Rocborne: Introducing The
Rocborne: Introducing The
Rocborne: Introducing The
ROCBORNE
Maps: Cze & Peku
Character Art: Fabian Saravia
y The expansive back of the Roc is dotted with small, squat ROCBORNE ANCESTORS
buildings made from natural materials, designed to The Rocborne revere and gain wisdom from nature spirits
provide flexibility in wind and minimal weight. Rugged as well as the spirits of their ancestors. Through generations
quilts and woven blankets help to keep away the cold of interaction and symbiosis, the Rocborne have come to
during flight, while hanging baskets and hammocks en- believe that rocs are the ultimate expression of the very wind
sure protection for their contents. Even when camping on itself, and when a Rocborne passes, they are cremated and
land, their architecture and respectful behavior towards their ashes are spread to the wind. Fallen Rocborne become
nature are evident. the smaller, peaceful breezes and gusts that provide comfort
y Most clothing among the Rocborne is designed for and warmth to those they visit. As such, windy days are
sturdiness and warmth, given the altitudes they travel. often treated as good omens or a sign that their ancestors are
They make use of various leathers and furs, dying them watching over them.
in beautiful patterns based on their Home, family, and Contacting the spirits of nature and their ancestors re-
profession. The Rocborne place the most importance, quires ceremonies, in which the spiritual leaders tell stories
however, upon feathers, painstakingly collected from the of the spirit, meditate, and seek its guidance. Sometimes
ground without harming the birds. Spiritual leaders in these ceremonies are accompanied by music, depending
particular are known to utilize feathers when channeling upon the desired contact. The Rocborne are fairly open about
or communing with wind spirits. allowing observers, especially trusted allies, but are adamant
y The Rocborne are renowned for their exquisite crafts- that only their shamans perform the rituals, lest a malevo-
manship, and there is no shortage of demand for their lent spirit be called forth.
art wherever they land. They are most known for their You can use the following table to help determine the
unique style of hand-shaped and smoke-fired pottery, blessings bestowed by Rocborne ancestral and nature spirits.
their intricately shaped and painted beads, and woven
baskets and blankets. They also take great care in the Example Rocborne Blessing Table
crafting of their tools and dwellings, using bone and
3d8 Result
leather to ensure their hunts are not wasteful or disre-
spectful. 3 The wind lightly tussles your hair for 1d4 hours.
y Though each Home has different preferences on the spe- 4 You gain a flying speed of 30 feet for 24 hours.
cifics, they all share an appreciation for music and dance.
Beyond the making of music for entertainment, Rocborne 5–6 You duplicate the effect of the augury spell.
instruments are also used to aid in spiritual ceremonies: 7–8 You duplicate the effect of the divination spell.
typically appealing to a specific ancestor through their
9–10 The story of the ancient warrior: you gain the
preferred song or musically-supplemented story.
effect of the enhance ability (bear’s endurance)
y Especially when landed, many of the youth and adults
spell for 24 hours.
among the Rocborne take great joy in contests of
strength, agility, and teamwork in the form of various 11–12 The story of the ancient leader: you gain the ef-
sporting events. Those individuals who excel in these fect of the enhance ability (eagle’s splendor) spell
displays of athleticism can earn additional responsibil- for 24 hours.
ities and community acknowledgement, though they 13–14 The story of the ancient shaman: you gain the
always take care to keep these events safe and fair. Those effect of the enhance ability (owl’s wisdom) spell
who do not excel at these sports are not considered less for 24 hours.
3
3d8 Result 1d10 Result
15–16 The story of the ancient crafter: you gain the 6 This landing site is a meadow surrounded by
effect of the enhance ability (cat’s grace) spell for forested hills, rich with wild grains, berries, and
24 hours. fruits.
17–18 The story of the ancient hunter: you gain the 7 This landing site is beside a wide and fast-flowing
effect of the enhance ability (bull’s strength) spell river that is swollen with freshwater fish.
for 24 hours. 8 This landing site is along a coastline or island
19–20 The story of the ancient historian: you gain the burgeoning with large fish and crustaceans.
effect of the enhance ability (fox’s cunning) spell 9 This landing site is a hidden valley nestled deep
for 24 hours. within treacherous mountains, and is the secret
21 You duplicate the effect of the scry spell on a source of the Rocborne’s most precious clay, used
target of your choice. for their renowned pottery.
22 You duplicate the effect of the commune with 10 This landing site features a grand arena for the
nature spell. Homes to compete in, a large number of stalls for
23 You duplicate the effect of the legend lore spell. trade, and amphitheaters where storytellers can
exchange lore and stories.
24 Once a day for the next 7 days, you can replace
one attack roll, ability check, or saving throw
you make with a 20. You must choose to use this EXAMPLE ADVENTURE HOOKS
effect before making the roll.
Consider including the following scenarios if you wish to
include the Rocborne in your campaign:
LANDING SITES
Ancient Insight for Ancient Evils. In search of guidance
The Rocborne don’t need to land often, but in their circuitous for how the party can triumph over their current foe, the
travels they have taken to landing in certain locations each adventurers seek out the Rocborne, famed for their long
year for reasons steeped in tradition. Some landing sites are memories. But precious knowledge and trust must always be
ideal locations for commerce with the surrounding region, earned.
whose residents regard the Rocborne’s yearly arrival is a hol- Trial of Strength. The Rocborne have offered boons to
iday of sorts. Other sites are chosen for their ideal hunting whichever adventurers can impress the spirits of nature and
grounds, or rich gathering. The most important landing sites their ancestors. Many would-be heroes are clamoring for the
are those areas chosen for multiple Homes, or Rocs, to land, prize, resulting in fierce competitions of strength, valor, and
so that the Rocborne can trade crafts, genealogies, resources, wisdom.
and stories with one another. These areas often include are- The Stormwinds. The next leg of the Rocborne’s yearly
nas set aside for large athletic contests between Homes, the circuit across the world is fraught with perilous storms and
winners earning more favorable trading rights for the event’s malevolent spirits, so they are seeking brave adventurers to
duration. When it’s time for a Home to leave a landing site, a accompany them and ensure safe passage.
Rocborne elder or chief is typically the one to communicate
with the roc and decide where to travel next.
You can use the following table to randomly determine EXAMPLE AIRBORNE ENCOUNTERS
what type of landing site the Rocborne are presently at or are
You can use the following table to help determine random
journeying towards.
encounters while your adventurers are flying through the
upper echelons of the sky.
E x a m p l e L a n d i n g S ite T a b l e
1d10 Result E x a m p l e A i r b o r n e E n c o u n ter T a b l e
1 This site is near a cosmopolitan city, and includes 2d8 Result
a week-long festival of arts and commerce.
2 A flock of 1d8 hippogriffs (35%) , 1d8 griffons
2 This site is surrounded by rural farms, and allows (35%) , or 1d6 wyverns (30%)
trading for grains and other food staples.
3 1d6 giant eagles (75%) or 1d6 giant vultures
3 This site is near an elven society, and is primarily (25%)
used for exchanging fine crafts, music, poetry,
4 1d2 air elementals, hostile (80%) or neutral
and herbs.
(20%)
4 This site is on the mountainside of a dwarven
5 2d4 harpies (50%) or 1d3 swarms of rain hornets
keep, where the Rocborne can obtain metal tools
(50%)
and weaponry.
6–7 1d4 swarms of bats (50%) or 1d6 stirges (50%)
5 This landing site is in a dense jungle, known for
its plentiful game. 8–9 1d3 lightning panthers (50%) or a skywhale
(50%)
13 A giant horned snake (75%) or an adult dragon 2 I was adopted into the Rocborne in a time of
(25%); red (20%), blue (20%), green (20%), crisis, and owe everything to my new Home.
white (20%), or black (20%) 3 I have found my life partner, and we complete
14 A crackling thunderstorm brews, brought on by a each other.
malevolent storm spirit. 4 I must work hard to defend my athletic accom-
15 A pleasant breeze brings gentle warmth and plishments and accolades from challengers.
speedy travel, as the spirits of ancient Rocborne 5 I find peace in my craft and owe much to my
swirl around and guide your forward. You arrive teacher’s patient tutelage.
at your next location 1d4 days early. 6 Only while enveloped in the blessed hunt am I at
16 A thunderbird (50%) or a peacefully passing peace with myself and one with nature.
Rocborne Home (50%)
Flaws
MAKING CUSTOM ROCBORNE NPCS 1d6 Result
When populating the various Rocborne Homes with charac- 1 I’m so dedicated to our traditions that new ideas
ters to interact with your world, consider using the following are difficult to accept.
tables to determine their personality. 2 I fear that my life will not be good enough to
ensure my spirit is welcomed by the winds.
P er s o n a l i t y T r a i t s 3 My fervent focus on the stories of my ancestors
1d6 Result has caused me to miss out on my actual life.
1 I’m constantly thinking of and sharing esoteric, 4 I’ve devoted my life to the Rocborne, and fail to
sometimes tangential stories of my ancestors. see why others do not see as we do, making me
distrustful of outsiders.
2 I prefer the solitude of nature over talkative
humanoid company. 5 My fierce competitive nature leads to anger and
frustration when I fall short of my expectations.
3 I’ve spent so much time attuning to one of my an-
cestors, that I have adopted their older speaking 6 I’m absolutely enthralled by flight, and am almost
patterns and phrases. despondent when forced to walk on solid ground.
4 I’m intensely competitive in sports, hunting, and
everything I do.
5 I’ve become exceptionally precise in my move- EXAMPLE TREASURE
ments as I’ve perfected my art. Adventurers interacting with the Rocborne and the skies
6 I’m full of boundless curiosity and energy, desper- can be rewarded with wind-themed items like the windswept
ate to know what turn life will take next. wyvernplate, bird-related items like the bird of a feather, or
other nature or spirit-based items such as the dryadleaf. Of
Ideals course, any item with Rocborne in its name, like the Roc-
1d6 Result borne rod, is perfect for rewarding highly favored heroes. If
you have a storm-themed character in your party, consider
1 Exploration. The world is just waiting for you to including Nimbus, First Staff of the Thunderbirds in your cam-
discover its secrets. (Chaotic) paign as well (detailed at the end of this document).
2 Honor. The Rocbone have survived by staying true
to their word at all times. (Lawful)
3 Community. Only by protecting each other and
shoring up individual weaknesses can we remain
strong. (Neutral)
Nimbus, First Staff
4 Nature. Balance with the wilds must always be of the Thunderbirds
maintained. (Neutral)
5 Freedom. The sky’s the limit, and opportunities
don’t wait for the indecisive. (Chaotic)
6 Tradition. It is our duty to never forget the ways
of our esteemed ancestors, lest we upset the
balance of life. (Lawful)
5
ROCBORNE STAT BLOCKS
Giant Horned Snake
GIANT HORNED SNAKE Huge monstrosity, neutral
Revered among the Rocborne for their regal bearing, close Armor Class 14 (natural armor)
connection to nature, and hypnotic flight, giant horned Hit Points 95 (10d12 + 30)
snakes have a complicated relationship with other creatures Speed 50 ft., fly 50 ft., swim 50 ft.
in the skies given their considerable intelligence. Crafty
combatants, many Rocborne Homes choose to negotiate with STR DEX CON INT WIS CHA
these creatures rather than face them with hostility. 19 (+4) 16 (+3) 17 (+3) 9 (–1) 14 (+2) 10 (+0)
VARIANT: Rocborne Chief with Nimbus Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one
A chief in possession of Nimbus, First Staff of the Thunder- creature. Hit: 11 (2d6 + 4) piercing damage, and the target
birds is revered, for they have been blessed by the spirits must succeed on a DC 14 Constitution saving throw or take
of their ancestors. Such a chief is considered a 13th-level 7 (2d6) poison damage and become poisoned for 1 minute.
ranger for the purposes of this item, and uses the Roc- The target can repeat the saving throw at the end of each
borne chief stat block with the following changes: of its turns, ending the effect on itself on a success.
y They have a challenge rating of 8 (3,900 XP). Constrict. Melee Weapon Attack: +7 to hit, reach 5 ft., one
y They know the shillelagh cantrip. creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the
y They have the Nimbus, First Staff of the Thunder- target is grappled (escape DC 17). Until this grapple ends,
birds trait, as well as the Nimbus, First Staff of the the creature is restrained, and the snake can’t constrict
Thunderbirds and Buffet (Nimbus Special Attack) another target.
action options (all described below). Horns. Melee Weapon Attack: +7 to hit, reach 10 ft., one
target. Hit: 11 (2d6 + 4) bludgeoning damage plus 11
Nimbus, First Staff of the Thunderbirds. The staff has
(2d10) force damage.
8 charges and regains 1d6 + 2 expended charges daily at
dawn. While holding it, the chief can use an action to Hypnotize (Recharge 6). The snake causes its horns to
expend some of its charges to cast one of the following begin flashing with a dazzling array of colors. Each crea-
spells (save DC 15) from it: lightning bolt (3 charges), ture of the snake’s choice within 60 feet of it that can see
shatter (2 charges), spirit guardians (3 charges), or wind it must succeed on a DC 14 Wisdom saving throw or be
wall (3 charges). magically charmed by the snake for 1 minute. A charmed
creature must spend each of its turns moving toward the
snake by the shortest and most direct route. A charmed
ACTIONS creature already within 5 feet of the snake doesn’t move
Nimbus, First Staff of the Thunderbirds. Melee Weapon and takes no actions on its turn. While charmed in this
Attack: +6 to hit (+9 to hit with shillelagh), reach 5 ft., one way, the snake has advantage on attack rolls against the
target. Hit: 7 (1d8 + 3) bludgeoning damage, or 10 (1d8 + creature. If an affected creature takes any damage, or if
6) bludgeoning damage with shillelagh. another creature uses an action to shake the creature out
Buffet (Nimbus Special Attack). Ranged Spell Attack: +9 of its trance, the creature can repeat the saving throw,
to hit, range 30 ft., one target. Hit: 10 (1d8 + 6) bludgeon- ending the effect on itself on a success.
ing damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 19 (+4) 14 (+2) 6 (–2) 13 (+1) 9 (–1) 12 (+1) 18 (+4) 16 (+3) 13 (+1) 19 (+4) 17 (+3)
Saving Throws Dex +6, Cha +1 Skills Athletics +4, History +4, Insight +7, Perception +7
Skills Perception +3, Stealth +6 Damage Resistances cold
Damage Immunities lightning, thunder Senses passive Perception 17
Condition Immunities prone, stunned Languages Common plus up to three other languages
Senses darkvision 60 ft., passive Perception 13 Challenge 5 (1,800 XP)
Languages —
Challenge 4 (1,100 XP) Guiding Wind (1/Turn). The chief can deal an extra 3 (1d6)
damage to a creature it hits with a weapon attack. Alter-
Evasion. If the panther is subjected to an effect that allows natively, when the chief misses with a weapon attack, they
it to make a Dexterity saving throw to take only half can reroll the attack roll against a different target; the new
damage, it instead takes no damage if it succeeds on the target must be within 15 feet of the original target and
saving throw, and only half damage if it fails. within range of the weapon.
Feline Fall. When the panther falls and isn’t incapacitated, Spellcasting. The chief is a 13th-level spellcaster. Their
it can subtract up to 100 feet from the fall when calculat- spellcasting ability is Wisdom (spell save DC 15). They
ing falling damage. know the following ranger spells:
Flashing Movement. Whenever the panther moves on its 1st level (4 slots): feather fall, hunter’s mark, jump, speak
turn, it can instead choose to teleport to an unoccupied with animals
space it can see, including into the air, leaving a harmless 2nd level (3 slots): animal messenger, gust of wind, lesser
streak of electrical energy in its path. When it teleports in restoration
this way, it must spend an amount of movement equal to 3rd level (3 slots): call lightning, daylight, wind wall
the distance it teleported. 4th level (1 slot): freedom of movement, ice storm
Keen Smell. The panther has advantage on Wisdom (Per- Windswept. The chief ignores any movement penalty
ception) checks that rely on smell. caused by strong wind and they can’t be pushed because
of strong wind against their will.
ACTIONS
ACTIONS
Multiattack. The panther makes two attacks: one with its
bite and one with its claws. Multiattack. The chief makes two attacks.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft.,
target. Hit: 11 (2d6 + 4) piercing damage. one target. Hit: 4 (1d6 + 1) bludgeoning damage, or 5 (1d8
+ 1) bludgeoning damage if used with two hands.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 9 (2d4 + 4) slashing damage. Longbow. Ranged Weapon Attack: +7 to hit, range 150/600
ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Lightning Strike (Recharge 4–6). If the panther teleports
at least 20 feet into the air as part of its movement, it
can then use this action to fall into a space that contains
one or more other creatures. Each of those creatures must
succeed on a DC 14 Dexterity or Constitution saving throw
(target’s choice) or be knocked prone and take 9 (2d4 + 4)
slashing damage and 21 (6d6) lightning damage. On a suc-
cessful save, the creature takes only half the damage, isn’t
knocked prone, and is pushed 5 feet out of the panther’s
space into an unoccupied space of the creature’s choice. If
no unoccupied space is within range, the creature instead
falls prone in the panther’s space.
Rocborne Robe
7
SKYWHALE STORM SPIRIT
Peaceful denizens, skywhales typically travel over vast Believed to be the product of numerous corrupt and villain-
oceans, feasting upon the fish below and other small crea- ous souls, a storm spirit is the worst possible denizen of the
tures above. Very few Rocborne hunt skywhales, instead pre- sky a Rocborne Home can encounter. Capable of laying waste
ferring to count sightings as omens of good weather ahead. to the unprepared, storm spirits are cruel, destructive forces
Unfortunately, these sightings are rare, as rocs consider of nature. Many of the Rocborne’s stories warn that incurring
skywhales a delightful delicacy. nature’s wrath will lead a storm spirit towards the offender’s
home to lay waste to all they hold dear.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
23 (+6) 10 (+0) 18 (+4) 4 (–3) 14 (+2) 5 (–3) 10 (+0) 18 (+4) 18 (+4) 3 (–4) 15 (+2) 7 (–2)
Swarm. The swarm can occupy another creature’s space Beak. Melee Weapon Attack: +13 to hit, reach 10 ft., one
and vice versa, and the swarm can move through any target. Hit: 27 (4d8 + 9) piercing damage plus 13 (2d12)
opening large enough for a Tiny hornet. The swarm can’t lightning damage.
regain hit points or gain temporary hit points. Talons. Melee Weapon Attack: +13 to hit, reach 5 ft., one
target. Hit: 23 (4d6 + 9) slashing damage, and the target is
ACTIONS grappled (escape DC 19). Until this grapple ends, the tar-
Stings. Melee Weapon Attack: +5 to hit, reach 0 ft., one tar- get is restrained, and the thunderbird can’t use its talons
get in the swarm’s space. Hit: 14 (4d6) piercing damage, on another target.
or 7 (2d6) piercing damage if the swarm has half of its hit Thunderclap (Recharge 5–6). The thunderbird flaps its
points or fewer. wings, unleashing a powerful, concussive burst upon the
surrounding area. The burst deals 100 thunder damage
to all structures within 60 feet of the thunderbird, and
each creature in the area must make a DC 17 Constitution
saving throw. On a failed save, a creature takes 39 (6d12)
THUNDERBIRD thunder damage and is pushed 30 feet away from the
thunderbird and knocked prone. On a successful save, a
Believed to be the product of an ancient Roc blessed or creature takes half as much damage and isn’t pushed or
cursed by intense lightning energies, the thunderbird is knocked prone.
both feared and revered by the denizens of the sky and the
Rocborne. With intense grasp and control over various storm
magics, the thunderbird claims vast swathes of the sky as
its territory, especially areas like deserts that are prone to
violent thunderstorms or monsoons.
9
By calling on the spirits of the wind to aid them, rangers of
this archetype can exert a degree of control over both wind
and weather. These skills were passed down from the rocs
to the first Rocborne and continue to live on through the
dedicated instruction of Rocborne elders, both living and
dead. You may be taught these skills or have them passed on
to you through the guidance of Rocborne spirits in whispers,
dreams, or in moments of deep meditation.
ROCBORNE MAGIC
Starting at 3rd level, you learn an additional spell when you
reach certain levels in this class, as shown in the Rocborne
Spells table. The spell counts as a ranger spell for you, but it
doesn’t count against the number of ranger spells you know.
Rocborne Spells
Ranger Level Spell
3rd feather fall
5th gust of wind
9th call lightning
13th ice storm
17th legend lore
GUIDING WIND
Starting at 3rd level, when you make an attack, you can
Rocborne Ranger whisper to the wind to have it aid your strikes. Once on each
of your turns, you can choose to gain one of the following
benefits:
NEW CHARACTER OPTION: y When you hit with a weapon attack, the target takes an
RANGER
extra 1d6 damage of the weapon’s type. When you reach
11th level in this class, the extra damage increases to 1d8.
y When you miss with a weapon attack, you can change
Rangers guard the realms against all manner of evil, both its trajectory to attack a different target up to 5 feet away
natural and unnatural. These intrepid hunters are as capable from the original one and within range of your weapon.
of felling great beasts as they are hiding in plain sight. When you do, your attack roll against the new target is
Masters of tracking and survival skills, rangers are often equal to the original attack roll plus your Wisdom mod-
the first to discover and warn others of impending danger, ifier (minimum of +0). When you reach 11th level in this
calling upon natural magics to aid them in their attempts to class, the new target can be up to 15 feet away as long as
rid the world of corruption. Depending on their origin and it’s still within range of your weapon.
focus, a ranger is just as likely to be seen traversing cursed
swamps as they are to be leaping from rooftops in new and WHISPERS OF KNOWLEDGE
mysterious planes of existence.
Also at 3rd level, you can seek knowledge through medi-
ROCBORNE tation by calling upon the spirits carried on the wind. You
can spend 10 minutes communing with these spirits to gain
The Rocborne are nomads of the sky who travel the world on proficiency in one skill or tool of your choice that you don’t
the backs of ancestral rocs. These travelers understand that already have proficiency in, as a traveling spirit shares its
the air and wind aren’t just one force but the collective effort knowledge with you. You lose this proficiency the next time
of untold numbers of spirits that are carried along by it. By you use this feature or finish a short or long rest.
listening to the wind the same way a medium beckons to the You can use this feature a number of times equal to your
dead, a Rocborne can learn more about the weather, their Wisdom modifier (a minimum of once). You regain all ex-
path forward, and even themselves. Many Rocborne grow up pended uses when you finish a long rest.
and live in this culture for their entire lives, but some have
been known to begin their own journeys. Alternatively, your WINDSWEPT
path may have been crossed by a powerful windborne spirit By 7th level, the wind clears a path for you and ushers you
later on in life, allowing you to suddenly feel and heed the forward. Your walking speed increases by 5 feet, you ignore
guiding wind inside you.
LEAP OF FAITH
At 11th level, you can use a bonus action immediately after
you make a running jump to grow a pair of spectral, roc-like
wings that last until the end of your next turn or until you
touch the ground again. While the wings are present, you
have a flying speed equal to your walking speed.
HURRICANE
At 15th level, your connection to the wind is so strong that
its spirits can come to your defense as a magical, buffeting
tempest. When you take damage, you can use your reaction
to give yourself resistance to that damage, or take no damage
instead if it was falling damage. When you do, each creature
of your choice within 15 feet of you must make a Strength
saving throw. On a failed save, a creature takes bludgeoning
damage equal to your ranger level and is knocked prone. On
a successful save, a creature takes half as much damage and
isn’t knocked prone.
When you use this feature, you can choose to allow the
wind spirits to immediately fly you to an unoccupied space
that you can see within 30 feet of you, without provoking
opportunity attacks.
Once you use this feature, you can’t use it again until you
finish a short rest.
Rocborne Maps
Available for free, courtesy of Cze & Peku, at
thegriffonssaddlebag.com/Rocborne
11
expend 1 or more of its charges to cast one of the fol-
lowing spells from it, using your spell save DC: create
or destroy water (1 charge), fog cloud (1 charge), misty
Nimbus, First Staff step (2 charges), sleet storm (3 charges), or thunderwave
of the Thunderbirds (2nd-level version, 2 charges). If you activate another
property that causes the staff to gain charges, the total
number of charges and regained charges are cumula-
tive.
f (Prerequisite: 9th level) Your bonus to attack and damage
rolls with this weapon increases to +2, and the special
ranged attack’s damage die becomes a d8. When you
reach 17th level, the bonus increases to +3, and the
ranged attack’s damage die becomes a d10.
f (Prerequisite: 9th level) The first target hit by the staff on
each of your turns takes an extra 1d6 cold, lightning, or
thunder damage (your choice).
f (Prerequisite: 13th level druid or ranger) The staff gains 8
charges and regains 1d6 + 2 expended charges dai-
ly at dawn. While holding it, you can use an action
to expend 1 or more of its charges to cast one of the
following spells from it, using your spell save DC:
lightning bolt (3 charges), shatter (2 charges), spirit guard-
ians (3 charges), or wind wall (3 charges). If you activate
another property that causes the staff to gain charges,
the total number of charges and regained charges are
cumulative.
Nimbus, First Staff of the f (Prerequisite: 13th level) While holding the staff, you have
resistance to cold, lightning, or thunder damage (your
Thunderbirds choice). When you finish a long rest, you can change
Staff, artifact (requires attunement) this resistance to a different one.
This ancient staff was created when a piece of driftwood was f (Prerequisite: 17th level) While holding the staff, you can
struck by lightning, fusing it to a twisted length of glass take the Dash action as a bonus action on your turn, as
made from the sand on which it laid. Revered by the Roc- wind spirits help usher you forward.
borne nomads and other worldly travelers, this one-of-a-kind f (Prerequisite: 17th level druid or ranger) The staff gains
crook carries with it the power of storms, tempests, and the 8 charges and regains 1d6 + 2 expended charges daily
wind spirits that control them. When it appears, it falls from at dawn. While holding it, you can use an action to
the sky in the eye of a storm or a flash of lightning. expend 1 or more of its charges to cast one of the fol-
This staff can be wielded as a magic quarterstaff that lowing spells from it, using your spell save DC: chain
grants a +1 bonus to attack and damage rolls made with it. In lightning (6 charges), cloudkill (5 charges), cone of cold (5
addition, when you attack with the staff, you can choose to charges), control weather (8 charges), or fly (3 charges, or
make a special ranged attack with it instead. This attack is a 6 charges to cast at 6th level). If you activate another
ranged spell attack with a range of 30 feet. You are proficient property that causes the staff to gain charges, the total
with it, and you add your Wisdom modifier to its attack and number of charges and regained charges are cumula-
damage rolls. On a hit, it deals 1d6 bludgeoning damage as a tive.
gust of magical wind batters the target.
Variant Properties. Some properties of this artifact f (Prerequisite: 20th level druid or ranger) You gain the
are locked behind layers of dormant magic. As you grow benefits of all of this staff’s variant properties. In
stronger and reach certain milestones, these properties addition, if you are a ranger, you can summon a roc
may become available to you. This staff can have up to 3 of to your location by spending 8 hours performing an
the following properties active at a time. When you attune ancient Rocborne ritual. The roc is friendly toward you
to Nimbus, you can choose to activate up to 3 of its variant and your companions, its Intelligence becomes 6, and
properties whose prerequisites you meet. Whenever you it gains the ability to understand one language of your
finish a long rest, you can replace any of the activated choice that you speak. Once this property of the staff
properties with another one. has been used, it can’t be used again until you dismiss
the roc using an action or until the roc dies. If the roc
f The staff can be used as a broom of flying. dies, this property can’t be used again for 30 days.
f (Prerequisite: 5th level) While holding the staff, you can
use a bonus action to cast the shillelagh spell with it. Destroying Nimbus. The only way to destroy Nimbus,
First Staff of the Thunderbirds is to keep it in a vacuum for 10
f (Prerequisite: 5th level druid or ranger) The staff gains 8 years, depriving it of any air, at which point the staff cracks
charges and regains 1d6 + 2 expended charges daily open to release the swirling storm inside it. If the force of
at dawn. While holding it, you can use an action to the released storm causes the vacuum to end, the storm
escapes and continues to rage above that location for 1 year.