wastes of
  the Eld I have met three score more brigands
  and beasts then I have met friends and travelers.
  The most prevalent of the hostile inhabitants
  are the Beastmen. A large and loose gathering
  of tribes and communities of barbaric and
  bestail bandits. The Beastmen believe they are
  the lawful and ordained owners of the lands spanning north
  of Mount Vask. They will lay raids and slaughter any and all
  travelers they find within their lands. A warring people they
  are somewhat similar to many of the more brutish Orcish
  clans, however with a key difference being that they are made
  up of more than just the Orcish races. They also contain
  Elves, Dwarves, and even a small amount of gnomes and
  humans within their ranks. They are a true melange of races,
  but are an iron hammer of strict and frigid culture, unyielding
  in its tenants of savagery.
  These tribesmen worship and grant offerings of blood and
  meat to the creature who broke their chains of bondage that
  had rooted them in slavery within Old Raklia. They refer to it
  simply as “the Beast”, ordaining that "only the strong are its
  people, for the beast itself wields unsurpassable might." This
  monster laid siege to Raklia, smashing its gates and causing
  such destruction that a massive portion of its slaves were
  able to scramble to freedom during the chaos. Striding out
  into the barren, frozen, wastes of the Eld, this freedom did
  not mean the shedding of a hard life for a new, easy one.
  Instead, with the lack of fertile ground to begin farming,
  raiding and warring provided plenty of the bare necessities of
  life. Thus these people slowly turned into the Beastmen of
  today, conducting countless raids upon Orcish and Nurn
  tribes closest to the Eld, all the while praising the beast that
  freed them, drawing strength from its spirit. This has been
  their way of life for generations, warring against each other in
  displays of strength as much as they prey on outsiders.
  16
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  /
  17
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Reaver
  Medium humanoid, beastman
  Armor Class 14 (unarmored)
  Hit Points 10 (Toughness 5)
  Speed 30ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  SAN
  16 (+3) 16 (+3) 14 (+2) 9 (-1) 9 (-1) 9 (-1) 9 (-1)
  Saving Throws Str +5(advantage), Dex +5
  Skills Prof +2 Athletics +5(advantage)
  Resistances Bludgeoning, Piercing, and Slashing
  damage
  Languages Eldish
  Challenge 1
  Rage + Reckless Attack
  THE HUNGER: Gains one additional attack with
  disadvantage when bloodied and/or when making
  attacks against bloodied enemies. If one of these
  attacks miss, this creature must make the attack
  again against an ally within 5ft of them (if present).
  Cull the Weak. Gains one additional attack against
  targets per condition they are afflicted with. These
  additional attacks have disadvantage.
  Actions
  Two Weapon Fighting. This beastman can make one
  additional axe/cleaver attack as a bonus action.
  Axe/Cleaver Weapon Attack: +5, one target. 1d6 + 5
  Slashing damage / Thrown 30ft.
  Marauder
  Medium humanoid, beastman
  Armor Class 14 (Breast Plate, -2 to slashing damage)
  Hit Points 20 (Toughness 10)
  Speed 30ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  SAN
  17 (+3) 10 (0) 17 (+3) 9 (-1) 9 (-1) 9 (-1) 9 (-1)
  Saving Throws Str +5(advantage), Con +5
  Skills Prof +2 Athletics +5(advantage)
  Resistances Bludgeoning, Piercing, and Slashing
  damage
  Languages Eldish
  Challenge 1
  Rage + Reckless Attack
  THE HUNGER: Gains one additional attack with
  disadvantage when bloodied and/or when making
  attacks against bloodied enemies. If one of these
  attacks miss, this creature must make the attack
  again against an ally within 5ft of them (if present).
  Savage Attack: Once per turn on a successful
  weapon attack the marauder can roll 1 weapon
  damage die twice and take the higher roll.
  Actions
  Two Handed Axe/ Cleaver. Weapon Attack: +5, one
  target. 1d12 + 5 Slashing damage
  
  /
  Bloodied
  A bloodied creature is a creature that is at or below
  half its maximum hit points.
  18
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Brute
  Medium humanoid, beastman
  Armor Class 14 (unarmored)
  Hit Points 40 (Toughness 20)
  Speed 30ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  SAN
  19 (+4) 12 (+1) 17 (+3) 9 (-1) 9 (-1) 9 (-1) 9 (-1)
  Saving Throws Str +6(advantage), Con +6
  Skills Prof +2 Athletics +6(advantage)
  Resistances Bludgeoning, Piercing, and Slashing
  damage
  Languages Eldish
  Challenge 2.5
  Rage + Reckless Attack
  THE HUNGER: Gains one additional attack with
  disadvantage when bloodied and/or when making
  attacks against bloodied enemies. If one of these
  attacks miss, this creature must make the attack
  again against an ally within 5ft of them (if present).
  Grappler: Can grapple prone creatures as a bonus
  action (replacing one axe/cleaver attack).
  Actions
  Two Weapon Fighting. This beastman can make two
  axe/cleaver attacks or perform a brutal charge.
  Heavy Axe/Cleaver Weapon Attack: +6, one target.
  1d10 + 6 Slashing damage
  Brutal Charge: The brute can move up to 30ft in a
  straight line, each creature caught within the line
  must make a DC 14 Dexterity saving throw or take
  2d8 bludgeoning damage and are knocked back
  10ft and knocked prone. On a succesful save they
  take half damage.
  
  /
  .
  19
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Shaman
  Medium humanoid, beastman
  Armor Class 14 (unarmored)
  Hit Points 40 (Toughness 20)
  Speed 30ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  SAN
  17
  (+3)
  10
  (0)
  17
  (+3)
  12
  (+1)
  15
  (+2)
  10
  (0)
  10
  (0)
  Saving Throws Str +5(advantage), Dex +5
  Skills Prof +2 Athletics(advantage) Animal Handling
  +4 Nature +4
  Resistances Bludgeoning, Piercing, and Slashing
  damage
  Languages Eldish
  Challenge 5
  Rage + Reckless Attack
  THE HUNGER: Gains one additional attack with
  disadvantage when bloodied and/or when making
  attacks against bloodied enemies. If one of these
  attacks miss, this creature must make the attack
  again against an ally within 5ft of them (if present).
  Spirit of the Beast: All beastmen within 60ft of the
  Shaman ignore the penalties of difficult terrain and
  gain blindsense.
  Fury of the Beast: Once per round, when the shaman
  or an ally within 60ft of it critically hits, the target
  must make a DC 14 Constitution saving throw or
  have one of its limbs removed. Roll 1d4, 4 = right
  arm, 3 = left arm, 2 = right leg, 1 = left leg.
  Actions
  Tolf Caller. This tribesman can make one maul attack
  and one Howl.
  Maul Weapon Attack: +5, one target. AS 3, 2d6 + 6
  Bludgeoning damage
  Howl of the Beast (recharge 4+): All allies within 60ft
  of the shaman gain 5 temporary HP. While they
  have this temp HP if they attack a target within 5ft
  of another beastman any extra attacks granted by
  THE HUNGER do not have disadvantage.
  
  /
  20
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Tolf
  Medium, animal
  Armor Class 14 (unarmored)
  Hit Points 10 (Toughness 5)
  Speed 40ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  SAN
  14 (+2) 15 (+2) 12 (+1) 9 (-1) 9 (-1) 9 (-1) 10 (0)
  Saving Throws Con +4, Dex +4, Str(advantage)
  Skills Prof +2
  Senses Blindsense
  Resistances Bludgeoning, Piercing, and Slashing
  damage
  Languages none
  Challenge 1
  Rage + Reckless Attack
  THE HUNGER: Gains one additional attack with
  disadvantage when bloodied and/or when making
  attacks against bloodied enemies. If one of these
  attacks miss, this creature must make the attack
  again against an ally within 5ft of them.
  Pounce: Whenever a creature attacks an ally within
  10ft of the Tolf, the Tolf can make one bite attack
  against them with a reach of 10ft and disadvantage.
  Actions
  Bite. Weapon Attack: +4, one target. 1d6 + 4
  piercing damage
  Great Tolf
  Large, animal
  Armor Class 14 (unarmored)
  Hit Points 40 (Toughness 20)
  Speed 40ft
  STR
  DEX
  CON
  INT
  WIS
  CHA SAN
  18(+4) 15(+2) 17(+3) 9(-1) 14(+2) 9(-1) 10(0)
  Saving Throws Str +6(advantage), Con +6
  Skills Prof +2
  Senses Blindsense
  Resistances Bludgeoning, Piercing, and Slashing
  damage
  Languages none
  Challenge 2.5
  Rage + Reckless Attack
  THE HUNGER: Gains one additional attack with
  disadvantage when bloodied and/or when making
  attacks against bloodied enemies. If one of these
  attacks miss, this creature must make the attack
  again against an ally within 5ft of them.
  Grappler: Can make a grappling check as a bonus
  action against prone creatures.
  Pounce: Whenever a creature attacks an ally within
  10ft of the Tolf, the Tolf can make one bite attack
  against them with a reach of 10ft and disadvantage.
  Actions
  Bite. Weapon Attack: +6, one target. 2d6 + 6 (+2d6
  if grappled) Piercing damage
  Grapple/ Shove. Contested Skill check:
  +4(advantage), one target. vs Dex or Str
  
  /
  The Drowned Cult
  I
  .
  have heard rumors and whispers of a Cult that
  resides within the Eld. They worship some dying,
  drowning, mad god. I believe these rumors that such
  a cabal exists, as I myself have felt this god's, freezing
  touch of insanity. While I was the farthest north I
  have traveled, looking out at the frozen sea, I could
  hear it calling out to me. It sounded to me like the
  pleas of some freezing child, drifting in the water, desperate
  for its mother's warmth.
  It frightened me so deeply that I fled back south
  immediately, abandoning my plans of exploration. I feel as if I
  can still feel its cold voices touch on me, somewhere deep
  within my conscious. It sends shivers down my spine just
  thinking of it.
  The most frightening thing of the event was not that I was
  so scared I fled, but that before I fled a sudden force grasped
  control of me during its calling imprecation, and I began a
  possessed walk towards the frozen water, as if to save this
  child from its torment, or perhaps join it, I am unsure.
  I can imagine that these cults have been gripped by the
  same force. The tales I have heard tell that, so immense is
  this god's pain, many of these cultists resort to flaying their
  own flesh to distract themselves from its mind crumbling
  voice. The manipulation of their blood causes a brief minute
  of respite, and thus all members who have joined its ranks
  practice these prayers of cleansing pain frequently.
  I feel both pity and horror at these individuals if the rumors
  are true. Do not go as far north as I did, I would rather believe
  these tales and stray clear of such consternation, than be
  pulled into their dreadful ranks.
  21
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  The Awakened Bell
  Medium awakened object, Drowned (Four Initiates
  bear its weight)
  Armor Class 12 (Wood, -5 to piercing damage)
  Hit Points 50 (Immune to lasting wounds)
  Speed 30ft (-10ft per dead bearer)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  SAN
  10 (0) 6 (-3) 15 (+2) 16 (+3) 9 (-1) 9 (-1) 6 (-3)
  Saving Throws Con +4
  Skills Prof +2
  Resistances Cold, Psychic
  Immunities Fear, Charmed
  Languages Eldish
  Challenge 3
  Relic of the Drowned One: Whenever a cultist within
  100ft of the bell gains a pain dice, the cult gains
  one additional dice.
  Actions
  RING. Mind Shattering Attack. All creatures within
  100ft of the bell must make a DC 15 Sanity (or
  Charisma) saving throw or take 6d6 psychic damage
  -1d6 per 10ft away they are from the bell (to a
  minimum of 1d6). They take half damage on a
  successful save. Drowned cultists only take 1d6
  psychic damage.
  
  /
  22
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Bloated Cultist
  Medium humanoid, Drowned
  Armor Class 16 (Damaged plate, -3 to slashing and
  bludgeoning damage)
  Hit Points 50 (Toughness 25)
  Speed 20ft (40ft when bloodied)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  SAN
  17 (+3) 10 (0) 17 (+3) 9 (-1) 11 (0) 9 (-1) 6 (-3)
  Saving Throws Str +6, Con +6
  Skills Prof +3 Athletics +6
  Immunities Fear, Charmed
  Resistances Cold, Psychic
  Languages Eldish
  Challenge 4
  Uncanny Dodge + Evasion while bloodied
  THE PAIN: Whenever this creature takes damage it
  may add 1d6 to the cults pool of pain dice. On its
  next successful attack, it can add these dice to the
  damage (to a maximum of 5d6). Alternatively it can
  spend these dice to cast a blessing of a level equal
  to the amount of dice expended as an action.
  Of Nightmares: Whenever this creature crits, the
  target must succeed a DC 15 Sanity (or Wisdom)
  saving throw or is feared of all drowned cult
  members until the end of its next turn.
  Actions
  Multi Attack. This cultist can make two flail attacks.
  Large Flail Weapon Attack: +6, one target. AS 2, 3d8
  + 3 Slashing damage. (if made against self or ally can
  be done as a bonus action inflicting 1d4 instead.)
  Initiate
  Medium humanoid, Drowned
  Armor Class 13 (unarmored)
  Hit Points 15 (Toughness 7)
  Speed 30ft (60ft when bloodied)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  SAN
  10 (0) 16 (+3) 12 (+1) 9 (-1) 9 (-1) 9 (-1) 6 (-3)
  Saving Throws Dex +5, Con +3
  Skills Prof +2
  Resistances Cold, Psychic
  Immunities Fear, Charmed
  Languages Eldish
  Challenge 1/2
  Uncanny Dodge + Evasion while bloodied
  THE PAIN: Whenever this creature takes damage it
  may add 1d6 to the cults pool of pain dice. On its
  next successful attack, it can add these dice to the
  damage (to a maximum of 5d6). Alternatively it can
  spend these dice to cast a blessing of a level equal
  to the amount of dice expended as an action.
  Drown: If one of this creatures knife attacks hit, it
  can make grapple check (+0 vs Str/Dex) as bonus
  action. It has advantage if other cultists are within
  5ft of target.
  Actions
  Crude Knife. Weapon Attack: +5, one target. 1d6 + 3
  Slashing damage. (if made against self or ally can be
  done as a bonus action inflicting 1d4 instead.)
  
  /
  The Pain: Blessings
  Call of the Drowned One
  Enchantment
  Casting Time: 1 Action
  Range: 60ft
  Components: 5 pain dice
  Duration: Instantanious
  The target must succeed a DC 15 Sanity (or Charisma)
  saving throw or is stunned until the end of its next turn. If it
  fails while already stunned in this way, it does the Drowned
  Ones bidding until the end of its next turn.
  Pain of the Drowned One
  Enchantment
  Casting Time: 1 Action
  Range: 60ft
  Components: 5 pain dice
  Duration: Instantanious
  The target must succeed a DC 15 Sanity (or Charisma)
  saving throw or take 2d6 psychic damage + 2d6 cold damage
  and is knocked prone. On a success it takes half damage.
  Chill of the Drowned One
  Enchantment
  Casting Time: 1 Action
  Range: 30ft
  Components: 5 pain dice
  Duration: Instantanious
  All creatures within 30ft must succeed a DC 15 Sanity (or
  Wisdom) saving throw, or take 2d6 cold damage and are
  feared until the end of their next turn.
  No Spell Slots
  Instead of spell slots, how many times a creature
  can cast each of their spells is listed in brackets
  beside the spell. If a feature interacts with this
  creature's spell slots, for example stealing them,
  assume the creature has spell slots equal to the
  minimum level their spells can be cast at.
  23
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Pontif
  Medium humanoid, Drowned
  Armor Class 10 (unarmored)
  Hit Points 60 (Toughness 27)
  Speed 20ft (40ft when bloodied)
  STR
  DEX
  CON
  INT
  WIS
  CHA SAN
  15(+2) 10(0) 17(+3) 18(+4) 13(+2) 11(0) 6(-3)
  Saving Throws Int +7, Con +6
  Skills Prof +3
  Resistances Cold, Psychic
  Immunities Fear, Charmed
  Languages Eldish
  Challenge 5
  Uncanny Dodge + Evasion while bloodied
  THE PAIN: Whenever this creature takes damage it
  may add 1d6 to the cults pool of pain dice. On its
  next successful attack, it can add these dice to the
  damage (to a maximum of 5d6). Alternatively it can
  spend these dice to cast a blessing of a level equal
  to the amount of dice expended.
  Spellcaster: spell save DC 15, +7 to hit. Spells Known:
  Armor of Agathys(1), Shield(3) Blur(1), Blink(1),
  Psynaptic Static(1), Command(1), CounterSpell(1),
  Dispel Magic(1), animate dead(1), blight(1),
  dominate person(1), modify memory(1).
  Actions
  Ordained Can cast one spell or make one Staff attack
  along with casting one blessing each turn all as part
  of one action.
  Blessed Staff. Weapon Attack: +5, one target. 1d6 +
  2 Bludgeoning damage. +2d6 Cold Damage (if made
  against self or ally can be done as a bonus action
  inflicting 1d4 instead.)
  
  /
  24
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Miserly Tactician
  Medium human, Mercenary
  Armor Class 16 (Scale mail, -3 to slashing damage.
  AC 18 w/ shield)
  Hit Points 25 (Toughness 12)
  Speed 30ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  SAN
  16
  (+3)
  16
  (+3)
  13
  (+1)
  14
  (+2)
  12
  (+1)
  12
  (+1)
  10
  (0)
  Saving Throws Str +5, Dex +5
  Skills Prof +3 Athletics +5
  Languages Eldish
  Challenge 2.5
  Soldier of Fortune Every time an ally falls in battle
  each mercenary must succeed a DC 5 Wisdom
  Saving throw or flee from combat. If they are at or
  below half their numbers the DC is increased to 10.
  Maneuvers (d8) Maneuvering Attack(1), Parry(1),
  Feinting Attack(1), Riposte(1), Improved
  Commanders Strike(2, can be done as bonus
  action).
  Actions
  Multi Attack. This mercanary can make two weapon
  attacks.
  Longsword. Weapon Attack: +6, one target.
  1d8(1d10) + 3 Slashing damage. Point: AS 1, 1d8 +
  3 Piercing Damage
  Spear. Weapon Attack: +6, one target 10ft.
  1d6(1d8) + 3 Piercing damage
  Longbow. Weapon Attack: +6, one target
  100/300ft. 1d8 + 3 Piercing damage
  Acquisitive Grunt
  Medium human, Mercenary
  Armor Class 15 (Chain shirt, -2 to slashing damage.
  AC 17 w/ shield)
  Hit Points 15 (Toughness 7)
  Speed 30ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  SAN
  16(+3) 14(+2) 13(+1) 10(0) 10(0) 10(0) 10(0)
  Saving Throws Str +5, Con +5
  Skills Prof +2 Athletics +5
  Languages Eldish
  Challenge 1.5
  Soldier of Fortune Every time an ally falls in battle
  each mercenary must succeed a DC 5 Wisdom
  Saving throw or flee from combat. If they are at or
  below half their numbers the DC is increased to 10.
  Improved Crit: Crits on 19-20.
  Actions
  Multi Attack. This mercanary can make two weapon
  attacks.
  Longsword. Weapon Attack: +6, one target.
  1d8(1d10) + 3 Slashing damage. Point: AS 1, 1d8 +
  3 Piercing Damage
  Spear. Weapon Attack: +6, one target 10ft.
  1d6(1d8) + 3 Piercing damage
  Longbow. Weapon Attack: +6, one target
  100/300ft. 1d8 + 3 Piercing damage
  
  /
  25
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Avaricious Mage
  Medium human, Mercenary
  Armor Class 12 (gambeson)
  Hit Points 20 (Toughness 10)
  Speed 30ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  SAN
  9(-1) 12(+1) 12(+1) 16(+3) 14(+2) 11(0) 11(0)
  Saving Throws Int +6, Wis +6
  Skills Prof +3 Arcana +6, History +6
  Languages Common
  Challenge 3
  Soldier of Fortune Every time an ally falls in battle
  each mercenary must succeed a DC 5 Wisdom
  Saving throw or flee from combat. If they are at or
  below half their numbers the DC is increased to 10.
  Spellcaster: spell save DC 15, +7 to hit. Spells Known:
  Fire Bolt, Shield(2), Misty Step(1), Fog Cloud(1),
  Grease(1), Mirror Image(1), Blink(1), Lightning
  Bolt(1), CounterSpell(1), Dispel Magic(1), speak
  with dead(1), modify memory(1).
  Actions
  Dagger Weapon Attack: +4, one target, 5ft. 1d4 + 1
  Piercing damage.
  Loyal Hound
  Medium animal, goodboi, Mercenary
  Armor Class 11 (unarmored)
  Hit Points 5 (Toughness 2)
  Speed 40ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  SAN
  11(0) 14(+2) 10(0) 9(-1) 10(0) 12(+1) 12(+1)
  Saving Throws Con +4, Dex +4,
  Skills Prof +2 perception +4
  Languages none
  Challenge 1/4
  Pounce: Whenever a creature attacks an ally within
  10ft of the Hound, the Hound can make one bite
  attack against them with a reach of 10ft and
  disadvantage.
  Actions
  Bite. Weapon Attack: +4, one target. 1d6 + 2
  piercing damage.
  
  /
  26
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Mercenary Leader
  Medium human, Mercenary
  Armor Class 18 (gambeson + shield)
  Hit Points 35 (Toughness 17)
  Speed 30ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  SAN
  14
  (+2)
  20
  (+5)
  14
  (+2)
  11
  (0)
  11
  (0)
  16
  (+3)
  12
  (+1)
  Saving Throws Cha +8, Dex +9
  Skills Prof +4, Athletics +7, Performance +8,
  Persuasion +11, Deception +11, Intimidation +8
  Resistances Poison and Necrotic damage.
  Languages Common
  Challenge 5
  Payroll Each turn can use bonus action to give one
  ally 1 bardic inspiration dice (d8).
  Headband of the Elders: Has 3 charges, can expend 1
  charge after becoming feared, charmed, or
  poisoned, to immediately end the condition.
  Defensive Flourish. The leader can expend one use of
  its Bardic Inspiration to cause the weapon to deal
  extra damage to the target it hit. The damage equals
  the number it rolls on the Bardic Inspiration die. It
  can also add the number rolled to its AC until the
  start of its next turn.
  Slashing Flourish. It can expend one use of its Bardic
  Inspiration to cause the weapon to deal extra
  damage to the target it hit and to any other creature
  of your choice that it can see within 5 feet of it. The
  damage equals the number it roll on the Bardic
  Inspiration die.
  Mobile Flourish. It can expend one use of its Bardic
  Inspiration to cause the weapon to deal extra
  damage to the target it hit. The damage equals the
  number it roll on the Bardic Inspiration die. It can
  also push the target up to 5 feet away from it, plus a
  number of feet equal to the number it roll on that
  die. It can then immediately use your reaction to
  move up to its walking speed to an unoccupied
  space within 5 feet of the target.
  Spellcaster: spell save DC 16, +8 to hit. Spells Known:
  Misty Step(2), Fog Cloud(1), Mirror Image(1),
  Lightning Bolt(1), Command(1), CounterSpell(1),
  Dispel Magic(1), animate Objects (1)
  Actions
  Lead with Lethality The Band Leader can cast 1 spell
  and make 1 scimitar attack utilizing a flourish as
  part of the same action each turn. All flourishes
  grant +10ft of movement to the Leader until the
  end of its turn.
  Scimitar. Weapon Attack: +9, one target. 1d6 + 5
  Slashing damage.
  
  /
  .
  27
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Sordid Cleric
  Medium human, Mercenary.
  https://www.gmbinder.com/share/-
  LZS43TBrGohZ951M7ve
  Armor Class 15 (chain shirt, -3 to slashing damage)
  Hit Points 30 (Toughness 15)
  Speed 30ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  SAN
  14
  (+2)
  11
  (0)
  15
  (+3)
  12
  (+1)
  17
  (+4)
  13
  (+1)
  13
  (+1)
  Saving Throws Wis +7, Con +6
  Skills Prof +3 Religion +7, Persuasion +7, Deception
  +4
  Languages Common
  Challenge 3
  Channel Divinity: Inspire Greed(2) The Cleric channels
  its gods opulent nature to create an illusion of
  treasure on the ground around it to a distance of
  10ft. Once created the illusion cannot move from
  where it was summoned. Choose up to 5 creatures
  within 30ft. They must succeed a Wisdom saving
  throw or expend their reaction moving up to their
  speed towards the treasure. If any of the creatures
  move into the treasure they are knocked prone as
  they begin picking it up. Any weapon attack an ally
  makes within the cube deals an additional 1d6 force
  damage as the cleric and its allies are inspired to
  fight with greedy vigor to safe guard the wealth. The
  illusion lasts until the end of your next turn.
  Spellcaster: spell save DC 15, +7 to hit. Spells Known:
  Healing Word(3), identify(2), illusory script(2),
  Spiritual Weapon (1), arcane lock(2), nystul's magic
  aura(1), counteroffer(2), leomunds tiny hut(1), Spirit
  Gaurdians (1), leomunds secret chest(1),
  telekenesis (1)
  Actions
  Flail and Swindle The Cleric can cast 1 spell(or
  channel divinity) and make 1 weapon attack as part
  of the same action each turn.
  Champions Morningstar. Weapon Attack: +5, one
  target, reach 10ft. AS 1, 1d10(3d4) + 2 Piercing
  damage.
  
  /
  SPECIAL
  SPECIAL
  SPECIAL
  SPECIAL
  SPECIAL
  THANKS
  THANKS
  THANKS
  THANKS
  THANKS
  TO:
  TO:
  TO:
  TO:
  TO:
  THELONIUS
  THELONIUS
  THELONIUS
  THELONIUS
  THELONIUS
  BASHFORD
  BASHFORD
  BASHFORD
  BASHFORD
  BASHFORD
  Thelonius Bashford has compiled the work of
  many other homebrew creators into the lasting
  wounds tables found within Blood and Steel.
  This includes:
  Farland World Injuries by S. Baker
  Hard Grit Compendium by Apo Apostolov
  For more of my work:
  https://www.reddit.com/user/jameswastaken/
  .
  Art Credits
  Page 5: Grant Griffin
  Page 6: Adrian Cuevas
  Page 8: Bastien Lecouffe-Deharme
  Pages 17-19 and 21-23: Igor Sid (diablo 4)
  Page 20: Winking Entertainment
  Pages 26-27: Even Amundsen
  All other art by: Stepan Alekseev
  WWW.GMBINDER.COM
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  /
   
  This document was lovingly created
  using GM Binder.
  If you would like to support the GM Binder developers,
  consider joining our Patreon community.
  WWW.GMBINDER.COM
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Blood and Steel.pdf