Renduaz
2018-05-24, 08:20 AM
Prelude
Tell me, when you look at a creature's entry in your book from a player's perspective, what do you see? Merely a foe to overcome, or a tool to be untapped for untold benefits? If it's the latter, or if you desire to know more about the latter, then this Tome of Harnessing is just for you. A list of new creatures in the right hands isn't just a list of challenges to overcome, it's actually a list of new spells, new abilities and new opportunities, waiting to be unlocked. This document has been compiled to include all the interesting new entries from Mordekainen's Tome of Foes.
What's Inside
The Tome of Harnessing is in fact a supplement to my longer-standing "The Adventure's Guide to Abusing Monsters" (https://docs.google.com/document/d/1yGW6B68wAsR42Eo4qbg9TK8x10RcQsH2R1lQIoCiE3Y/pub), which contains a preliminary index of the terminology and functions discussed in the Tome of Harnessing, and is therefore absolutely vital to read, followed by a much longer bestiary drawn from all of the former books.
In short, both the Adventure's Guide and the Tome of Harnessing act as a sort of reference sheet and often a more mechanical utility guide for all the myriad of ways in which a player in a campaign can use an encountered creature for various advantages upon subduing it, whether it's through Controlling ( Dominating/Charming/Similar ) it, Transforming into it ( True Polymorph/Shapechange/Similar ), Extracting certain components from it, Allying with it or Trapping it, which are the distinct categories portrayed in both documents. Some utilities might be plainly visible and ready, in which case they are mentioned as worthy references for quick inspection, others require much more complex methods to fully derive value from. All of the details surrounding the subject of exactly how one would go about doing all of this is elaborated upon within the beginning of the Adventure's Guide.
The Tome of Harnessing is neatly arranged with a Table of Contents, name of the Creatures, the categories of utilization which are most applicable or possible for them, and a section for Traits, Abilities and Commentary for anything else, although I have not used it very extensively. The Tome of Harnessing shows how you may:
* Pry an Allip's secrets to their fullest extent
* Employ a Berbalang as an essentially limitless scout and spy
* Command an indestructible Boneclaw, potentially forever
* Use a Canoloth as a mobile Teleportation ward
And other interesting tidbits that caught my attention while browsing Mordekainen's Tome of Foes.
FAQ
Please note that reading the first chapter of the Adventure's Guide is imperative to understanding the Tome of Harnessing in context.
Why isn't every creature covered here?
Both the Adventure's Guide and Tome of Harnessing, for reasons of expediency and usefulness, do not discuss any creatures which do not have some kind of uniqueness ( Whether it be in Traits, Abilities, Type or even Challenge Rating ) or unusual talent, nor creatures whose usefulness does not warrant much thought. For example, a creature with a common damaging attack or ordinary spell, no matter how much damages it does, will hardly warrant a spot since it's utility is in plain sight, and probably shared by most other creatures to some extent, strength aside. Furthermore, a creature whose unique attribute is either an equivalent or lesser variant of an attribute of another creature that has already been included will likewise not be added.
Nontheless, the Adventure's Guide provides a debriefing on how to make use of any creature you might encounter on your own right, and the Bestiaries of both documents can inspire you to accomplish similar feats with any other creatures you set your mind to.
How do you control creatures with Charm immunity?
A creature with a Charmed condition immunity that is assigned a "Control" category will almost always be of a type that can be controlled to various extents with spells and abilities that do not qualify as Charms, as discussed in the Adventure's Guide. Although there are also a few ways to bypass that universally, depending on who you ask.
Is everything always going to go perfectly?
No, and nobody could ever make any D&D guides with that criteria in mind.
Do you have to be a Spellcaster in order to make use of this?
Unfortunately, due to the nature of the tasks that we are dealing with, a vast majority of these methods are only available to heavy spellcaster classes. However, even if you can't do some of the things yourself, you could always suggest them to someone in the party who can, if ever you find a need.
Why are some Traits or Abilities empty?
They are left empty whenever there is nothing of particular merit to be said about them. Sadly Mordekainen's Bestiary is naturally much shorter than the MM and Volo's combined, so there is also significantly less content, but it still makes for a worthy addition and reference tool in my opinion.
Link (https://docs.google.com/document/d/1MVFvKpimYuMHX04UkaDIfMlGkKZghB4nJWTz-oWXiIE/edit?usp=sharing)
Tell me, when you look at a creature's entry in your book from a player's perspective, what do you see? Merely a foe to overcome, or a tool to be untapped for untold benefits? If it's the latter, or if you desire to know more about the latter, then this Tome of Harnessing is just for you. A list of new creatures in the right hands isn't just a list of challenges to overcome, it's actually a list of new spells, new abilities and new opportunities, waiting to be unlocked. This document has been compiled to include all the interesting new entries from Mordekainen's Tome of Foes.
What's Inside
The Tome of Harnessing is in fact a supplement to my longer-standing "The Adventure's Guide to Abusing Monsters" (https://docs.google.com/document/d/1yGW6B68wAsR42Eo4qbg9TK8x10RcQsH2R1lQIoCiE3Y/pub), which contains a preliminary index of the terminology and functions discussed in the Tome of Harnessing, and is therefore absolutely vital to read, followed by a much longer bestiary drawn from all of the former books.
In short, both the Adventure's Guide and the Tome of Harnessing act as a sort of reference sheet and often a more mechanical utility guide for all the myriad of ways in which a player in a campaign can use an encountered creature for various advantages upon subduing it, whether it's through Controlling ( Dominating/Charming/Similar ) it, Transforming into it ( True Polymorph/Shapechange/Similar ), Extracting certain components from it, Allying with it or Trapping it, which are the distinct categories portrayed in both documents. Some utilities might be plainly visible and ready, in which case they are mentioned as worthy references for quick inspection, others require much more complex methods to fully derive value from. All of the details surrounding the subject of exactly how one would go about doing all of this is elaborated upon within the beginning of the Adventure's Guide.
The Tome of Harnessing is neatly arranged with a Table of Contents, name of the Creatures, the categories of utilization which are most applicable or possible for them, and a section for Traits, Abilities and Commentary for anything else, although I have not used it very extensively. The Tome of Harnessing shows how you may:
* Pry an Allip's secrets to their fullest extent
* Employ a Berbalang as an essentially limitless scout and spy
* Command an indestructible Boneclaw, potentially forever
* Use a Canoloth as a mobile Teleportation ward
And other interesting tidbits that caught my attention while browsing Mordekainen's Tome of Foes.
FAQ
Please note that reading the first chapter of the Adventure's Guide is imperative to understanding the Tome of Harnessing in context.
Why isn't every creature covered here?
Both the Adventure's Guide and Tome of Harnessing, for reasons of expediency and usefulness, do not discuss any creatures which do not have some kind of uniqueness ( Whether it be in Traits, Abilities, Type or even Challenge Rating ) or unusual talent, nor creatures whose usefulness does not warrant much thought. For example, a creature with a common damaging attack or ordinary spell, no matter how much damages it does, will hardly warrant a spot since it's utility is in plain sight, and probably shared by most other creatures to some extent, strength aside. Furthermore, a creature whose unique attribute is either an equivalent or lesser variant of an attribute of another creature that has already been included will likewise not be added.
Nontheless, the Adventure's Guide provides a debriefing on how to make use of any creature you might encounter on your own right, and the Bestiaries of both documents can inspire you to accomplish similar feats with any other creatures you set your mind to.
How do you control creatures with Charm immunity?
A creature with a Charmed condition immunity that is assigned a "Control" category will almost always be of a type that can be controlled to various extents with spells and abilities that do not qualify as Charms, as discussed in the Adventure's Guide. Although there are also a few ways to bypass that universally, depending on who you ask.
Is everything always going to go perfectly?
No, and nobody could ever make any D&D guides with that criteria in mind.
Do you have to be a Spellcaster in order to make use of this?
Unfortunately, due to the nature of the tasks that we are dealing with, a vast majority of these methods are only available to heavy spellcaster classes. However, even if you can't do some of the things yourself, you could always suggest them to someone in the party who can, if ever you find a need.
Why are some Traits or Abilities empty?
They are left empty whenever there is nothing of particular merit to be said about them. Sadly Mordekainen's Bestiary is naturally much shorter than the MM and Volo's combined, so there is also significantly less content, but it still makes for a worthy addition and reference tool in my opinion.
Link (https://docs.google.com/document/d/1MVFvKpimYuMHX04UkaDIfMlGkKZghB4nJWTz-oWXiIE/edit?usp=sharing)