The tree stands alone, ancient and gnarled; perhaps at the top of a low hill, or at the center of an unusually quiet clearing. It bears signs of human, or at least intelligent, presence: its bark is covered with deeply-carved runes.

On a successful history/lore/Intelligence check, a character can identify this site as a Wyrd-treow, or Tree of Fate. Some primordial culture used it as a place of judgment and execution. Alleged transgressors were nailed to the tree’s trunk, or hung from a branch, and left exposed to the elements – a trial by ordeal. The innocent would survive, the guilty would perish.

With some additional research, a character can discover a secret ritual whereby one could achieve supernatural power through voluntarily impaling one’s self to the Wyrd-treow.

A person can make as many attempts as they can bear, but can only benefit from a Wyrd-treow once in their life. For every failed attempt after the first, a person permanently loses 1d6 Wisdom.

Every day spent on a wyrd-tree, a character takes 1d6 damage directly to their Constitution score. If a character’s Constitution drops to 0, they die and the ritual fails. After being removed from the tree, a character that survives the ordeal can regain their lost Constitution at a rate of one point per day of complete bed-rest.


  • One to three days on the Wyrd-Treow: roll 1d4 and consult the table below.
  • Four days: roll 1d6
  • Five days: roll 1d8
  • Six days: roll 1d10
  • Seven or more days: roll 1d10 twice


Die Roll Boon
1 Pain Don’t Hurt: The physical extremes of the ordeal have granted you some resistance to injury. Anytime an attack or effect would inflict hit point damage, reduce the hit points lost by the number of days you spent on the Wyrd-treow.
2 Sleep is the Cousin of Death: For every day of your ordeal, you require one less hour of sleep to gain the benefits of a full night’s rest. You are also immune to any effect or spell that would compel you to sleep.
3 Tales From Beyond: Your experiences on the Wyrd-treow give you some insight into the spirit realms. You can cast speak with the dead a number of times per day equal to the days that your ordeal lasted.
4 Deadeye: Life hangs by a thin thread and now you can see where best to cut it. You gain a bonus to attack and damage rolls equal to the number of days you survived on the tree.
5 Time Is An Illusion: Your perception of time has changed; so has time’s perception of you. Your natural life span increases a number of decades equal to the number of days of your ordeal. You also become immune to effects that would affect your age (in either direction).
6 This Is Not My Fate: While on the wyrd-tree, you receive a vision of your own demise. Once per gaming session, if any one attack or effect would kill your character, it doesn’t.
7 The Horror: Your eyes reflect back what you glimpsed during your ordeal. You can cause fear, as the spell, as a gaze attack. Your caster level is equal to one-half your character level plus the number of days you spent on the wyrd-tree.
8 One of Us: Your encounter with death has marked you among the unliving. Once per day, you can command (as the cleric spell) an amount of hit dice of mindless undead equal to the number of days of your ordeal. You also gain a bonus equal to number of days on the wyrd-tree to Charisma checks and reaction rolls dealing with intelligent undead.
9 It Made Me Stronger: The extremity of your ordeal has reforged you, body and soul. You gain a number of points equal to the days spent on the tree with which to increase ability scores of your choosing.
10 The Quickening: Through intense suffering, you have achieved a new state of consciousness. Your character gains enough experience points to level up.

This is a revision of content that originally appeared on my tumblr.

NEW SPELL: Halo of Flies

Sorcerer/Wizard/Warlock/Witch Level 1 (Conjuration)


The spell caster conjures a cloud of flying, biting insects that swarm around a target of the caster’s choice that they can see within 60 feet, for 1 round per caster level. For every round of duration subtracted, the caster can add another target.

The spell can be used in one of two ways, which the caster declares upon casting:

  • Defensively: The swarm provides the target with partial concealment against ranged attacks. Also, creatures adjacent to the target take 1 point of damage per caster level per round and have disadvantage on melee attacks against the target.
  • Offensively: All creatures are partially concealed from the target. Also, the target takes 1 point of damage per caster level per round and creatures have advantage on melee attacks against the target.

Optional Miscast table for Lamentations of the Flame Princess (Roll 1d12):

1 – Maggots spontaneously generate out of the target’s flesh, dealing 1d6 damage per caster level.

2 – For spell duration, target believes that insects are crawling over and underneath their skin; save vs. magic to resist dealing melee damage to themselves each round.

3 – Conjure an uncontrollable insect plague of biblical proportions.

4 – Caster discorporates into a swarm of flying insects. For the duration of the spell, the caster can fly at double their normal speed, is immune to melee and ranged attacks, and takes double damage from area-of-effect attacks.

5 – Conjures a single flying insect that acts as the caster’s familiar; lasts until squashed or this spell is cast again.

6 – For a number of days equal to the caster’s level, the target emits odor irresistible to biting insects.

7+ – Consult generic miscast table

NEW MONSTER: Messergeist


Medium Aberration

Armor Class 16 (gimp suit + high dex)
Hit Points 37 (5d8+15)
Initiative: +3
Speed 40 ft, ignores difficult terrain; Spiderclimb

Skills: Acrobatics +8, Athletics +8, Stealth +6, Perception +6

Senses: Blindsense, 60 ft.

Languages: Understands Common, but can’t speak

Special Features

Moving Target: The messergeist’s constantly swaying stance makes it especially difficult to hit.. Creatures attempting a ranged attack from more than 30 ft. away have disadvantage on the attack roll. If a creature fails any attack roll against the messergeist by 5 or more, apply the same result against another viable target adjacent to the messergeist.


The messergeist can make up to two limb-blade or impaling thrust attacks each round.

Limb-blade: melee attack +8 (1d8+3 slashing damage).

Slashing Skitter: As a full-round action, the messergeist moves its speed, making three limb-blade attacks at any point during the movement.

Impaling thrust: melee attack +10 (1d8 piercing damage and target is grappled).

Pin Down: As a bonus action, the messergeist can knock prone and immobilize a creature it has grappled with impaling thrust.

Living Shield: As a reaction, the messergeist can transfer the damage it suffers from one attack or single-target effect to a creature it has grappled with impaling thrust