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A year ago, EN5ider Magazine ‘relaunched’ with monthly issues focused on D&D 2024 (5.5) content. Now, a year later, the first 12 issues are compiled into a massive 360-page hardcover which contains–amongst other things–20 standalone adventures, and a whole new class: the protomancer!

This massive 360-page hardcover book is crammed full of new material for both DMs and players of Dungeons & Dragons games! Between these covers you will find:

For Dungeon Masters…​

  • A collection of 20 standalone adventures ranging from level 3 up to level 12.
  • 40+ new monsters between CR ½ and 25 to populate your campaigns, such as the Feykin Fencer, Silent Orphan, Boneshard Stalker, Sovereign Ape, and Megamikado.
  • 17 puzzles to intrigue your players.

For Players…​

  • 180+ spells from the new protomancy and titanomancy schools.
  • 30+ magic items to bring life to your worlds, including the Raiment of the Devouring King, Dragonbiting Spear, and Surestep Boots.
  • The all-new Protomancer class, along with its subclasses and spells.
  • A ton of new subclasses like the Wingrinder ranger and Winterblessed sorcerer.
  • 12 new feats such as Bone-breaker, Hawk-eye, and Jouster.

… and so much more!

The Protomancer Class​

Every boulder, creature, and fragment of magic is part of a greater whole, individual pieces in the pattern of the multiverse. Yet some patterns are more prominent than others, seen over and over again in the infinite fractal fabric of existence. It is these patterns that the Protomancer sees and understands. To them the world is made of building blocks waiting to be manipulated, patterns ready to be used and prototypes to be combined in new and better ways in pursuit of the truest and most complete arcana. A master Protomancer can turn an enemy’s own magic against them, create copies of foes they have bested, or even transform themselves into the deadliest beasts they have ever seen.

The protomancer class also comes with the Carver, Pattern-Dancer, and Savorer subclasses, and over 100 protomancy spells.

Adventures​

This enormous tome contains 20 new adventures!

  • Thief of Princes. Feared by the bad, loved by the good,” is an old refrain—but it’s not always immediately obvious which is which, and things are seldom as simple as they seem in the tales of the brave and bold. 4th level.
  • Night at the Menagerie. The Protomancy Academy keeps creatures like library books, rotating them in and out of its menagerie for study. However these exhibits can be very dangerous if let loose—a lesson that creature-keeper Kassalee has just learned. 6th level.
  • Fight the Good Fight. As part of the Carmine Legion—a company of mercenaries—the adventurers are tasked with regaining the Ashbled Marshes for Lord Vasterious. Under the chieftainship of Guthrik the All-Seeing goblins hold the marshes and are determined to continue doing so. Good coin has been promised if the Carmine Legion can push them out. (3rd level).
  • Sundered Towers of Nacthwiese. Travelers are disappearing on the Citizens Path, its guards and arcane wards are no longer sufficient protection. For generations it served as a safe route through the Westwatch Peaks, anyone journeying on different trails seldom seen again. In recent weeks more than a dozen people have gone missing, and witnesses report sightings of mysterious buildings that appear on no maps, long dismissed as folklore. Yet it is these strange, floating apparitions that could hold the key to returning safety to the Citizens Path. 8th level.
  • Dragon Scramble. “That monstrous baroness is going to eat a child, you have to save them!” was a compelling reason to take the job, but standing in the kitchen staring at a dragon egg the whole ordeal seems much less certain. Using pilfered chef ’s uniforms the adventurers must sneak into the keep during a local celebration, maintain the charade long enough to find the egg, and flee the baroness’ clutches. Poached and fried or reared and raised, the PCs must be the first to reach the egg while dodging half a dozen dragon hunters, poachers, and a hungry noble gourmet as they escape from the city to reunite a young dragon with its mother. 2nd-3rd level.
  • Quest for Rest. The young dragon Visroya’s body has been sealed away by a secret society of historians after she tried to access their hidden library. Awakened to an ability to traverse the sleeping realm, she enters the dreams of adventurers to ask for assistance in making things right. Those willing to help her must take on a series of tasks to prove her innocence and undo the magic which binds her—but refusing or ignoring Visroya’s plea brings fitful nights of sleep as she punishingly haunts their dreams. 8th level.
  • Magic in the Blood. A sorcerer’s past has caught up with him yet the consequences are no longer his alone to bear. His daughter, born in secret and gifted with dangerous magic, refuses the academic future he’s arranged. Wise counsel is needed to help her from straying into peril—but in a city where power masks motive and trust is hard-earned, even a such simple task can unravel into something far greater. 3rd level.
  • The End Has Come. At the culmination of a potent ritual the cannibalistic Society of Tasteful Friends have reunited the three pieces of the Raiment of the Devouring King in the ancient ruins of the Perished Temple. Eldritch powers and chaotic magic from beyond the stars are unleashed as the newly risen Avatar of Nyth’Zerrogg heralds the end times. Enlisted to frustrate the ritual by a group of heroes called the Voidfoes, the adventurers can’t stop the apocalypse but bear witness to its dawn then must fight to escape with their lives—or dare to stand against the newly arisen evil before the dark god becomes too powerful to resist. 8th level.
  • Iron Hollows and the Runeblight Furnace. Iron Hollows was once a marvel—clockwork in every home and magitech on every corner, all powered by the massive Runeblight Furnace built into a nearby mountain to harness the power of the world itself. Centuries have passed since anything in the city could be considered marvelous, and now the monumental machine is in such disrepair that it threatens to submerge the entire valley in molten slag. 3rd-5th level.
  • Planting Evidence. Arriving in a city on the edge of revolution, the party is tasked with planting evidence to discredit a popular figure. What could possibly go wrong? 3rd level.
  • Wight Fence. As the party enters the basement of the Otter’s Embrace a potent scent of cinnamon welcomes them. Jyran comes out of a back room to meet them, smiling broadly. Negotiations begin and go well—then suddenly he’s focused on an item held by one of the adventurers. 4th level.
  • Valley of the Starborne Steed. Long ago an interstellar empire ruled by the Veiled Outsiders spanned worlds, galaxies, and even dimensions. Recently however the final frontier became a place of refuge as their empire crumbled beneath the vengeful crusade of Krurcain the Star Conqueror. One such group of refugees were the crew of the Ekthoia, a small research team forced to flee to the furthest reaches of space. Yet they couldn’t flee forever. Hot on their heels, Krurcain’s forces hunted them down and shot the vessel out of the sky above a world utterly foreign to them. This world. 8th-9th level.
  • A Black Star Falls. You all saw it—everyone did. Yesterday at high noon the sky darkened for just a moment as something enormous passed in front of the sun, blanketing the land in darkness for an instant before crashing into Spire Swamp. 5th level.
  • Carnival de Morti. The carnival is here! Adventurers can look forward to relaxing and enjoying the fun of the fair—but something darker is afoot. 6th level.
  • Flayed Arcade. Step right up and test your luck, your skill, your stomach! Earn enough tickets to get a top-shelf prize—like your life and the ability to leave this tent! Swing that hammer, throw those knives, have no mercy, and maybe even save your own skin from being sewn into the big top! 3rd-4th level.
  • Fizzwing’s Wagon of Wonderment. The name Fizzwing is known far and wide—although it depends on who’s asked whether that knowledge comes with good luck or misfortune. Traveling inside his newest contraption, the Wagon of Wonderment. For the people of Wyrmling’s Choice, their first encounter with the gnome artificer will definitely be one to remember. His latest ingenious device is filled with a performance troupe of magitechnical automatons and various clockwork entertainers. Fizzwing is in the middle of putting on a show when something (as it often does with him) goes awry and a surge of magical energy causes the performers to go off-book. The mesmerized townsfolk scatter and the mechanized monsters turn on the crowd as Fizzwing’s fun and frolic transforms into horror and bloodshed! 3rd level.
  • Horror in Hollybrook. As Gemma watches the adventurers blunder through the
    underbrush like blind cubs a feral grin spreads across her weathered face. Despite their fumbling she knows they are dangerous, and it has been a while since Gemma has hunted worthy prey. Eyes gleaming, she sniffs the air and whispers a prayer of gratitude to the Lord of the Bloodhunt. His blessing sings in Gemma’s veins, waiting to be unleashed. She looks to the rest of her pack and nods. Predatory smiles cover their childlike faces as they begin to transform. Turning face to the moon, she howls as the change takes her too. The hunt is on. 6th level.
  • Reaper of the Depths. Danger intrudes on the party’s journey as a panicked young halfling relates the harrowing tale of a monster—unleashed from the deep and dooming diggers in Gloomseam Mine! 4th level.
  • Leviathan Rises. As Sochsna gazes into the cyclopean cavern deep beneath the sea floor something impossibly vast shifts in the dark abyss sending ripples through both the water and the psychic ether. Soon. Visions of the terrestrial city’s destruction flood the aboleth’s alien mind. It has taken the collective will of dozens of his brethren decades to weave the psychic web that ensnares the vast Leviathan, but now the culmination of their great labors nears. One of the behemoth’s tower-thick tentacles shifts, revealing a monstrous eye that opens and seems to focus on him before closing again as the creature returns to its fitful slumber. Soon. 12th level.
  • Obedience Training. On the edge of a quiet farming town residents are awoken in the middle of the night by clashing and the snapping of wood. The local alchemist fell asleep while enchanting herbs for a special batch of Potions of Growth. Enticed by reagents left strewn on his workspace, the alchemist’s hedgehog Zippy helped himself to a leafy feast. Shortly after the effects of the enchantment took over, rapidly expanding the critter into an enormous beast and giving him a vibrant blue coloration. Furniture started collapsing beneath him and frightened Zippy who burst out of his home. He’s spent the early hours of the morning scampering through the town searching for food and trying to avoid people who come his way. 3rd level.

Follow this enormous 360-page tome of D&D 5.5 content on Kickstarter!

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