Casting Call – Live from the Sword Coast: Maurgoth Son of Daurgoth 5th Level Warlock – 5th Edition Dungeons & Dragons

Maurgoth Son of Daurgothoth

Male Dragonborn Charlatan Warlock 5  XP: 12,370
Faction: Host of Daurgothoth                    Renown: 3 Neutral Good
Representing Nick

Strength 10 (19) (+0)(+4)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 10 (+0)
Wisdom 10 (+0)
Charisma 16 (+3)
Size: Medium
Height: 6′ 3″
Weight: 250 lb
Skin: Red
Hair: None

Maximum Hit Points: 38
Hit Dice 5d8
Speed: 30 feet
Armor Class: 13 = 10 + 1 [leather] + 2 [dexterity]

Proficiency bonus: +3
Initiative modifier: + 2 = + 2 [dexterity]
Attack (handheld / thrown): + 7 = + 3 [proficiency] + 4 [strength]
Attack (missile / finesse): + 5 = + 3 [proficiency] + 2 [dexterity]
Strength save: + 4
Dexterity save: + 2 = + 2 [dexterity]
Constitution save: + 2 = + 2 [constitution]
Intelligence save: + 0
Wisdom save: + 3 = + 3 [proficiency]
Charisma save: + 6 = + 3 [proficiency] + 3 [charisma]
Insight (passive): 10 (15 with advantage)
Perception (passive): 10 (15 with advantage)

Carry: 150 lb maximum

Languages: Common Draconic
Proficiencies: Simple Weapons, Light Armor, Disguise Kit, Forgery Kit

Eldritch Blast [Two blasts at +6 to hit; 1d10+3 force damage (range 120)]
Vivexvalignant (Greatsword) [+8 to hit; 2d6+5 slashing]
Unarmed strike [+7 to hit; 5 bludgeoning]
2 Daggers [+7 to hit; 1d4+4 piercing, 1 lb, finesse, light, thrown (range 20/60)]

Leather armor [light; + 1 AC; 10 lb.]

EMBER – Pseudodragon familiar Str 6 (-2) Dex 15 (+2) Con 13 (+1) Int 10 (+0) Wis 12 (+1) Cha 10 (+0) AC 13; HP 7; Speed 15 fly 60; perception +3; stealth +4; blindsight 10, darkvision 60, passive perception 13, understands common and draconic but does not speak; advantage on perception checks involving sight, hearing or smell; advantage on saves vs spells and other magic, limited telepathy, bite +4 to hit, reach 5, damage 1d4+2 piercing; sting +4 to hit, save vs constitution DC 11 sleep poison

Feats: Lucky
Skill Name Key Ability Skill Modifier Ability Modifier Trained? Misc. Modifier
Acrobatics Dex 2 = +2
Animal Handling Wis 0 = +0
Arcana Int 0 = +0
Athletics Str 0 = +0
Deception Cha 6 = +3 + 3
History Int 0 = +0
Insight Wis 0 = +0
Intimidation Cha 6 = +3 + 3
Investigation Int 3 = +0 + 3
Medicine Wis 0 = +0
Nature Int 0 = +0
Perception Wis 0 = +0
Performance Cha 3 = +3
Persuasion Cha 6 = +3 + 3
Religion Int 0 = +0
Sleight of Hand Dex 2 = +2
Stealth Dex 2 = +2
Survival Wis 0 = +0

At warlock level 4, you know 3 warlock cantrips. Maurgoth’s cantrips are Eldritch, Friends, and True Strike.

Maurgoth has 2 Second-level spell slots, which regenerate on a short rest.

At warlock level 5, Maurgoth knows 6 warlock spells. Maurgoth’s spells are Arms of Hadar, Command, Fly, Hex, Invisibility, and Scorching Ray.

At warlock level 5, Maurgoth knows 3 warlock invocations.

Agonizing Blast – Maurgoth adds his Cha to damage on his Eldritch Blast

Mask of Many Faces – Maurgoth can cast disguise self without expending a spell slot (see spell in his spellbook).

One With Shadows – When Maurgoth is in an area of dim light or darkness, he can use his action to become invisible until he moves or takes an action or a reaction.

Red Dragonborn

  • The breath weapon does 2d6 fire damage in 15ft cone. A short rest is required to recharge.
  • Breath weapon is a 15 foot cone of fire, dexterity saves.
  • Red dragonborn are resistant to fire.


  • You have a fake identity alter-ego.

Fiendish Pact Warlock

  • The DC to resist your spells is 14 [8 + proficiency bonus + your charisma modifier].
  • Level 1: Dark Ones Blessing — on reducing enemy to 0 hp, gain temporary hp equal to your charisma modifier plus warlock level (7 hps).

Chain pact (warlock)

First Ability Score Improvement: Feat

Maurgoth Son of Daurgoth’s Equipment:

Money: 495 gold pieces.

Vivexvalignant – (Attunded) This greatsword is a 5 1/2 foot long blade of oily, dark-gray iron named Vivexvalignant (“Burning Victory”). The hilt is a soot-stained representation of two black dragon heads rearing towards each other, and the hilt is wrapped in alchemically treated reptile skin.

It functions as a +1 Greatsword that grants the wielder resistance to acid, the wielder can understand spoken Draconic, those creatures hit with the blade are unable to heal for 1 round, and the wielder can cast the spell Compelled Duel once per day, when attuned. Otherwise, it is simply a +1 Greatsword.

Cinderstrong Bands: These vambraces are made of a blackened iron that appears coated in soot that does not rub off. The leather straps on the back seem, likewise, charred. The vambraces feature the wrought iron faces of demonic, horned humanoid creatures wreathed in stylized flames in a distinctly ancient style reminiscent of the lost Calim Empire (which fell 7000 years ago). Along the edges, they feature the crude runic script of the Ignan tongue (a subset language of Primordial…the language of the inhuman elemental planes). When the Cinderstrong Bands are worn, the wearer’s Strength is 19. They require attunement.

Backpack, Gaming set (proficient), Ink pen, Ink vial, Mess kit, Parchment sheets x10, Rations (1 day) x10, Rope (50′, hempen), Tinderbox Waterskins, Disguise kit (proficient), Wand, and Book of Lore

Maurgoth Son of Daurgoth’s Personality Traits: I lie about almost everything, even when there is no reason to do so.
Maurgoth Son of Daurgoth’s Ideal: Independence: I am a free spirit – no one tells me what to do.
Maurgoth Son of Daurgoth’s Bond: Wanted by his father the Dracolich after he betrayed him.
Maurgoth Son of Daurgoth’s Flaw: Can’t resist swindling more powerful beings. 

Host of Daurgothoth Contacts:

Veygauth: Dragonborn Illusionist who is one of the favoured children of Daurgothoth. Mostly based out of Waterdeep, where he poses as a human who repairs and crafts stringed musical instruments– Contact Bond Level 2.

Durek Irthosavutha (Black Secret): Dwarven thug and shakedown artist with the Guilde who lives in the Outer City of Baldur’s Gate – Contact Bond Level 1

ARVOUL – HALF-DRAGON WINGED KOBOLD – Host of Daurgothoth Follower
Small humanoid, lawful evil
Armor Class 13 (natural armor)
Hit Points 15
Speed 30 ft., fly 30 ft.
STR 7 (-2) DEX 16 (+3) CON 9 (-1) INT 10 (+0) WIS 7 (-2) CHA 8 (-1)
Damage Resistance: fire
Senses darkvision 60 ft., passive Perception 8
Languages: Common, Draconic
Sunlight Sensitivity. While in sunlight, Arvoul has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Pack Tactics. Arvoul has advantage on an attack roll against a creature if at least one of Arvoul’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d4+3 piercing damage.
Dropped Rock. Ranged Weapon Attack. +5 to hit, one target directly below Arvoul. Hit: 1d6+3 bludgeoning damage.
Fire Breath (Recharge 5-6). Arvoul exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.

Casting Call – Live from the Sword Coast: Maurgoth Son of Daurgoth 5th Level Warlock – 5th Edition Dungeons & Dragons

The Value of Friends – Expanded Faction Rules for the Tyranny of Dragons Campaign



Since the launch of 5th Edition Dungeons & Dragons, I have been running the Tyranny of Dragons campaign as a biweekly D&D game.

This weekend I was reviewing the rules for the various Factions in the Tyranny of Dragons official material, and the Dungeom Master’s Guide, and I’ve come to the conclusion that they do not have enough detail to satisfy my players (they currently amount to “you get stuff as you gain Renown,” but they provide no insight as to what said “stuff” might be).

Rather than abandon the Renown and Faction concepts altogether (some of my players have expressed interest in currying favor with the various factions), I’ve come up with the following rules to use in my home campaign.

I should say, from the outset, that these rules may be more “generous,” in terms of rewards to the players, than other DMs may be comfortable with.

To those DMs, I would suggest that, if nothing else, this approach to Factions is an effective way to provide PCs with tailor-made items within the context of the campaign storyline and avoid the kind of “you just so happened to find something in this crypt perfect for your character” loot reward that feels especially “game-y.”

With that preemptive defence out of the way, let’s get to the Factions!



As we play through the Tyranny of Dragons campaign arc, my players will gain Renown for achieving objectives or undertaking quests that support their respective Faction’s goals.

To date, the characters’ actions against both the Cult of the Dragon and the Church of Cyric have gained them 3 Renown (as background, my campaign features a plot by the Forgotten Realms gods Bane, Bhaal, and Myrkul as a parallel threat, alongside Tiamat’s Cult of the Dragon. Neither these gods, nor the Church of Cyric, play a role in the “official” campaign).

As we the campaign advances, my players will gain Renown at a slower rate than they will XP, and will be mostly independent of their level, but if they try to find ways to help out their Faction, they will be gaining Renown faster.

By setting up the rewards this way, I am hoping that, as the campaign advances, the guys will start independently looking for adventures to help their Factions out, rather than following the trail of crumbs left by the “official” story.

As my players advance in Renown with their respective organizations, they will gain the benefits or followers indicated on the tables below.

If they select the follower options and the followers end up getting killed in the course of play, they will likely be replaced by the organization in a timely fashion, so long as they were slain in pursuit of your Faction’s goals. However, if they are killed in connection with an unrelated matter or as a result of the player’s negligence, it may result in a loss of Renown, as well as a delay in their replacement.

In addition to the benefits or followers they gain at each Renown tier, my campaign’s PCs will gain Contacts within the organization at each tier and they see the bonds with older Contacts grow stronger as their influence in the Faction.

The table below lists the rough guidelines for the level of the bonds between the characters and their Contacts. Each new Contact starts at a level 1 bond, which goes up every time the players reach the next Renown tier (whereupon they also gain a new Contact with a level 1 bond).

This means that, by the time the PCs reach the final Renown tier, they will have five Contacts that they can regularly draw on for advice and support, with bond levels running from 1 to 5.

It is worth noting that the Contacts gained in the Faction are not puppets for the players and will be played as independent characters. Abuse of these Contacts (say by stealing or losing loaned equipment) will result in a loss of Renown in the Faction.

Faction Contacts
Bond Level Relationship with Player Character
1 The relationship is mostly based on mutual interests in the Faction. The Contact will not offer any preferential treatment, but they treat the character with a modicum of resepct.

The Contact will loan the character equipment up to 100 gp in value.

2 The Contact is friendly with the character, but calling them actual friends might be stretching it. The Contact is willing to be inconvenienced in small ways for the character, but will not take the fall for them.

The Contact will provide a secure location for the characters to use (such as a safehouse, the back room of a tavern, or the basement of a warehouse) or loan the character equipment up to 500 gp in value.

3 There is an actual friendship between the Contact and the character and the Contact will go out of their way to aid the character.

The Contact will loan the character equipment up to 5,000 gp in value.

4 The Contact and character know and trust each other, and have for some time. The Contact will back the character, even in risky situations.

The Contact will provide the character access to and use of significant faction-related locations (such as churches, sacred groves, or fortified keeps) or loan the character equipment up to 50,000 gp in value.

5 The Contact will go to the wall for the character and advance the character’s interest without any prompting from the character.

The Contact will advocate for the character’s goals within the Faction itself or loan the character Legendary magic items or artefacts possessed by the Faction.

The two factions featured below that are not included in the “official” Tyranny of Dragons campaign are custom factions introduced for two of the PCs in my home campaign.

For those who may be interested, the Misty Kingdom was created for a Moon Elf Magus from the Elven Kingdom of the Misty Forest and the Host of Daurgothoth was created for a Dragonborn Warlock whose “father” is the dracolich Daurgothoth who opposes the current goals of the Cult of the Dragon.


HARPERS: “Down with tyranny. Fairness and equality for all.”
Typical quests include securing an artifact that would upset the balance of power in a region, gathering information on a powerful individual or organization, and determining the true intentions of an ambitious political figure or evil spellcaster.
Renown Title Available Benefits
1 Watcher A silver pin shaped like a harp.
3 Harpshadow A Ring of Mind Shielding or a Hat of Disguise or a Harper Spy follower or a Warhorse
10 Brightcandle Gem of Seeing or a Ring of Free Action or a 6th level Harper Mage follower or 5 Harper Spy followers.
25 Wise Owl Tome of Clear Thought or Tome of Leadership and Influence or 10th level Cleric of Deneir follower or 10 Harper Spy followers.
50 High Harper A Legendary Magic Item or powerful new follower.
ORDER OF THE GAUNTLET: “Protect the weak and crush the wicked.”
Typical quests include protecting a town under attack by bandits, seeking out and destroying powerful evil creatures, uncovering and thwarting the plots of evil cults and organizations.
Renown Title Available Benefits
1 Chevall A tabard with the symbol of a clenched right gauntlet.
3 Marcheon A Cloak of Protection or a Sentinel Shield or an Animated Armor follower or a Warhorse
10 Whitehawk Belt of Hill Giant Strength or a Staff of Healing or 10 Guards of the Order or a Helmed Horror follower
25 Vindicator A Belt of Fire Giant Strength or a Tome of Understanding or a Young Bronze Dragon follower/mount or three Knights of the Order with Warhorses.
50 Righteous Hand A Legendary Magic Item or powerful new follower.
MISTY KINGDOM: “The time of the Elves has not passed. The light of a new dawn will rise.”
Typical quests include seeking out lost Elven artifacts, protecting the interests of Elven communities, eliminating threats to the Elves and, in particular, to the Misty Kingdom.
Renown Title Available Benefits
1 Scout A silver clasp with a stylized trio of trees shrouded in fog.
3 Mistwalker Boots of Spider Climbing (as Slippers of Spider Climbing only boots) or a Cloak of Elvenkind or a Dire Wolf follower/mount or a Giant Eagle follower/mount.
10 Fogstalker Elven Chain or Wings of Flying or an Eldritch Knight follower mounted on a Hippogriff or two Misty Kingdoms Scouts mounted on Griffons.
25 Forester A Manual of Quickness of Action or a Staff of Thunder and Lightning or a powerful elven Eldritch Knight (reskinned Githyanki Knight) or six Misty Kingdoms Scouts mounted on Griffons
50 King’s Sword A Legendary Magic Item or a powerful new follower.
EMERALD ENCLAVE: “The balance of nature must be protected.”
Typical quests include preventing destruction of a natural region, destroying a threat to the natural balance, or convince a political or military leader of the value of maintaining the natural balance.
Renown Title Available Benefits
1 Springwarden A carved wooden pendant that resembles an oak leaf.
3 Summerstrider A Pearl of Power or Winged Boots or a Brown Bear mount/follower or a Hippogriff mount/follower.
10 Autumnreaver A Staff of the Woodlands or a Stone of Controlling Earth Elementals or an Owlbear follower or five Dire Wolf followers.
25 Winterstalker A Ring of Regeneration or a Tome of Understanding or a 10th level Druid of the Emerald Enclave follower or five Werewolf followers.
50 Master of the Wild A Legendary Magic Item or a powerful new follower.
ZHENTARIM: “Join us and prosper. Oppose us and die.”
Typical quests include plundering or stealing a treasure hoard, powerful magic item or artifact, securing a lucrative business contact or enforcing a preexisting one; and establishing a foothold in a place where the Zhentarim holds little sway.
Renown Title Available Benefits
1 Fang A dull, blackened iron coin with the Zhentarim’s symbol on it.
3 Wolf Gloves of Thieving or a Lantern of Revealing or two Zhentarim Scout followers or a Spectre Thrall follower.
10 Viper A Cloak of Displacement or a Rod of Rulership or a Zhentarim Veteran with 2 Wolves or ten Zhentarim Scout followers.
25 Ardragon A Manual of Quickness of Action or a Tome of Leadership and Influnce or Zhentarim Assassin follower or a 10th level Priest of Cyric follower.
50 Dread Lord A Legendary Magic Item or a powerful new follower.
HOST OF DAURGOTHOTH: “All will serve our deathless father.”
Typical quests include thwarting the Cult of the Dragon, slaying and raising dragons as dracoliches in Daurgothoth’s service, or increasing the temporal power of Daurgothoth.
Renown Title Available Benefits
1 Child A ring of smooth obsidian.
3 Acolyte A Medallion of Thoughts or a Rod of the Pact Keeper or an Undead Half-Dragon Riding Horse or a Half-Dragon Winged Kobold follower.
10 Deathclaw A Cape of the Mountebank or an Ioun Stone of Reserve or a Half-Dragon Bodyguard or two Guard Drake followers.
25 Dracolord A Crystal Ball or a melee weapon of Frost Brand or an Undead Half-Dragon Wyvern mount/follower or three Wight followers.
50 Son (or Daughter) of Death A Legendary Magic Item or a powerful new follower.

Until next time, I remain;

The Value of Friends – Expanded Faction Rules for the Tyranny of Dragons Campaign