DnD Homebrew
Monsters
| Name | Type | CR |
|---|---|---|
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
| Map | Size | Ext/Int |
|---|---|---|
City Hall - Stryi (Ukraine) City Hall Project |
84x103 | Interior |
Elf Towerdungeon Overtaken |
82x70 | Interior |
Classes
| Name | Type |
|---|---|
Cossack Of The Sich |
Full Class (WIP) |
Items
| Item | Rarity |
|---|---|
Poterycha’s Candle |
Wondrous Item, Common |
Figurine of Wondrous Power (Silicone Satiservant) |
Wondrous Item, Rare |
City Hall (Market Square, multi-level interior)
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 / Feature | Rule 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
Elf Towerdungeon Overtaken (Exterior & Dungeon)
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 / Feature | Rule 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
Poterycha’s 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)
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 construct | AC 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 10 | Languages 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).
Shchezhnyk (Vanisher)
Poterycha (Lostling)
Domovyk (Househob)
Buznychyi (Elderberryn)
Blud (Divagarer)
City Hall - Stryi (Ukraine) City Hall Project
Elf Towerdungeon Overtaken
Cossack Of The Sich
Figurine of Wondrous Power (Silicone Satiservant)