DnD Homebrew

Monsters • Maps • Classes • Items
Monsters
NameTypeCR
Shchezhnyk (Vanisher) Fey (Chort) 5
Poterycha (Lostling) Undead (Humanoid) 2
Domovyk (Househob) Fey (Household Spirit) 2
Buznychyi (Elderberryn) Fey (Chort) 3
Blud (Divagarer) Fey (Spirit of Lost Paths) 5
Maps
MapSizeExt/Int
City Hall - Stryi (Ukraine) City Hall Project 84x103 Interior
Elf Towerdungeon Overtaken 82x70 Interior
Classes
NameType
Cossack Of The Sich Full Class (WIP)
Items
ItemRarity
Poterycha’s Candle Wondrous Item, Common
Figurine of Wondrous Power (Silicone Satiservant) Wondrous Item, Rare

Blud (alt: Divagarer)

Medium Fey, Spirit of Lost Paths — typically Neutral Evil
Blud illustration

And Blud had already spotted Arnica from afar. Twisted the paths, closed the roads, then hid himself behind a bush and waited.

Arnica entered the forest… She looked — and the path beneath her feet was gone! She rushed right, then left — exactly what Blud wanted. He crept up behind and quietly clung to her. At once Arnica’s head began to spin; all turned so tangled she could no longer tell where to go nor whence she’d come.

“— Come to us, onto the quiet needles, into the drowsy cobwebs,” the toadstools called — “Here you’ll forget your wanderings, you’ll drift to sleep — and never wake again…”

From the tale “Arnika” by Zirka Menzatyuk • Illustration: “Mythic Beings of Ukrainian Folklore” — Dara Korniy
It appears as a tall, thin wanderer with hollow eyes, cloaked in forest mist. Its outline never fully still, as if part of the fog itself. A spirit of lost paths — it leads travelers in circles until they forget the way home; those who follow its false lights may walk forever, never knowing they’ve passed the same place a hundred times.

Armor Class 15 (Natural Armor)
Hit Points 102 (12d8 + 48)
Speed 40 ft.
STRDEXCONINTWISCHA
10 (+0)18 (+4)18 (+4)14 (+2)12 (+1)16 (+3)

Saving Throws Dex +7, Cha +6

Skills Deception +6, Stealth +7, Survival +4, Perception +4

Damage Resistances Psychic; bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunities Charmed, Frightened

Senses Darkvision 60 ft., passive Perception 14

Languages Sylvan; understands Common but speaks only in whispers and riddles

Challenge 5 (1,800 XP) — Proficiency Bonus +3


Traits

Innate Spellcasting. Charisma is the spellcasting ability (spell save DC 14, +6 to hit). It requires no material components.
At will: Minor Illusion, Silent Image
3/day: Enthrall
1/day each: Hallucinatory Terrain, Gaseous Form

Shadowbound. If exposed to direct sunlight, the Blud is immediately banished to the Feywild until night falls.

Inside-Out. The Blud cannot perceive creatures affected by magic that alters appearance (e.g., disguise self); to it, such creatures are completely invisible.

Old tales say: wear your clothes inside-out and the Blud can no longer see you — the way home may yet reveal itself.

Rooster’s Third Cry. If a calico cat or a black rooster comes within 30 ft. of the Blud, it must succeed on a DC 15 Wisdom save or be frightened until the creature leaves its sight. While frightened this way, the Blud cannot use Echo.

Go not where dwells that smoke… where the rooster’s head is chopped — go not to the shadowed tide; no return from the other side.
Zwyntar — “Roosters” (translation)

Actions

Multiattack. The Blud makes two Claw attacks.

Claw (Natural Weapon). Melee Weapon Attack +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 4) slashing.

Echo (Recharge 5–6). The Blud chooses three visible points within 30 ft. The real Blud teleports to one point; two indistinguishable doubles appear at the others. Each double has AC 8 and vanishes if hit; they last 1 minute or until destroyed. Doubles act on the Blud’s turn and can only move and use Multiattack and Claw.

Blud echo art

Blud’s Clung. The Blud targets one creature it can see within 30 ft. The target must succeed on a DC 14 Wisdom save or, on its next turn, use all movement to run toward the nearest visible light source it can see. If no light source is visible, it moves in a random direction (1d8). On meeting an obstacle, it turns 90° left and continues until movement ends.
• Other creatures count as obstacles.
• The target moves through difficult terrain without penalty during this effect.
• If it enters hazardous terrain, it stops moving immediately after stepping into it.
• Passing a light source does not end the movement; the target continues in the same direction until movement is spent.

Bonus Actions

Will-o’-the-Blud (3/day). Creates up to three pale, ghostly flames at points within 60 ft. Each sheds dim light in a 10-ft radius, is stationary, and lasts 1 minute unless dismissed. These flames count as visible light sources for Blud’s Clung.

Reactions

Shadow Shift. When the Blud takes damage, it shifts up to 10 ft. to an unoccupied space in dim light or darkness it can see.

Equipment

None.

Buznychyi (alt: Elderberryn)

Tiny Fey, Chort, Typically Chaotic Neutral
Elderberryn illustration

“There’s elderberry in the garden, and an uncle in Kyiv.”

— old Ukrainian saying used when two topics are completely unrelated.

Elderberry was considered a witch’s berry, and Kyiv a record-holder for its many Bald Mountains. Putting the facts together, this proverb can be read as a warning. “The elder is deemed an unclean shrub; one must never destroy its roots — it will wither the hands and legs of whoever dares. And nothing should be built on the ground where an old elder stump grows, for such a place is the dwelling of the devil.”

Pavlo Chubynsky — “Works”, Vinnytsia & Proskuriv Counties
From Ukrainian folklore, tales of the “Buznychyi”. • Illustration: “Mythic Beings of Ukrainian Folklore” — Dara Korniy

The Buznychyi is a little grandfather, only half an ell tall, with a long gray beard. On his large bald head grow small horns, and his body and horns share the dark hue of elderberries. The elder-spirit dwells by the house, hidden in the elderberry bushes. He is kindly, guarding both people and animals.


Armor Class 14 (Natural Armor)
Hit Points 75 (14d4 + 42)
Speed 20 ft.; Climb 20 ft.
STRDEXCONINTWISCHA
8 (−1)14 (+2)16 (+3)11 (+0)14 (+2)16 (+3)

Saving Throws Wis +4, Cha +5

Skills Arcana +2, Nature +4, Stealth +4, Medicine +4

Resistances Nonmagical bludgeoning/piercing/slashing (only within 60 ft. of its elderberry bush)

Vulnerabilities Fire

Immunities Lightning; Charmed, Frightened (immunities only within 60 ft. of its elderberry bush)

Senses Darkvision 60 ft., passive Perception 12

Languages Sylvan, Common

Challenge 3 (700 XP) — Proficiency Bonus +2


Traits

Elderberry Guardian. While within 60 ft. of its bush, the Buznychyi gains its listed resistances and immunities. Away from it, these are lost.

Innate Spellcasting. Spellcasting ability is Charisma (spell save DC 13, +5 to hit). It requires no material components.
At will: Druidcraft, Healing Word
3/day each: Lesser Restoration, Blindness/Deafness, Barkskin
1/day each: Bestow Curse, Revivify

Actions

Elderberry Staff. Melee Weapon Attack +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning + 4 (1d8) poison.

Beating Sticks (Recharge 5–6). The Buznychyi summons up to three animated sticks of elderberry wood within 30 ft. They act on the Buznychyi’s initiative and obey its mental commands (no action). If given no commands, they attack the nearest creature. Sticks last for 1 minute, until dismissed (no action), or reduced to 0 hp.

Buznychyi’s Animated Beating Stick
Size/TypeSmall construct (vibes: “small cutie, depressed neutral”)
AC13
HP10
Speed30 ft.
STR/DEX/CON/INT/WIS/CHA16 / 10 / 10 / 3 / 3 / 1
SavesStr +3
Damage ImmunitiesPoison, Psychic
Condition ImmunitiesCharmed, Exhaustion, Frightened, Paralyzed, Poisoned
SensesBlindsight 30 ft., passive Perception 6
Languages
Challenge0 (—)
ActionsSlam. Melee Weapon Attack +4 to hit, reach 5 ft., one target; Hit: 1d6 + 1 bludgeoning.
“Oh, play, little sopilka, so sorrowful, so sad. And to master Ivan, give a lesson grand.”
— from a Ukrainian folk tale

Elderberries (1/day). Magically creates up to 6 elderberries that last 24 hours; eating one uses an action. Choose on creation:
Good Berries: the eater regains 1 hp (as goodberry).
Bad Berries: the eater takes 1d6 poison damage and must succeed on a DC 13 Con save or be poisoned for 1 minute.

Sickness (Recharge 5–6). Targets a creature within 60 ft. of its elderberry bush to suffer a random affliction (DC 14 Con save). On a fail, roll d6:

d6SicknessEffect
1FeverDisadvantage on STR & DEX checks and saves for 1 minute.
2Bone-AcheSpeed −10 ft. for 1 minute.
3Burning HeatTakes 1d6 fire damage at the start of each turn for 1 minute.
4MelancholyGains 1 level of Exhaustion.
5Shaking FitDisadvantage on concentration checks for 1 minute.
6ColdTakes 2d6 cold immediately and is frightened of the Buznychyi until the end of its next turn.

Bonus Actions

Size-Shifter. As a bonus action, the Buznychyi can change its size from Tiny to Medium, or back.

Grandmother says: “His brows are shaggy… he’ll seize you straight from eldergreen!”

Granddaughter says: “His eyes to me are not unkind… He sits within the elder tree, and smiles so gently down at me!”

— Lina Kostenко

Equipment

None (too tiny to be of any use).

Shchezhnyk (alt: Vanisher)

Small Fey, Chort, Typically Chaotic Neutral
Shchezhnyk illustration

All around was emptiness — a lonely forest, with no sign of a living soul.

Ivan glanced back toward the cliffs — and froze. On the rock, astride it, sat him, the Shchezhnyk, twisting his sharp little beard, lowering his horns, and, eyes closed, blowing into a floyara.

“My goats are gone… My goats are gone…”

The floyara’s notes spread with sorrow. But then the horns lifted, the cheeks swelled, and the eyes opened.

“My goats are here… My goats are here…”

The sounds leapt with joy… and the Shchezhnyk vanished into the cliff, while the goats turned into the roots of wind-toppled trees.

From “Shadows of Forgotten Ancestors”. • Art — Mythic Beings of Ukrainian Folklore — Dara Korniy.

In the Church — there is no Shchezhnyk, no Devil. Devil is among the people. He gives God his money, but takes the soul from a poor man.
From “Shadows of Forgotten Ancestors”. • Inspired by Ukrainian folklore.

Armor Class 15 (Natural Armor)
Hit Points 54 (12d6 + 12)
Speed 40 ft.; Climbing 40 ft. (trees & rocky cliffs only)

Mountain spirit of Chort kin with a temper as quick as its wit. Not truly evil; can halt time or cloud minds with nothing but a melody.

STRDEXCONINTWISCHA
8 (−1)18 (+4)13 (+1)12 (+1)12 (+1)18 (+4)

Saving Throws Dex +7, Cha +7

Skills Stealth +9, Performance +9, Deception +7, Perception +5

Resistances Cold; bludgeoning, piercing, slashing from nonmagical attacks

Immunities Charmed, Unconscious

Senses Darkvision 60 ft., passive Perception 15

Languages Sylvan, Common

Challenge 5 (1,800 XP) — Proficiency Bonus +3


Traits

Mountain Child. Can traverse the surface of trees or rocky cliffs at full speed without checks if it doesn’t end its turn somewhere it couldn’t normally stand. May end its turn atop a tree crown as if solid ground.

Spellcasting. 7th-level (save DC 15, +7 to hit). Uses sopilka as focus; no materials needed.
Cantrips (at will): Vicious mockery, Minor illusion
1st (4 slots): Sleep
3rd (2 slots): Major image (loves to create illusionary goats), Meld into Stone

Actions

Mischief Pinch. Melee Weapon Attack +6 to hit, reach 5 ft., one creature. Hit: 11 (2d10) bludgeoning. Target must succeed on a DC 15 Dex save or drop one held object of Shchezhnyk’s choice and can’t make opportunity attacks against it until end of turn.

Carpatian Tune (Recharge 5–6). Plays a melody that bends sight and thought. Each chosen creature within 30 ft. that can hear/see the illusions must make a DC 15 Wis save or become incapacitated in vivid waking dreams for 1 minute. Ends on damage or an ally shaking them free.

When the sopilka sounds, colors shimmer where none should be; motes of green light dance between branches, and shadows sway like they’re alive…

Bonus Actions

Little Foots. Takes the Dash action.

Reactions

He Was Not Even There! When a creature misses Shchezhnyk with an attack, it becomes invisible and teleports up to 15 ft. to a space it can see; remains invisible until the start of its next turn or until it attacks/casts.

Legendary Actions

  • Quick Step. Move up to half speed without provoking opportunity attacks.
  • Frozen Moment (Recharge 6). Time freezes for all but Shchezhnyk until end of its next turn. It can move and interact with unattended objects; interacting with a held/worn object resumes time. Can’t deal damage while time is stopped. Spoken words don’t remain, only impressions.

Equipment

  • Enchanted sopilka/floyara (focus, source of pipe abilities)
  • Pouch of Trinkets — roll a d8:
d8Contents
1A handful of mismatched stolen buttons
2Several smooth river pebbles
3Pinecones and acorns, some painted
4Feathers of various sizes and colors
5Cheap jewelry and tiny bells
6A tight knot of colorful yarns and threads
7A bundle of dried mountain herbs with a weather-changing smell
8A bone whistle giving a sour, reedy tone

Poterycha (alt: Lostling)

Small Undead (Humanoid), Neutral Evil
Poterycha illustration

In the shadowed forest, ’neath the willow crowned with flame…
So many Poterychas through the war are left to roam.

Excerpt from the song “Stradcha” ft. SadSvit (translated). Illustration by @romandubina_art.

The Poterychas are the souls of children who died before the ritual of name-giving. Pale, bluish skin with dark veins; eyes glow with a dim frozen light. When they try to say a name, their voice turns into a rasping, childlike whimper.

“I can’t help it! It’s like a hunger… if you go too long without killing, it’s like a fever sets in…”
— from Scene Play “Nostradamus and All Sorrows”, Oles Barlih


Armor Class 13 (natural mobility)
Hit Points 36 (8d4 + 16)
Speed 30 ft.; Climb 20 ft.
STRDEXCONINTWISCHA
8 (−1)14 (+2)14 (+2)8 (−1)12 (+1)13 (+1)

Saving Throws Wis +3

Skills Stealth +4, Perception +3

Damage Resistances Necrotic; Poison

Condition Immunities Frightened

Condition Vulnerabilities Charmed

Senses Darkvision 60 ft., passive Perception 13

Languages Language of its original parents (usually Common); can only speak the phrase “Name me”

Challenge 2 (450 XP) — Proficiency Bonus +2


Traits

Shadowbound. If exposed to direct sunlight, the Poterycha is immediately banished to the Shadowfell until night falls.

Will you be my mom? Instinctively aggressive toward women; out of combat follows/targets them first. In combat prioritizes attacking female characters when possible.

Leap of the Lost. Grotesquely bent, frog-like gait. Can make standing long jumps up to 20 ft. and high jumps up to 10 ft. without a running start.

Pack Hunters. While within 10 ft. of an allied, non-incapacitated Poterycha, has advantage on attack rolls.

Actions

Multiattack. Makes one Blood Drain and one Claw attack.

Claw. Melee Weapon Attack +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing. Has advantage on this attack against a creature it currently has grappled.

Blood Drain. Melee Weapon Attack +4 to hit, reach 5 ft., one target. Hit: 7 (2d6) necrotic; Poterycha regains hp equal to half the damage. If target wasn’t grappled, it becomes grappled (escape DC 13). Relentless Feeding: If it hits the same grappled target with Blood Drain on consecutive turns, the second and subsequent uses auto-hit (no attack roll).

Dropped by the Stork. (1/Combat, start of combat) If it drops from above to begin combat, all creatures below are surprised. It lands on one creature; the target must succeed on a DC 14 Dex save or fall prone, then Poterycha immediately makes one Claw with advantage. On a success, it lands in the nearest unoccupied 5-ft space; only surprise applies.

Bonus Actions

Cry for Recognition (Recharge 5–6). Eyes kindle with pale light as it croaks “Name me…”. Each chosen creature within 30 ft. that can hear it must make a DC 12 Wis save or be frightened until the end of its next turn.

Reactions

Don’t Go. When a grappled creature moves, Poterycha may make one Claw against it for every 10 ft. the creature moves (max three, within this reaction). After each, the target may immediately end its movement. During this flurry the grip loosens: the grappled creature may use a Bonus Action to attempt to shake it off with Str (Athletics) or Dex (Acrobatics) with advantage, contested by Poterycha’s Str (Athletics). On success, Poterycha is shaken off and falls prone in an unoccupied space within 10 ft. (player chooses). If from height, it takes normal falling damage.

Special

Name (Ceremony). Only the Ceremony spell (1 hour) can lay a Poterycha to rest; it must be conscious and present (restrained/pacified). If destroyed/reduced to 0 hp instead, it reforms at midnight at the site of death until Ceremony is performed.

Components required: a piece of cloth (swaddling/garment), a food offering (bread/grain/berries/milk), a vial of holy water, and a bestowed name at the rite’s end.

On completion, it dissolves into a faint, angelic wisp and leaves behind a Poterycha’s Candle:

Poterycha’s Candle

Poterycha’s CandleWondrous Item, common. A small handmade candle with a faint impression of a child’s name in the wax. While lit, it cannot be extinguished by wind or water, even underwater. While burning, faint echoes of distant childlike laughter are heard.

A creature holding the candle has advantage on saves vs. Frightened while underwater or underground (caves, crypts, tunnels).

The candle burns non-stop for 9 days, then vanishes in a wisp of ash. Folk warn it must be allowed to burn completely; otherwise, the Poterycha may return at midnight, restless and unappeased.

Illustration from “CHIMERARIUM – Where Ancient Beings Come Alive” — Myroslava Kryvutsa.

The evening glow fades… unbaptized children climb the trees, weeping, laughing, rolling in a tangle along the roads and nettles.
— Mykola Hohol

Domovyk (alt: Househob)

Small Fey, typically Neutral Good
Domovyk illustration

Many years ago, a bearded old man — a Domovyk — lived on the roof of a house… The little tale of Petryk and the roof-walks is still told in Poltava homes.

Ukrainian Folk Tale (Poltava). • Art — Mythic Beings of Ukrainian Folklore — Dara Korniy.

The Domovyk is an ancient household spirit — guardian of the hearth and keeper of a family’s well-being. It lingers beneath the stove or in a shadowed corner, watching over order and speaking through signs rather than words. Many believe a Domovyk embodies the soul of a deceased family member, born when a home’s threshold is first set. The threshold becomes its anchor — a liminal seam between worlds where the spirit can slip between the Material Plane and the Feywild.
Inspired by a creature from Ukrainian folklore.

Armor Class 13 (Natural Armor)
Hit Points 45 (10d6 + 10)
Speed 30 ft.

A quiet helper to those who respect the home — and an invisible foe to those who neglect it.

STRDEXCONINTWISCHA
8 (−1)14 (+2)10 (+0)16 (+3)12 (+1)10 (+0)

Saving Throws Wis +5, Dex +4

Skills Stealth +4, History +5, Insight +3, Perception +3

Senses Darkvision 60 ft., passive Perception 15

Languages Common, Sylvan (prefers not to speak), Common Sign Language

Challenge 2 (450 XP) — Proficiency Bonus +2


Traits

Keeper of the Lineage. Advantage on Intelligence (History) checks related to the family tree, ancestry, or generational events of the household it serves.

Housebound. While inside its bound dwelling, the Domovyk has advantage on saving throws. Outside this dwelling, it has disadvantage on saving throws and its speed is halved. This penalty doesn’t apply in the Feywild.

Threshold Dweller. The home’s threshold is its anchor. While in contact with it, the Domovyk can slip between the Material Plane and the Feywild as a bonus action. If the threshold is destroyed/removed, the Domovyk is immediately banished to the Feywild and can’t return until it is restored.

Invisible to the Unwanted. Inside its dwelling, the Domovyk can choose which creatures can perceive it, but it cannot hide from children or animals. To all others it is invisible as per invisibility. The effect ends for 1 hour if the Domovyk makes an attack, casts a harmful spell, is dispelled, or is discovered by a creature that can perceive it by any means.

Quirky Nature. Each Domovyk keeps a peculiar quirk. Honor it to earn favor; ignore it and expect mischief.

d12Domovyk’s Quirk
1Dislikes anyone wearing headwear indoors.
2Wants the house swept clean every evening.
3Dislikes whistling inside the house.
4Wants fresh bread and milk left on the table overnight.
5Dislikes guests sleeping by the eastern wall.
6Wants all windows closed before sunset.
7Dislikes muddy boots in the home.
8Dislikes strong perfumes or incense indoors.
9Dislikes weapons displayed openly inside.
10Wants someone to greet the house spirits aloud each morning.
11Dislikes loud laughter.
12Dislikes guests wearing boots inside.

Abandoned and Forgotten. An abandoned house has a 1d4 chance of being inhabited by a Domovyk. Such spirits treat most visitors as intruders.

Actions

Thaumaturgy (At Will). Casts thaumaturgy without components to slam doors, rattle windows, creak floorboards, flare the fireplace, etc. Effects are playful or unsettling rather than harmful.

Multiattack. The Domovyk makes two Cat Nature attacks.

Cat Nature. Melee Weapon Attack +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing. For a heartbeat, its fingers lengthen into hooked, catlike claws, then vanish.

Throw Household Object. Magically hurls a small household item at a target within 30 ft. The target must succeed on a DC 13 Dex save or take 10 (3d6) bludgeoning. If the object is messy (coal/ash/flour), the target is also obscured until the start of the Domovyk’s next turn. Inside its dwelling, the Domovyk never runs out of such objects.

Dark Corners (Recharge 5–6). Causes shadows to swell, selecting up to 10 separate 5-ft cubes within 60 ft that are already in dim light/darkness. Each becomes magical darkness for 1 minute or until ended (no action). Nonmagical light can’t illuminate these cubes (bright light from outside looks muted). Cats are unaffected and see normally.

Bonus Actions

Make or Mar (3/Day). Magically repair or damage an item/object up to a 5-ft cube, even if others can’t see it (Domovyk can).

  • Repair: Restores the item to full function/appearance; also cleans a 10-ft radius and removes difficult terrain there.
  • Break: Breaks/jams the item; creates difficult terrain in a 10-ft radius around it.

Lair Actions

When in its bound dwelling, on initiative count 20 (losing ties), the Domovyk can take one of the following lair actions:

I Like Your Shoelaces. Magically ties laces or binds legs of up to three creatures in the house. The first time a target moves on its next turn, it must succeed on a DC 13 Dex save or immediately fall prone. The bindings persist until untied or cut (an action).

Cloud of Cutlery. A swirling 15-ft-radius sphere of floating kitchen utensils appears (concentration, 1 minute) and lightly obscures the area. A creature that starts its turn in, or enters, the cloud must make a DC 13 Dex save or take 5 (2d4) bludgeoning and be pushed 5 ft. in a random direction. As a bonus action, the Domovyk can move the cloud up to 15 ft.

Reactions

Protect the Home. When a creature enters the Domovyk’s dwelling, it must make a DC 13 Wis save or be frightened until it leaves the house. The creature doesn’t realize the Domovyk is the source.

Equipment

Choose any 2–3: hearth tools; threads and needles; nails; shoelaces; small keys without locks; food leftovers from past offerings; a few tarnished copper coins from offerings.

City Hall (Market Square, multi-level interior)

Grand Hall • Council Chamber • Archives • Clock Tower • Cells

Most old Galician and Podillian towns had a town hall in their Market Square. It was the symbol of municipal rights, the administrative heart of the settlement — in short, you couldn’t really imagine a town without one.

Today, Stryi has no town hall. But it should. And once did — the first mention dates back to documents from October 21, 1431. Over time there were several, mostly wooden and prone to fires. The 1777 hall, funded by starost Kazimierz Poniatowski from alcohol-production revenues, perished in flames. Austrian officials meanwhile worked in a Classicist brick building (1823), which collapsed in 1857.

In 1906, the paper Słowo Polskie reported a design competition. The jury included Mayor Aleksander Stoyalowski, vice mayor Stanisław Matkowski, lawyer and Sejm deputy Filip Fruchtman, Lviv Polytechnic professors Gustav Bizanz, Lewiński, and Teodor Talowski, railway inspector Komora, city builder Adam Opolski, and senior engineer Zygmunt Machniewicz. First prize (1,200 crowns) went to Senat Populoque by Polytechnic students T. Bauer, Wiesław Grzymański, and Marian Osiński.


Zone / FeatureRule Snippet
Grand Hall and Public Gallery Difficult terrain during sessions (crowd); creatures making Stealth have disadvantage while debate is in session.
Balcony Overlook Balcony rail grants half cover; falling 15–20 ft. on failure (Dex save DC 12 to catch the rail).
Council Chamber Doors Heavy double doors, Str (Athletics) DC 15 to force; locked variant Thieves’ Tools DC 14.
Archives and Shelving Tight aisles: medium creatures move at half speed; shelves provide three-quarters cover if you go prone.
Spiral Stairs and Clock Tower Narrow stairs: no two-abreast; Disengage not required vs. creatures above/below you. Clockworks active: hearing-based Perception at disadvantage.
Windows and Chandeliers Window panes AC 10, 5 HP; chandelier rope can be cut (AC 12, 3 HP) to drop a 10-ft-radius difficult terrain, 2d6 bludgeoning (Dex save DC 13 half).
Records Office Fire Risk If fire starts, spreads 5 ft./round in archives; creatures inside make Con save DC 12 each round or gain 1 level of strangled cough (disadvantage on Concentration till end of next turn).
Basement Cells Bars AC 19, 25 HP per 5-ft section; lock DC 15; damp and cold — start of turn Con save DC 11 or 1 cold (minors).

Full-res variants (with/without grid): Download on Google Drive

City Hall map preview 1 City Hall map preview 2 City Hall map preview 3 City Hall map preview 4 City Hall map preview 5 City Hall map preview 6

Elf Towerdungeon Overtaken (Exterior & Dungeon)

Ancient Elven Fortress • Wizard’s Stronghold • Polymorph Army
Elf Towerdungeon Overtaken preview

A forgotten elven watch-fort, crowned by a high tower. Once a proud bastion guarding forest borders — now dark banners hang from its spire. Within, a wizard has taken control, raising an uncanny host of creatures twisted by polymorph magic. The halls echo with mismatched footsteps: wolves that think like men, men that howl like wolves.

Surrounding villages whisper of strange shapes glimpsed at twilight, all marching toward the tower. The old elven wards still hum faintly, but they are bent to serve their new master.


Zone / FeatureRule Snippet
High Slopes & River Path The only easy access is a stair carved above the river. Guarded constantly by 2–3 sentries. Stealth DC 16 to approach unseen.
Ballistae on Clifftops Two ballistae overlook the river approach. Each: +6 to hit, range 120/480 ft., damage 3d10 piercing. Crewed by polymorph guards.
Barracks Most of the polymorph soldiers quarter here. At night, 2d6 inside; during day, half are patrolling the courtyard.
Signal Fire On alarm, a pyre is lit atop the central tower. Within 1d4 minutes, reinforcements from surrounding villages may arrive (DM’s discretion).
Backyard Pen A livestock pen holds goats and sheep. Among them are polymorphed enemies in animal form. Perception (DC 15) or Detect Magic reveals them.

Full-size map available: Download on Google Drive

Cossack (Of the Sich)

Freedom-bound warrior • Quarter-caster (Charisma) • Martial grit & reckless momentum
Cossack concept

The One from the Steppe

Cossacks are bound not to crown nor gods, but to the essence of Freedom itself. Their duty lies with the faithful steed and the open field. They serve no Lord — they serve the people.

As much storytellers as they are swordsmen. They ride with laughter on their lips and steel in both hands; their power awakens in the face of death — not by divine favor, but by oath, memory, and smoke.


Tenets of the Steppe

  • Duty. Serve those who cherish freedom. Honor your word — even in death.
  • Fearless. Hardship is your teacher; laugh at death.
  • Liberty. Never kneel. Do as you will, but let no chain hold you.

Mechanically

A class that blends paladin-like resilience with reckless momentum. Cossacks excel when bloodied; they defend others through pain, and their resources are fueled by a chosen “poison”: Horilka (fire & damage) or Tiutiun (smoke & control). They are quarter-casters using Charisma and a Cossack’s Kleinod as focus.

Quick Build. Make Dexterity and Charisma your highest abilities. Choose the Soldier or Criminal background.
Steppe engraving

Class Features — Level 1

Hit Points. Hit Dice: 1d8 per Cossack level. At 1st level: 8 + your Wisdom modifier. Higher levels: 1d8 (or 5) + your Charisma modifier per level.

Proficiencies. Armor: light, medium. Weapons: simple, martial. Tools: Cook’s Utensils (1st). At 3rd level choose one: Herbalism Kit or Brewer’s Supplies. Saves: Wisdom, Charisma. Skills (choose two): Acrobatics, Athletics, Deception, Survival, Religion, Animal Handling.

Equipment. Cook’s Utensils; (a) one martial one-handed melee + 3 daggers or (b) two simple melee; (a) priest’s pack or (b) explorer’s pack; smoking pipe or 2 glass bottles; and a Cossack’s Kleinod (your spellcasting focus).

d10Cossack’s KleinodDescription
1Sotenny BadgeBrass insignia, polished before every battle.
2Medal with No NameAwarded posthumously — to you.
3Cracked WatchStopped the moment you first fell.
4Salt MedalDipped in holy salt and buried for a week.
5Steppe Soil in a FlaskEarth from a field where no one returned; it whispers when shaken.
6Banner FragmentBurned but never torn; sewn into your sleeve.
7Silver Shot GlassEngraved with your unit’s motto.
8Engraved FlintLit your first battlefield fire.
9–10DM’s ChoiceAny relic that sings your story.

Harsh Words

You learn the Vicious Mockery cantrip. It counts as a Cossack spell for you and uses Charisma. It is always prepared.

Spellcasting (Quarter-Caster)

Spellcasting Ability. Charisma.

Spell Save DC = 8 + proficiency bonus + CHA • Spell Attack = proficiency + CHA.

Focus. You can use your Cossack’s Kleinod as a spellcasting focus.

LevelCantrips KnownSpells Known1st2nd3rd4th
1000
2200
3232
4243
5243
6243
72542
82642
92642
103743
113843
123843
1339432
14310432
15310432
16311433
17311433
18311433
193124331
203134331
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Spell List (Theme)

Cantrips. Thaumaturgy, Control Flames, Spare the Dying, Prestidigitation, Resistance, Gust, Blade Ward, Guidance, Toll the Dead.

1st. Command, Absorb Elements, Dissonant Whispers, Expeditious Retreat, Thunderwave, Detect Magic, Identify, Sleep, Heroism, Feather Fall, Witch Bolt.

2nd. Misty Step, Enlarge/Reduce, Silence, Detect Thoughts, Warding Bond, Shadow Blade, Chill Touch, Darkness, Message, Knock, Calm Emotions.

3rd. Enemies Abound, Animate Dead, Remove Curse, Clairvoyance, Feign Death, Water Walk, Major Image, Life Transference.

4th. Death Ward, Stoneskin, Hallucinatory Terrain, Confusion, Banishment, Aura of Life.

Mug still life

Level 2

Martial Training — Fighting Style

Choose a fighting style. Recommended paths:

  • Two-Weapon Fighting — pairs with later Windmill of Steel (circular damage).
  • Great Weapon Fighting — pairs with reach control for Windmill of Steel.

Favorite Weapon

Never Put It Down. You gain Weapon Mastery with one weapon you carry, even if you lack proficiency (this grants the mastery property only).

It Knows You Too. Advantage on checks to customize, repurpose, or intimidate while handling it.

Grave Grip. You can’t be disarmed while holding it unless you’re unconscious or dead. Others must succeed on an Athletics check (DC = 10 + your proficiency bonus) to pry it from your hand in those states.

Vatra (Cantrip)

Create Vatra. Choose on cast: Harmful Flame — 5-ft radius, 1 minute, entry/end deals 1d6 fire (scales at 7/13/17); or Harmless Flame — 10 minutes of bright/dim light (20/20 ft), warmth and comfort, no damage.

Eneida page


Level 3

Tender Flesh

While Bloodied (below half your HP), you gain +1 AC. Additionally, when a creature misses you with a melee attack, you may use your Reaction to deal 1d4 + your Dexterity modifier damage of that creature’s primary damage type to it.

Choose Your Poison — Cossack Points

Pick a sacred vice that fuels features: Horilka (fiery spirit) or Tiutiun (infused tobacco).

  • Cossack Points. Max = proficiency bonus + Charisma modifier. Regain on a long rest (optionally require appropriate tools & materials at your table’s discretion).

Horilka

Horilka Brewer. Proficiency with Brewer’s Supplies. On a long rest, with 1 lb wheat & 5 sp, brew a number of bottles equal to your proficiency bonus.

Horilka Fireplay. As an action, drink. For 1 minute, on each of your turns you may use a Bonus Action to exhale a 30-ft line; creatures make a DEX save (DC = 8 + prof + CHA) or take [proficiency]d4 + CHA fire and begin burning (if used at your table). You can ignite nonmagical flammables by spitting while under the effect.

Tiutiun

Tiutiun Crafter. Proficiency with Herbalism Kit. On a long rest, with 1 lb of cinnamon/pepper & 5 sp, prepare a number of doses equal to your proficiency bonus.

Choked by the Joke. While holding a pipe, Bonus Action to exhale nonmagical smoke in a radius of 5 × your proficiency feet (you can reduce it to minimum 5 ft). Creatures (except you) in the area must make a CON save (DC = 8 + prof + CHA) or have speed halved and lose their action until the end of their next turn. Lingers until the start of your next turn.

Engraving 3

Level 4

ASI / Feat

Increase one ability by 2, or two abilities by 1, or choose a feat (also at 8th, 12th, 16th, 19th). Max 20.

Blood or Breath — Granted Spell

Choose one always-prepared Cossack spell: Bane or False Life (Charisma-based).

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Level 5

Windmill of Steel

Once per turn while Bloodied and wielding two melee weapons, you can spend 1 Cossack Point when you take the Attack action to make a separate attack roll against each creature within your reach. You may Disengage freely from any creature that took damage from this attack until end of turn.

Three More Rise

You always have Mirror Image prepared as a Cossack spell (Charisma-based). The images appear as fellow Cossacks from other lands; when they vanish, they dissolve into dust, river spray, or fluttering banners.

Hopak scene

Optional: Cossack’s Lifepath

Roll once on each table or choose freely.

Where Did You Learn to Kill? — d10

d10Origin
1Born into war — never knew peace, only hooves and hunger.
2Raised in silence at a monastery; you left when the silence cracked.
3Deserted an empire after burying every name you fought beside.
4Learned with your teeth — ambushes, uprisings, back-room stabbings.
5Taught by an old drunk with no name; he vanished when you surpassed him.
6You died once — something unfinished dragged you back.
7Mother was a war-healer; you learned where to cut by where she stitched.
8Survived a massacre by pretending to be dead for three days.
9Last to leave a field where even crows refused to land.
10Sworn bodyguard who failed — and kept breathing anyway.

What Haunts You Still? — d10

d10Burden
1You betrayed a comrade to live — they lived anyway.
2You dreamed your own death; you carry a grave token with your name.
3You killed someone who never raised a weapon.
4You forgot the name of someone who died for you.
5You spared a monster; it watches from the edges of every firelight.
6You buried a blade in someone who loved you — the wound closed, the love didn’t.
7You destroyed a village to save it — or so you tell yourself.
8You found letters to you in a dead man’s pocket.
9Sometimes you speak in a voice that isn’t yours.
10Your Kleinod shakes on certain nights though no wind blows.

What Burns Inside You? — d12

d12Fire
1Prove your bloodline never broke.
2Bring someone home — or drag them from the grave.
3Carve your name where no flag dares fly.
4Outlive your sins long enough to atone.
5Speak the truth no one else dares say.
6Kill only one man — you don’t know his face yet.
7Build something that outlasts you.
8Bury the old world — and burn its gods.
9Find peace just to see how it feels.
10Dance on your own grave before it’s dug.
11Be feared less than you are understood.
12Make sure they never forget what was done to you.

What Does the Wind Call You? — d20

d20Battle-Name
1The One Who Kept the Fire
2Black Laugher
3Ash at the Gate
4He Who Cuts the Chain
5Dog-Brother
6Widow’s Drum
7Scarfaced Lamb
8The Soot in Her Smile
9Half-Name, Half-Shadow
10Gutter Saint
11The Curse That Spat
12Old Knife, New Hand
13Storm-Kissed
14Mouth Without Mercy
15The One Who Didn’t Drown
16Coffin-Bound
17Stepchild of Silence
18The One Who Buried the Bell
19Salt-Eater, Oath-Breaker
20Grin of the Gallows

Poterycha’s Candle

Wondrous Item, common
Poterycha Candle

This small handmade candle bears the faint impression of a child’s name pressed into its wax. While lit, the candle cannot be extinguished by wind, water, or even when submerged underwater. When burning, faint sounds of distant childlike laughter echo softly around it.

Effect. A creature holding the candle gains advantage on saving throws against being Frightened while underwater or underground (such as in caves, crypts, or tunnels).

The candle burns non-stop for 9 days, after which it vanishes in a wisp of ash. Folk tradition holds that it takes these 9 days for a Poterycha’s soul to find its way into the angelic realm. Because of this belief, the candle must be allowed to burn completely within that time — else, the Poterycha may return at midnight, restless and unappeased.

Illustration from Collection of Mystical Tales “CHIMERARIUM – Where Ancient Beings Come Alive” — Myroslava Kryvutsa


The evening glow fades; no stars have yet appeared, the moon does not burn, and already it is frightening to walk in the forest: unbaptized children climb the trees…

Figurine of Wondrous Power (Silicone Satiservant)

Wondrous Item, rare (requires attunement)
Silicone Satiservant Figurine

This palm-sized statuette hums faintly when warmed. As an action, you can press its base and toss it to an unoccupied space you can see within 60 feet. The figurine transforms into an Invisible Satiservant—an eager, intangible helper that follows your commands for 1 hour, or until reduced to 0 hit points, at which point it reverts to a figurine. Once used, the figurine can’t be used again until the next dawn.

Rules Summary.

  • Summon. Press & throw (range 60 ft) to create an Invisible Satiservant for 1 hour; once per dawn.
  • Service. It can manipulate objects, open doors, stow/retrieve items, pour, clean, load simple tools, and take the Help action.
  • Two-Handed Technique. When it takes the Use an Object or Help action on a creature within 5 ft of itself, you can target a second creature/object within 5 ft of it as part of the same action (both tasks must be simple).
  • Armored Apron. If you or an ally within 5 ft feeds it cast-off plates or straps (an object interaction), the Satiservant gains +2 AC until it takes damage or until the end of your next turn.
  • Overclock (1/short rest). As a bonus action, you can push the Satiservant to act again immediately. After doing so, make a DC 12 Constitution saving throw: on a failure, grease (as the spell) appears centered on your space (save DC equals your spell save DC if you have one, otherwise 12).
  • Occupied Space. If the targeted space is occupied, it appears in the nearest unoccupied space within 5 feet.

Using without attunement. You can activate the figurine without being attuned, but until the end of your next turn you suffer vulnerability to bludgeoning damage and disadvantage on saving throws against being charmed (you also track a faint, tacky residue: your speed is reduced by 5 feet during that time).


Invisible Satiservant (variant Unseen Servant)
Medium invisible constructAC 10 (12 with Armored Apron) • HP 1 • Speed 15 ft.
STR 2 (−4) • DEX 10 (+0) • CON 10 (+0)INT 2 (−4) • WIS 10 (+0) • CHA 6 (−2)
Senses blindsight 10 ft. (blind beyond) • passive Perception 10Languages understands your commands • Proficiency +2
Traits. The Satiservant is mindless, invisible, and can’t attack. It can carry up to 30 lb., manipulate simple tools, and perform simple, repetitive tasks. If it is ever more than 60 feet from you, if you become incapacitated, or if it drops to 0 hp, it vanishes back into the figurine.
Actions. Help. It aids an ally’s ability check or attack within 5 ft of it. — Use an Object. Interacts with an object you can see and name. — Dual Service. When it takes Help or Use an Object, it can affect two valid targets within 5 ft of itself (see Two-Handed Technique).

Designer’s Note: This figurine is a playful variant of the classic Figurines of Wondrous Power. Talk with your DM about edge cases (complex tools, traps, or intricate mechanisms).