Child of Avalon A history of a forgotten world for the world's greatest roleplaying game.

Credits and Inspiration Dungeons & Dragons 5th Edition by Wizards of the Coast

Homebrewery, of course, at NaturalCrit.com

Disney's Gargoyles and Shakespeare's A Midsummer's Night Dream Art Credits Cover: Freewallpapers.com

Inside Cover: Unknown

Page 4: Gargoyle by WotC

Page 4: The Quarrel of Oberon and Titania by Sir Joseph Noel Paton

Page 5: Oberon by Unknown

Page 5: Queen Mab who rules in the gardens by Unknown

Page 6: Gargoyle by Magickalgraphics.com (free to use)

Page 7: Voidwielder by Chase (MtG)

Page 8: MtG Sword art by Unknown

Page 9: MtG card art by Unknown

Page 10: Vintage Silver Mirror

Page 11: Original map by Cartographer's Guild; Free map a day Contents Page 3. History of Queen Mab and Lord Oberon

Page 5. Child of Oberon Race

Page 6. Gargoyle Race

Page 7. Sorcerous Origin: Avalon

Page 8. Warlock Patron: Avalon

Page 9. New Spells

Page 10. New Magic Items

Page 11. Map of Avalon Other Creations If you liked this homebrew and are interested in seeing more, visit my other creations on DM's Guild under DM Bahamut, or on Reddit under Drizzimus. Thanks! Gifted Ones: Aliens, Mutants and Psychics http://www.dmsguild.com/product/214334/Gifted-Ones-Aliens-Mutants-and-Psychics?sb=1

Enchanted Gems and Item Sockets http://www.dmsguild.com/product/210404/Enchanted-Gems-and-Item-Sockets

Akashic Sensitive (for an alternative system on Jedi's and the Force) http://www.dmsguild.com/product/193044/Akashic-Sensitive?sb=1

Wizard Wand Magic (for an alternative system on Harry Potter magic) http://www.dmsguild.com/product/201747/Wizard-Wand-Magic?sb=1

Skills Redux (for an alternative system on downtime and skills) http://www.dmsguild.com/product/193045/Skills-Redux?sb=1

Dead in Thay Adventure Guide http://www.dmsguild.com/product/215999/Dead-in-Thay-Adventure-Guide?term=dead+in+thay&test_epoch=0

My First Adventure (for a 1st level group of new players; EVERYTHING you need to teach them!) http://www.dmsguild.com/product/198147/My-First-Adventure?term=my+first+&test_epoch=0 DM Bahamut

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. ©2017 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.

Child of Avalon But we are spirits of another sort:

I with the morning's love have oft made sport,

And, like a forester, the groves may tread,

Even till the eastern gate, all fiery-red,

Opening on Neptune with fair blessed beams,

Turns into yellow gold his salt green streams.

But, notwithstanding, haste; make no delay:

We may effect this business yet ere day.



William Shakespeare

Midsummer's Night Dream Magic creatures unparalleled in power, these Fey infused humanoids have lives among mortals for time untold. Mandated first by their Queen to interfere and influence the other younger races of the world, Lord Oberon has since taken over control and instructed his progeny to refrain from their devious ways. But it is not always easy to control and limit the powers of creatures as old as time itself. Power Inherent Children of Avalon are nigh-immortal creatures, born on the magic island of Avalon. The island itself cannot be reached by mortal will alone. Only through magic and the "Mists" can anyone not of blood be permitted there. The island itself sits outside of time and space and thus does not adhere to what one would consider "normal". For every hour spent on Avalon, one full day passes in the real world. The island also sits on a nexus between worlds and is influences by these many realities at different times. Creatures born on the isle are endowed with certain abilities that can range from the innate use of magic to immortality. The longer one spends on the island, the more its magic seeps in to the creature's soul. If a creature spends too much time there, magic begins to permeate their being, turning them in to a permanent part of the landscape. Many myths and legends abound from this island. In one realm, access is only permitted at night and over sea by following the "second star on the right". In another realm, the "Mists" have to permit you entrance by boat. Ultimately, the ruler of Avalon has the final say in who may enter and who may not. Queen Mab In the beginning, the Gods created the first races. Of them were the tall and graceful Fey. Magic at this time was unlimited. In the throes of understanding this torrent of potential, one Fey rose above all others: Queen Mab of the Eladrin. With power almost on parallel with the deities that created her, Queen Mab longer for her own dominion apart from the world that spawned her and the other realms under control by the Gods. She was mocked by her brethren for reaching too far and told to just "accept" the way of the Fey. In her grasp for total control, she researched the astral realm and the ability to create pocket dimensions. She did not desire only to have a realm in some otherworldly space that she had to fight to protect. She wanted it expressly for herself and her progeny, far away from the influence of the Gods and her own meddling kin. Using powerful epic magic, Queen Mab created Avalon. She ruled over the island, but found her solitude uncomfortable and her lack of more mystic knowledge troubling. So she began to travel to and from the island, learning more about epic magic and bringing other subjects back with her. In time, she learned how to instill her island with more magic properties, gleaned from the Elves as they created their first mythals. With this knowledge, she catered her island to become the perfect paradise. The subjects she brought back began to show aptitude with magic without even trying. This began the lineage of the first sorcerers as these subjects returned to the world and spread, as instructed to by Queen Mab. She never directly instructed her children to be evil, but their natural power and learned attitude that they were better than others earned them a certain animosity. Many of Mab's "children", as they began to name themselves, took on aspects of Gods, controlling and manipulating the other races. Their children showed the same inherent powers as their patronage. This fact also interested Queen Mab. For the first, and last, time, Queen Mab searched far and wide for a worthy subject to father her a child of her own. In no short time, she became pregnant with child. When she returned to her home, she could feel the island reaching out to the fetus, nurturing it. In her solitude, Oberon was born. Lord Oberon Born of a secret union between Queen Mab and the Stag King of the Feywild, Oberon is the only reported child born on Avalon. Many of the other inhabitants were forcefully brought to the island, or coerced by Queen Mab. Utterly dominating the inhabitants of the island and not "allowing" them to procreate or bring their own prodigies or families with them, Queen Mab began to appear as a tyrant. The newly born Oberon, though trained by Mab and strongly influenced by her, recognized this fact and did not approve of it. In a bid for power, Oberon recruited the majority of the island's inhabitants to overthrow Queen Mab. Though she was much more powerful than he, Oberon was able to beat her using sheer numbers. Because he was her blood, he was able to manipulate the powers of the island to ban her from it. Within a night, Oberon became the Lord of Avalon. His first order was to stop the blatant abuse of power over the mortals of the world. The Gods had since put a limit on the power of mortals, and mortal the Children still were. The Children who imitated Gods were to cease, and no magic could be used to elevate them to levels previously known. Because Oberon controlled the island and its powers, he was able to control the power it imbued on its residents. If a Child of Avalon was found to abuse its power, special Fey would hunt down the offending subject and return them to Avalon where Oberon could strip them of their power.

The Children Thus, the Children of Avalon fell under two specific groups: The Children of Mab were the older, more chaotic group that could almost be compared to the Unseelie Court of the Fey. The Children of Oberon became the younger, more lawful group compared to the Seelie Court of the Fey. This is not to say that either of the two parties can act any which way they want, but it is known in several circles how to identify one or the other. As time progressed, other mortals came to know the power that is Avalon and its Lord Oberon. Some of the Children of Avalon went on to sire their own children with other mortals or creatures outside of Avalon. As a rule, Lord Oberon decreed that his influence would only extend to those creatures that would be born or brought to Avalon to receive part of its power. Mortals born of Children from Avalon tended to become Sorcerers and were free from judgment of its ruler. Others have been able to tap into the powers that are the island of Avalon itself, which has taken on a magical quality all its own. These mortals worship the island and are able to draw power from it, much as a Warlock. Lastly, other creatures that have somehow made their way to this magical island have also found themselves changed. A conjurer with a retinue of gargoyles found that he accidently sent himself to Avalon. Within a short amount of time, he discovered that the Gargoyles became more flesh-like and could reproduce on their own. Thus, below, you will find details on the three races: Children of Avalon with two subraces, and the Gargoyle race. You will also find details on an Avalonian Sorcerer and Avalonian Warlock.

Avalonian Names The Children enjoy whatever naming system they like. Since Oberon has taken over, the children are permitted to associate and reproduce with whomever they desire. In bringing other people to the Isle of Avalon, Oberon mandated that no outside magic not made by Fey hands be permitted on the island. Currently, a clan of Gargoyles reside in Oberon's castle, since he has been away in the mortal realm for quite some time. Queen Mab's Children: Mostly powerful names that are tied to deities. Thor, Odin, Osiris, Set, Ra, Anubis, Zeus, Hera, Hades, Poseidon, Orion or Maleficent. Lord Oberon's Children: Mostly fanciful names that resemble items in everyday life. Puck, Titania, Peaceblossom, Cobweb, Moth, Mustardseed, Phoenix or Tinkerbell. Child of Avalon Traits The Children of Avalon have all been blessed by the power of the island. Your character inherently has magic in its blood, but can pursue any path it chooses. Ability Score Increase. Your Charisma score increases by 2. Age. Like most other Fey creatures, your lifespan is approximately 750 years. Because the island alters time, it can also possibly lengthen your natural lifespan. Also, as noted previously, for every hour spent on the island, one day passes in other worlds. Alignment. Those that followed Queen Mab were more of the chaotic sort. Those that follow Lord Oberon are more lawful, yet playful. Size. You are inherently Fey, so your size is Medium. Speed. Your base walking speed is 30 feet. Shapechanger. As an action, you can polymorph into any humanoid of your size that you have seen, or back into your true form. However, your equipment does not change with you. If you die, you revert to your natural appearance. Magic Inherent. Choose a class: bard, cleric, druid, sorcerer, warlock or wizard. You learn one cantrip of your choice from that class's spell list. In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again. Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard. Vulnerability to Cold Iron. All denizens on Avalon slowly build up a vulnerability to cold iron in its many forms. None of the magic that your character casts can penetrate or harm items made of pure iron, and you take double damage from pure iron weapons. Even the sound of iron (like an iron bell) can cause the stunned condition. Languages. You can speak, read and write Common and Elvish. Subrace. Choose whether you belonged to Queen Mab's progeny or Lord Oberon's Court. Queen Mab You remember a time when mortals cowered before you and limitless power was at your fingertips. You abide by the demands of Lord Oberon, though you know that sooner or later, she will return to have her vengeance. More intimidating than their newer cousins, they tend to use flashy powers and their ability to shapechange to sow fear into lesser beings in the hopes that they might raise themselves up to a mimicry of Godhood. Ability Score Increase. Your Constitution score increases by 1. Intimidating Presence. You gain proficiency in either Intimidation or Deception. Extra Language. You can speak, read and write one exotic language of your choice.

Lord Oberon The more benevolent of the two rulers of Avalon, Oberon is still a threat to be reckoned with. Any who do not observe the rules that he has placed into effect will feel his wrath. He does not care how his kin interact with mortals, so long as they do not assume to become Gods. More elvish and human in nature than their elder kin, they tend to take the forms of the people they spend the most time with. They have a fascination with the mortal races and enjoy seeing them prosper. They adhere to Lord Oberon's code, not only for the benefit of mortals, but also so that they are not stricken of their powers. Ability Score Increase. Your wisdom score increases by 1. Speaking from the Shadows. You gain proficiency in either Insight or Persuasion. Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. Gargoyles Brought to the island of Avalon by a wayward wizard who was in the process of fleeing from his enemy, the Gargoyles fulfilled their natural role as earthly elemental beings. Once they set foot on the magic sands of Avalon though, their very essence changed and they became a totally different entity. Now, instead of mindless killing machines hell-bent on causing chaos, they are intelligent and orderly. With the aid of the magics of the land, they were able to tear down the yoke of ineptitude and rise up from the ashes of their old world beliefs. Now, they have an orderly society and have been able to procreate with each other, not relying on the elemental earth to be created by. In this vein, they have multiplied and have decided finally to venture out into the other great wide worlds. Curious Giants Gargoyles are normally by nature, very large. Their bone density has remained heavy as a result of their many years as natural rock. Because they have been locked away for so long on the island of Avalon, they have not been afforded the opportunity to learn what it is like on the "outside". All they know is the limited knowledge shared between clanmates and the wizard that brought them there. A gargoyle that leaves Avalon is inquisitive of all its surroundings and may be apt to trust too quickly. It relies on its superior strength and normally intimidating demeanor to get it out of sticky spots, but still possesses the heart of a wide-eyed child. Protective above all Due to the time spent protecting the wizard as they were ordered to, the gargoyles have it ingrained in their subconscious that they should protect everyone and everything, be it a friend or their newfound home. They are very territorial and tend to stay in one place once they have settled. They can tend to be over-protective of innocent people or their clanmates, and especially people who cannot protect themselves, like the elderly and children. Varied Appearances Gargoyles now vary in size and definition very broadly. One might be the size of a child while another could be as large as a Goliath or Minotaur. The way they look is also totally random, with offspring usually taking on a trait or two from each parent, while the rest is normally random. Comparatively, one clan of gargoyles may be more of the stone-molded type with leering faces and sharp horns. Another clan may be animalistic in nature with faces of great or magical beasts while a third may be almost human-like. If you cannot decide on a face or body type, consult the following table for guidance. Roll once for the size and again for the body type. Gargoyle Size and Definition d20 Size Features 1 Small, 3' tall Magic Animal (unicorn, etc) 2-3 Small, 4' tall Elemental (rocky, etc) 4-6 Medium, 5' tall Common Animal (cat, dog, etc) 7-10 Medium, 5.5' tall Humanoid 11-14 Medium, 6' tall Fey (pointed ears, slanted eyes, etc) 15-17 Medium, 6.5' tall Devilish (Fanged, more horns, etc) 18-19 Medium, 7' tall Rare Animal (lion, tiger, etc) 20 Medium, 8' tall Draconic The table is only for reference. As with any character creation, use your imagination on fully describing your new gargoyle. Yours may be 7' tall with sharp horns like a Tiefling, or 4' tall with the face of a house cat. Mix and match, and roll twice on the table for some real chaos.

Gargoyle names Before they were set loose from the castle of Avalon, the gargoyles did not know each other by names. Only after being in the world for some time did they come to realize that people addressed each other by specific terms of recognition. To solidify their new grasp on evolution, many gargoyles resorted to naming themselves after structures, people or places that already had a name. Few also took it upon themselves to create names that suited their appearance or size. Many times, it was something they admired or a name they liked that they tended to take for themselves. Male Names: Baldur, Downshadow, Luskan, Berdusk, Mintar, Reth, Griffon, Ogre, Goliath. Female Names: Melody, Siren, Fetlock, Spire, Pharra, Eliza, Succubus, Angela, Demona. Gargoyle Traits Your newfound gargoyle character possesses a number of traits that reflect its previous existence as an elemental. Ability Score Increase. Your Strength score increases by 2. Age. Gargoyles reach maturity at around age 20 and can live up to 200 years. Alignment. Though previously of an evil nature, the magics of Avalon have all but washed away what they once were. Now, as they travel the world seeking a new life, they can choose their own path. Many tend to be lawful since they still adhered to a code of honor and protection among the things they did protect previously. Size. Gargoyles can range in size anywhere from 3 feet to 8 feet tall and weigh anywhere in-between. Refer to the size table for more information. Speed. Your base walking speed is 30 feet. Claws. You are never unarmed. You are proficient with your claws, which are melee weapons that deal 1d6 slashing damage. Your claws also enable you to climb faster than normal; climbing no longer costs you extra movement. Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Tail. You possess a prehensile tail that is capable of lifting and carrying objects that do not weigh more than 5 pounds. It can also be used to make a basic unarmed attack. Tough Skin. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Strength modifier. You can use a shield and still gain this benefit. Wings. You have a set of wings but cannot use them to fly. You instead have a "glide" speed of 30 feet per turn. For every 30 feet you travel, reduce your height by 5 feet. You are capable of short jaunts of upward flight and the ability to catch updrafts, depending on the success of a Strength (Athletics) check. Languages. You can speak, read and write Common and Primordial (Terran). Sorcerous Origin: Avalon Your power stems from some distant connection to the creatures that hail from Avalon. Whether it be direct descendants or some magic spell cast upon you, there is a distinguishable aura that permeates your being. Lord Oberon would be interested in you, if only to see how the magics have affected your evolution. In several other instances, he has allowed Avalonian Sorcerers to visit his island. Some have even stayed. Calling the Mists At 1st level, you are able to cast the spell Fog Cloud without requiring components. You must finish a short or long rest before you cast this spell again. While inside the Fog Cloud or any other heavily obscured area, you have blindsense out to a 20 foot radius. Between Two Worlds Because you are technically a part of two different realities, you are more difficult to target with attacks. Your form tends to shimmer and blur on occasion, not unlike the spell. At 1st level, you can cause an attack against you to have disadvantage a number of times per day equal to your Charisma modifier (mininum of 1). You must finish a long rest before you can use this feature again. Rolling Mists Starting at 6th level, when you are targeted by an attack, you can use your reaction to teleport to a point you can see within 30 feet. If you expend 1 sorcery point, a Fog Cloud appears in your previous location. Once you use this feature, you can't use it again until you finish a short or long rest.

Avalonian Magic At 14th level, the connection you have attained with the Island of Avalon increases. Your power over metamagic reflects your newfound ability. You can now use two Metamagic options on a spell when you cast it even if you could only use one before. This includes two of the same Metamagic options. Wrath of Oberon Beginning at 18th level, whenever you use a Metamagic option, you automatically use Empowered Spell without having to pay the sorcery point cost. Warlock Patron: Avalon Instead of being directly connected in some way to the powers that are Avalon, you have instead searched it out and pulled the power from the very dimension itself. You have somehow made a bargain with either Lord Oberon or Queen Mab and are able to draw on their power. Either way, their abilities are an extension of Avalon's, thus they are yours now as well. An Avalonian patron differs from the Archfey Patron. Avalonian Warlocks are inherently tasked with keeping the secrets of the island from others. Lord Oberon has enough to handle with the natural denizens; he does not necessarily desire others to seek out and taint his home. Expanded Spell List The Avalon Patron lets you choose from an expanded spell list when you learn a warlock spell. The following spells are added to the warlock spell list for you. Avalonian Expanded Spells Spell Level Spells 1st Disguise Self, Fog Cloud 2nd Blur, Nystul's Magic Aura 3rd Blink, Nondetection 4th Mordenkainen's Private Sanctum, Polymorph 5th Modify Memory, Planar Binding Mab's Blessing Starting at 1st level, when you make a spell attack or cause a creature to make a spell-based saving throw, you can roll an additional 1d4 and either add it or subtract it from your roll or your opponent's. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Blessing die changes when you reach certain levels in this class. The die becomes a d6 at 5th level, a d8 at 10th level, and a d10 at 15th level. Avalonian Ward Starting at 6th level, you learn to magically ward yourself against magical attack. When a creature makes a spell attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next spell attack roll against the creature has advantage or their saving throw has disadvantage if you make it before the end of your next turn. Once you use this feature, you can't use it again until you finish a short or long rest. Repulsion Starting at 10th level, you have advantage on all saving throws against magic attacks that you can see. Time Siphon Starting at 14th level, you are able to draw upon the time-changing aspect of the Avalon dimension itself. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is frozen in time for one minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage. You can also use this ability to make a short rest half of its normal time. Either way the ability is used, you must complete a short or long rest before you can use this feature again.

New Spells Auallonia ad Ostium (Entrance to Avalon) 8th-level conjuration Casting Time: 1 minute

1 minute Range: 30 foot radius

30 foot radius Components: V, S, M (A token from Avalon)

V, S, M (A token from Avalon) Duration: Instantaneous When you cast this spell, a deep and dense fog appears that heavily obscures a 30 foot radius from the caster. All present in the fog are transported instantly to the secret Island of Avalon. If the spell is cast while on a boat in the water, the caster arrives just off shore. If it is cast while on land, they appear on the beach just outside the Castle of Oberon itself. You can use this spell to banish an unwilling Avalonian creature back to Avalon. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported back to the court of Oberon. A creature so transported must find its own way back to your current plane of existence. Auallonia Nebulæ Turbinibus (Mists of Avalon) 4th-level conjuration Casting Time: 1 minute

1 minute Range: 30 foot radius

30 foot radius Components: M (A token from Avalon)

M (A token from Avalon) Duration: Instantaneous As you cast this spell, an unnatural fog begins to form around you in a 30 foot radius. Depending on the type of terrain you are on, the mists of Avalon teleport you and all in the mists randomly to a location elsewhere on your plane of existence. The landscape that you are on typically matches the new landscape, hence, if you are in a boat on a body of water, the mists send you to another body of water. Once you exit the area of the fog, you will be in the new landscape. The mists of Avalon transport the caster and their companions to where they are needed the most. There is no amount of control with the casting of the spell, unless the caster can roll a DC 30 Intelligence (Arcana) check. If they succeed, they can make their destination the island of Avalon itself. Facies Auallonia (Planes of Avalon) 6th-level conjuration Casting Time: 1 minute

1 minute Range: 30 foot radius

30 foot radius Components: M (A token from Avalon)

M (A token from Avalon) Duration: Instantaneous Much like the 4th level version, this spell summons an unnatural fog that extends for 30 feet in every direction from the caster. Instead of sending you to another location on your plane, however, this spell sends you to another dimension where you are needed most. A caster can again attempt to force their way on to Avalon itself by succeeding on a DC 25 Intelligence (Arcana) check. Finibus Bonorum Auallonia (Summons of Avalon) 9th-level conjuration Casting Time: 1 minute

1 minute Range: 5 feet

5 feet Components: V, S, M (A full-length mirror)

V, S, M (A full-length mirror) Duration: Concentration, up to 1 hour You summon a random Avalonian, who appears through the full-length mirror. The Avalonian disappears when it drops to 0 hit points or when the spell ends. The Avalonian is friendly to you and your companions for the duration. Roll initiative for the Avalonian, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the Avalonian, it defends itself from hostile creatures but otherwise takes no actions. The DM has the Avalonian’s statistics. Typically, they are either imitators of Gods from Queen Mab's Court, or Fey tricksters from Lord Oberon's Court. Either way, they are powerful spellcasters in their own right and know the secrets to Avalon and how to get there. Ut Duae Animarum (Two Souls as One) 9th-level abjuration Casting Time: 1 minute

1 minute Range: Touch

Touch Components: V, S

V, S Duration: Indefinite This spell wards two willing creatures you touch and creates a mystic connection between them until the spell ends. While the targets are within 60 feet of each other, they have resistance to all damage. Also, each time one takes damage, the other takes the same amount of damage. The spell ends if one target drops to 0 hit points. If the targets become separated by more than 60 feet, the spell becomes nullified, but returns if the targets come back within 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.

New Magic Items

Avalonian Ferry Wondrous item, legendary



This item appears as any other ordinary rowboat or dinghy. The bow has a carved human head that leads the way. The boat is made out of ordinary wood, but when the proper phrase is spoken, a heavy mist forms around it. Everyone within a 30 foot radius becomes enveloped in the mists as they are transported to the island of Avalon. If this boat is used when leaving the island, the boat transports the speaker to a place in their home-world where they are needed the most. Once this item is used, it cannot be used for another 24 hours. The Eye of Odin Wondrous item, artifact, requires attunement



Belonging to a demigod in another realm apart from Faerun, this item bestows upon its user their innermost desires. When first worn, the character advances 2 levels, keeping track of their previous experience points. As they continue to level up with their original experience point level, the 2 level bonus continues. As it is worn though, the wearer begins to change. The change can be physical, mental or spiritual, but it always begins to pervert the wearer to pursue those deep and dark desires. If those desires are good, then the wearer begins to believe that they are doing righteous things, even to the detriment of others. If they are selfish desires, they covet all other things and slowly draw the ire of others. A player can attempt to control their desires and maintain their normal faculties after their first day wearing it, if they succeed on a DC 12 Wisdom check. Every day that they wear the item though, they must make another saving throw, with an additional +1 to the DC. Every week that they do not wear the eye, the DC lowers by 1. If they fail the saving throw, the Eye bestows greater power on the wearer, but with less control. The DM has the ultimate say as to what happens to the wearer who succumbs to their desires in each individual case. Some examples are: a paladin becomes what he thinks is the avatar of his God, smiting any who are not of his alignment; even his friends. A rogue who relishes violence succumbs to the feral desires of a werewolf and transforms every night. A sorcerer who wants ultimate power might gain a few extra sorcery points, only to use them all up on their first few spells. The item can be removed by the wearer themselves by succeeding on a DC 15 Wisdom saving throw, should they choose to remove it. This attempt can only be made once every long rest. If it is forced from the wearer, the creature attempting to take it must succeed on a DC 15 Constitution saving throw or take 20 points of electrical damage and fail to remove it, even if the wearer is unconscious. This item gives the DM the opportunity to either let the player’s show what their character's innermost secrets might be, or to let the DM wreak havoc on the player. The Phoenix Path Wondrous item, Artifact



This item contains the actual spirit of a Phoenix within in and is used to travel through time. Speaking the command words, a sphere of fire envelops a 5 foot radius, transporting the user to any space or time in the past or present with just a thought. As powerful as this item may appear to be, the user indelibly realizes that time is immutable, and no matter how far back you go or what you do in the past, nothing changes from what you already perceive. Your actions, no matter what they are, have already had an effect on the present and do not change what you think they might. This item also cannot travel into the future; only back to the wielder’s present. Therefore, once the wielder goes to the past, they are able to travel back to their current time. Depending on how much time has gone by while in the past determines how much further into the "present" they can then travel. If they spend 1 day in the past, then 1 day has passed in the present that they are able to travel forward into. Though the past is immutable, other creatures and objects can be brought from the past to the present. Whenever this occurs, it must have coincided with the original timeline, else the attempt fails in some way. Titania's Mirror Wondrous item, legendary



This mirror has the ability to summon an Avalonian with the spell Finibus Bonorum Auallonia (Summons of Avalon), who possesses a higher than normal CR and is under the caster's control for 1 week as opposed to 1 day. This summons can only be completed once per week, and only one Avalonian creature can be summoned from the mirror at a time. The Avalonian is friendly to you and your companions for the duration. Roll initiative for the Avalonian, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the Avalonian, it defends itself from hostile creatures but otherwise takes no actions. The DM has the Avalonian’s statistics. Typically, they are either imitators of Gods from Queen Mab's Court, or Fey tricksters from Lord Oberon's Court. Either way, they are powerful spellcasters in their own right and know the secrets to Avalon and how to get there. Some are even powerful enough to grant wishes.