We homebrewed an alternative set of rewards for Faction Approval to be used with the Tyranny of Dragons adventure. These choices reflect my own vision for these Factions as they appear in my Campaign and may not match how they appear in yours.

If this works for your table or inspires your own homebrew, then use it as you please! These lists are far from exhaustive and are intended primarily as a starting point.

Tyranny of Dragons & Factions pt. 1

Tyranny of Dragons & Factions pt. 2

Harpers

Pendant image from the Beadle & Grim Pandemonium Warehouse

Themes: Flexibility, Secrets
Appearance: Disguised as everyday items, common jewellery, hoods and cloaks, etc.

CommonUncommonRare
Potion of HealingHarper’s Charm*Mask of the Harpers**
Scroll – Disguise SelfOil of SlipperinessPotion of Gaseous Form
Scroll – SleepScroll – Detect ThoughtsScroll – Greater Invisibility
 Scroll – Dispel MagicScroll – Passwall
   
Calligrapher’s SuppliesCloak of ElvenkindHelm of Teleportation
Disguise KitHat of DisguiseRing of Evasion
Musical InstrumentsRobe of Useful ItemsRing of Free Action

*Harper’s Charm of Dreams
A silver wrist bangle, inscribed with words from a nursery rhyme.
As an action, you can activate this item to cast Silent Image or Sleep.
The charm vanishes after you activate it.

*Harper’s Charm of Making Friends (DC 13)
A slim silver chain that feels cool to the touch.
As an action, you can activate this item to cast Disguise Self or Charm Person.
The charm vanishes after you activate it.

**Mask of the Harpers – Misdirection (DC 15)
A simple silver ring that glows blue in the moonlight.As an action, you can activate this charm to cast blink or sleep (3rd level).
Alternatively, when you take damage, you can use your reaction to turn invisible and teleport up to 30 feet to an unoccupied space that you can see. You remain invisible until the start of your next turn or until you attack or cast a spell. The charm vanishes after you activate it. 

**Mask of the  Harpers – Modification (DC 15)
A fine quality leather belt, cinched by silver plated belt buckle in the shape of a crescent moon.
As an action, you can activate this charm to cast enhance ability (3rd level), enlarge / reduce, or gaseous form. The charm vanishes after you activate it.

Lord’s Alliance

Pendant image from the Beadle & Grim Pandemonium Warehouse

Themes: Control, Powers of the Lords
Appearance: Items of authority like badges, chains of office, rods and scepters.

CommonUncommonRare
Healing PotionGrant of the Alliance*Mark of the Alliance**
Scroll –Potion of ResistancePotion of Invulnerability
Scroll –Scroll – Leomund’s Tiny HutScroll – Banishment
 Scroll – SendingScroll – Dominate Person
   
 Ring of Mind ShieldingCloak of the Mountebank
 Wand of Enemy DetectionRing of the Ram
 Weapon of WarningRod of Rulership

*Grant of the Alliance – Badge (DC 13)
This simple copper badge carries some weight in the right circumstances.
As a bonus action, you may use this item to cast either Command or direct one of your companions to use their reaction to make one weapon attack, adding +1d6 to either the Attack Roll or the Damage.
Once used, the badge loses some of its shine and all of its magic, but remains recognized by authorities in the cities of the Alliance.

*Grant of the Alliance – Manacles (DC 13)
Sturdy, practical, effective. These manacles are engraved with the Oath of the City Watch.
When you hit a creature with an attack using a weapon, as a reaction you can invoke the manacles and unleash them against your foe. The target will take 2d6 lightning damage and must make a Strength save or gain the restrained condition for 10 rounds. While restrained in this manner, the creature takes 2d6 lightning damage at the start of it’s turn and can repeat the saving throw at the end of each turn to break free of the magic of the manacles.
Once used, the lettering fades away, leaving an ordinary set of sturdy manacles.

* Grant of the Alliance – Rod
A rod of office, decorated with a small gemstone and bearing the name of one of the Lords of the Alliance.
You may use this item as a simple melee weapon, dealing 1d4+Str modifier. As a bonus action, you may deal an additional 3d8 force damage to your target.
Once used to deal the additional damage, the gemstone turns to dust but the rod remains as a sign of the holder’s authority.

**Mark of the Alliance (DC 15, +4 to Ability)
A simple brass circlet, adorned with a single pearl.
As an action, you can activate this charm and cast hold person (3rd), command, or counter spell.
The pearl vanishes after you activate it and the Mark loses its properties.

**Mark of the Mines (DC 15)
A hefty livery collar of iron with a single ring of gold inscribed with Dwarven runes.
As an action, you can activate this Mark to cast either Darkvision or Protection from Poison on up to two creatures.
Until the Mark is activated, you have advantage with Charisma checks made for interaction with dwarfs.
The gold ring vanishes after you activate it and the Mark loses its properties

**Mark of Neverwinter (DC 15)
A ceremonial rod of polished ebony wood and bound with silver bands.
As an action, the Mark can be activated to cast Protection from Energy or Vampiric Touch.
Alternatively, you can as a bonus action activate the Mark to give 10  temporary hit points to up to six friendly creatures (which can include yourself) within 30 feet of you who can hear and see you.
The silver bands vanish after you activate it and the Mark loses its properties

**Mark of Waterdeep (DC 15, +4 to ability)
A silver chain with a simple medallion of a warding hand.
As an action, you can activate this charm to cast dispel magical or lightning bolt. Alternatively, as an action you can regain one expended spell slot of 3rd level or lower. 
Once used, the medallion vanishes and the Mark loses its properties

Zhentarim (The Black Network)

Pendant image from Sage of the Realms

Themes: Assassins, Mercenaries, Ruthless Spell casters – Mafia
Appearance: High quality gear, empowered by arcane sigils; neutral colors like white, black, and grey.

CommonUncommonRare
Healing PotionBlack Sigil*Potion of Invulnerability
Scroll – BaneDust of DisappearanceScroll – Animate Death
Scroll – Find FamiliarScroll – InvisibilityScroll – Death Ward
 Scroll – Spider ClimbDread Sigil**
   
 Brooch of ShieldingDagger of Venom
 Goggles of NightMantle of Spell Resistance
 Slippers of Spider ClimbWand of Fear

*Black Sigil of the Night
A nondescript tin of a scentless grey grease. Probably best not to ask where it came from.
As an action, this grease may be applied over your eyelids or rubbed between your hands. If applied to your eyelids, you gain darkvision (60 feet) for the next hour. If applied to your hands, you gain advantage to Dexterity (Slight of Hand) checks and Dexterity checks to pick locks for the next hour.
The tin contains enough grease for a single use.

*Black Sigil of Fortune
A black leather arm bracer, decorated with a winged serpent. It’s handy to keep up your sleeve for emergencies.
As a reaction, you may activate this sigil to cast Feather Fall or Shield.
Alternatively, as a reaction you may use the sigil to become resistant to poison damage until the end of your next turn.
After use, the bracer and sigil fade away.

*Black Sigil of the Spear
The finger bone of a warlock encased in a smoky glass oval. Nobody escapes the reach of the Zhentarim.
As bonus action, you may activate this Sigil to double the range of a spell requiring an attack roll or a ranged attack made this and ignore up to three-quarters cover.
Alternately, you may activate this Sigil to cast Wrathful Smite.
 The Sigil turns to dust after use.

**Dread Sigil of the Conqueror (DC 15)
A wide steel ring forged from a blade broken in battle and quenched in the blood of the fallen. Use it to remind them why nobody messes with the Zhentarim.
As an action, you can activate this charm to cast Bestow Curse or Fear. Alternatively, when a creature that you can see within 30 feet of you is reduced to 0 hit points, you can use your reaction to have it drop to 1 hit point instead.
Once used, the Sigil and ring break in two.

**Dread Sigil of Flame
A black jet stone bearing the alchemical symbol for elemental fire. By the time they see it coming, it’s already too late.
As a bonus action, this gemstone may be placed upon a bladed weapon and grants it the following abilities for ten rounds.
– the blade is engulfed in flames, shedding a bright light for 40 feet, dim light for an additional 40 feet.
– the blade deals as extra 2d6 fire damage to any target it hits.
Once used, the Sigil and stone are consumed in a burst of flame.

**Dread Sigil of Terror
A hematite necklace bearing a pendent with the mark of an ancient dead god. Better to be feared than loved.
While wearing this item, you can use an action to release a wave of terror. Each creature of your choice in a 30 foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become Frightened of you for 10 rounds. While Frightened in this way, a creature must spend its turn trying to move as far away from you as it can, using only the Dash action or try to Escape from an effect that prevents it from moving, or the Dodge action if it has nowhere to move. It also cannot take Reactions. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on a success.
Once used, the Sigil emits a piercing shriek and vanishes.

Next time – Faction Rewards for the Arcane Fellowship

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