Codex of Arborea
Codex of Arborea
Codex of Arborea
Infinite Planes
Volume XIII:
Olympian Glades of
Arborea
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Volume XIII: Olympian Mithardir as the rest of Arborea, though it tends towards
the more deadly with its flesh-rending sandstorms, violent
Glades of Arborea lightning strikes, and choking dust clouds.
Many secrets lay hidden across all of Arborea – some
“Few places across the multiverse embody the word in the hands of the elves, some in the clutches of the past,
‘passion’ more than Arborea. Most elves I’ve encountered and some beyond the understanding of any still living.
in my many travels are reserved, quiet, and aloof, but Many travelers have sought out the prophetic wisdom of
not so those born in the Olympian Glades. They are the Ivory Oracles, searched for the fabled Evergold Pool,
quick to revel in joy, sorrow, and rage, and so too are found respite and horror in the Winesong Glade, toasted
the many small communities of non-elves that dot the sailors in taverns on the island of Tempest Head, and
wild landscape. Weather is a perfect mate to this fierce climbed the dangerous heights of fabled Mount Olympus
temperament – or perhaps it’s the weather that drives itself in search of secrets. Some never return and few find
it? Also, it’s curious to think whether Arborea’s inherent what they sought, but in the end the journey through the
nature draws fantastic beasts of legend into its many lairs magnificence of Arborea is enough to move most souls
or if they’re born there inherently. It is all part of the grand towards a greater understanding.
mystery of the Olympian Glades.”
Actions
Multiattack. The aethon makes two attacks: one with its beak
and one with its talons.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 13 (+1) 17 (+3) 3 (-4) 10 (+0) 4 (-3) 20 (+5) 13 (+1) 17 (+3) 3 (-4) 10 (+0) 4 (-3)
Blood Hunter. The gar inflicts an extra 9 (2d8) damage to a Noxious Aura. Living creatures that start their turn within 30
target that is below its maximum hit points. feet of the gar must succeed on a DC 14 Constitution or be
poisoned until the start of their next turn.
Water Breathing. The gar can breathe only underwater.
Water Breathing. The gar can breathe only underwater.
Actions
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Actions
Hit: 13 (2d8+4) piercing damage plus 14 (4d6) poison
Multiattack. The gar makes two bite attacks.
damage.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 10 (1d10+5) piercing damage plus 14 (4d6) poison
damage.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Hit: 20 (4d6+6) piercing damage plus 9 (2d8) acid damage.
... A sinister dwarven brewmaster has captured a wine ... A planar scholar seeks the characters out to aid them
spirit and is holding her against her will. He plans on in an expedition to Mithardir. The scholar has uncovered
extracting the never-ending potent wine from the fey in a link to a ruin on the Material Plane to the Tombs of the
order to drive down costs on his own brew, but a rival Titans, and they need to gather guards and assistants in
gets wind that the dwarf is up to no good and asks the order to brave the white wasteland. Finding a portal to
characters to investigate. Freeing the wine spirit involves Mithardir is the first difficulty, but once they arrive blight
breaking the dwarf’s enchantment built into wooden giants and sand specters prove equally challenging in the
armbands. Once freed, the wine spirit is eager to return to search for alabaster ruins beneath the white grit.
Arborea.
... An elf or arcane character is approached by a phantom
... An elven bard becomes possessed with a sudden dual visage of a powerful archmage, who declares themselves
personality. The source is a cast off elven soul from a member of the Arrathalass Conclave in Nasselaithess.
Another of the conclave’s members is seeking to perform
Primal Ward
At 10th level, you can’t be charmed or frightened by
elementals or fey, and you are immune to poison and
disease.
Primal Life
At 14th level, you can call upon the Primal Host to
stimulate your natural healing ability. You can cast
regenerate on yourself without material components as an
action.
You must complete a long rest before you can use this
feature again.
Heroic Deed
Also at 1st level, you can call upon the power latent in your
bloodline to perform a heroic deed. When you make an
ability check, you can spend 1 Sorcery Point to add your
Charisma modifier to the check along with any normal
modifiers.
Heroic Resolve
At 6th level, you are immune to being frightened. Also,
each time you spend one or more Sorcery Points, you gain
temporary hit points equal to your sorcerer level.
Heroic Status
At 18th level, your Charisma score increases by 4, up to a
maximum of 24.
d6 Bond
Skill Profiencies: Nature, Persuasion
Tool Proficiencies: One type of musical instrument 1 A band of elves saved me from a rampaging
Languages: Sylvan monster. I owe them my life.
Equipment: A simple tunic or dress, the petals of a planar
2 My siblings are just as crazy as I am, and I
flower grown only in Arborea, a sack, a pair of comfortable
wouldn’t trade them for anything!
dancing shoes, and a pouch with 16 gp.
3 The forests and glades of the wilderness offer
Feature: Passionate Act me a serenity I haven’t found anywhere else.
Passion runs deep in your bones, whether you embrace it 4 My musical instrument got me through some
or try to keep it hidden. You are able to perform an act of emotionally dark times in the past.
passion that can enthrall or entice passive onlookers. This
5 I know everyone in my small community and I
can be a speech, a performance, or anything like it, as long
would lay down my life for them if necessary.
as it is done passionately. Neutral onlookers take note of
your act and may be swayed to an opinion or action (DM’s 6 Stories and songs keep me connected with the
discretion). lessons of the past.