Festival Magic
A Magical Time of Year
"A kingdom celebrates its victories. A people celebrates that they are still here to remember them."
What Are Festivals?
Every one of us has experienced the wonder and magic of holidays and festivals. Their shared traditions, heightened emotions, and communal rituals create an undeniable Every one of us has experienced the wonder of holidays and festivals. They are the days we look forward to long before they arrive and remember long after they have passed. Whether marked by solemn ceremony, joyful celebration, or quiet family traditions, festivals possess a unique ability to bring people together in ways that ordinary days never can. Familiar songs are sung, old stories are retold, tables are shared, and communities pause, if only briefly, to celebrate what they value most. Across Aerith, every culture observes its own festivals. Some commemorate great victories or tragic losses. Others honor changing seasons, prosperous harvests, ancient gods, or the bonds of family and friendship. Though their customs differ from place to place, they all share one remarkable quality: for a short time, thousands of hearts and minds become united by the same traditions, emotions, and purpose. In a world where belief and magic are deeply intertwined, that shared experience is more than simple celebration. It becomes power. Whether understood as divine blessing, the resonance of the Weave, or something stranger still, the collective hopes, memories, gratitude, and joy of a festival can briefly reshape the world around those taking part. A harvest feast might leave its guests invigorated for days afterward. A solemn remembrance may strengthen courage in the face of fear. A midsummer celebration could fill travelers with unexpected fortune before they continue their journey. These rules explore the role festivals play throughout the peoples and cultures of Aerith, the traditions that define them, and the unique form of communal magic that arises when celebration, memory, and belief become one."Children remember presents. Parents remember the laughter that came before they were opened."
The Magic of the Holidays
Throughout Aerith, festivals are more than opportunities to gather, celebrate, and preserve tradition. When enough people unite in a shared purpose, their collective emotions and beliefs resonate with the world around them, giving rise to temporary magical phenomena known as Regional Effects. These manifestations are not created by individual spellcasters, nor are they the result of divine intervention alone. Instead, they arise naturally from the combined spirit of an entire celebration, transforming songs, feasts, dances, ceremonies, and other traditions into expressions of communal magic. Every festival is built from several key elements that determine how its magic manifests. A festival's Festival Type identifies the kind of celebration taking place, such as a seasonal observance, religious holy day, civic commemoration, harvest festival, or family celebration. Its Festival Scale determines the physical extent of the celebration, the number of Blessings it possesses, and whether it culminates in a Peak Celebration, the magical high point of the festival. At the heart of every celebration lies its Festival Heart, the central emotion, virtue, or ideal that defines the occasion. Hope, remembrance, gratitude, joy, sacrifice, community, and countless other ideals can each serve as the emotional foundation from which a festival's magic arises. That Heart expresses itself through one or more Festival Blessings, each representing a particular way the festival's ideals manifest in the world. Every unique combination of a Festival Heart and Festival Blessing creates a single Regional Effect. Finally, each Regional Effect is associated with one or more Festival Activities. By participating in one of those activities, a creature can make that Regional Effect its current effect, allowing the celebration's magic to accompany it even after it leaves the festival grounds. Together, these elements provide a flexible framework that allows festivals of every culture, faith, and community to feel distinct while sharing a common magical foundation, making each celebration unique without requiring an entirely new set of rules."The finest holidays are not those that interrupt ordinary life. They're the ones that remind us ordinary life was always worth celebrating."
Festival Creation
To create a festival, follow these steps. The DM may choose any result instead of rolling. 1. Determine the Festival Type. Choose or roll the broad category of celebration. 2. Determine Festival Scale. Scale establishes the festival’s typical Festival Area, number of Blessings and Regional Effects, and whether it normally possesses a Peak Celebration. 3. Determine the Festival Heart. Choose or roll the central emotion, ideal, or shared meaning that defines the celebration. 4. Determine the Festival Blessings. Choose or roll the number of distinct Blessings allowed by the festival’s Scale. 5. Determine the Regional Effects. Cross-reference the Festival Heart with each Blessing. Each Heart-and-Blessing pairing produces one Regional Effect. 6. Assign Festival Activities. Associate each Regional Effect with at least one identifiable Festival Activity through which creatures can make that effect current. 7. Determine the Peak Celebration. If the festival’s Scale allows one, choose the ceremony, contest, performance, procession, or other event that serves as the festival’s climax.Determining the Festival Type
The DM may choose a Festival Type or roll on the Festival Type table.| d14 | Festival Type |
|---|---|
| 1 | Seasonal |
| 2 | Agricultural |
| 3 | Religious |
| 4 | Civic |
| 5 | Family & Life Events |
| 6 | Trade |
| 7 | Military |
| 8 | Cultural |
| 9 | Natural |
| 10 | Magical |
| 11 | Social |
| 12 | Competition |
| 13 | Remembrance |
| 14 | Renewal |
"A village that still gathers to sing has not yet been defeated, no matter what the maps may claim."
Festival Type Quick Reference
The following table presents Hearts and Blessings commonly associated with each Festival Type. These associations are suggestions rather than restrictions.| Festival Type | Suggested Hearts | Suggested Blessings |
|---|---|---|
| Seasonal | Renewal, Joy, Hope, Wonder | Restoration, Journey, Wisdom, Fortune |
| Agricultural | Gratitude, Community, Prosperity, Hope | Restoration, Fellowship, Fortune, Resolve |
| Religious | Reverence, Hope, Peace, Sacrifice | Protection, Restoration, Wisdom, Resolve |
| Civic | Honor, Community, Peace, Prosperity | Protection, Fellowship, Inspiration, Wisdom |
| Family and Life Events | Love, Community, Memory, Hope | Fellowship, Restoration, Protection, Fortune |
| Trade | Prosperity, Ambition, Gratitude, Hospitality | Fortune, Fellowship, Wisdom, Journey |
| Military | Honor, Courage, Sacrifice, Memory | Resolve, Protection, Inspiration, Restoration |
| Cultural | Joy, Memory, Community, Wonder | Inspiration, Fellowship, Wisdom, Fortune |
| Natural | Reverence, Renewal, Wonder, Peace | Journey, Restoration, Wisdom, Protection |
| Magical | Wonder, Ambition, Reverence, Hope | Wisdom, Inspiration, Fortune, Protection |
| Social | Joy, Love, Community, Hospitality | Fellowship, Fortune, Inspiration, Restoration |
| Competition | Competition, Ambition, Honor, Courage | Resolve, Inspiration, Fortune, Restoration |
| Remembrance | Memory, Sorrow, Gratitude, Sacrifice | Wisdom, Protection, Restoration, Resolve |
| Renewal | Renewal, Hope, Peace, Gratitude | Restoration, Protection, Resolve, Journey |
"Even grief deserves a holiday now and then. Otherwise it forgets to loosen its grip."
Festival Examples by Type
After determining the Festival Type, choose a specific celebration from the corresponding list or create one of your own. These are example lists rather than additional random tables.Seasonal Festivals
Spring Renewal
Summer Solstice
Autumn Equinox
Winter Solstice
Midwinter
Midsummer
First Frost
First Snow
First Bloom
Agricultural Festivals
Planting Festival
First Fruits
Harvest Festival
Vintage (Wine) Festival
Threshing Festival
Livestock Blessing
Fishing Season Opening
Hunting Season Opening
Religious Festivals
Feast Day of a deity
Pilgrimage Festival
Miracle Commemoration
Temple Dedication
Day of Atonement
Festival of Lights
Festival of the Dead
Sacred Fast
Civic Festivals
Founding Day
Independence Day
Coronation Day
Charter Day
Victory Day
Peace Festival
Unity Festival
New Capital Celebration
Family and Life-Cycle Festivals
Birth Celebration
Naming Ceremony
Coming of Age
Betrothal Festival
Wedding Festival
Anniversary Celebration
Funeral Observance
Ancestor Remembrance
Trade and Economic Festivals
Market Fair
Merchant Festival
Guild Day
Craft Fair
Great Bazaar
Tax Jubilee
Trade Caravan Arrival
Military Festivals
Victory Celebration
Day of Remembrance
Muster Day
Tournament
Founding of an Order
Veterans' Festival
Cultural Festivals
Music Festival
Dance Festival
Poetry Festival
Storytelling Festival
Theater Festival
Artisan Festival
Culinary Festival
Natural Phenomenon Festivals
Eclipse Festival
Comet Festival
Flood Festival
River Blessing
Mountain Pilgrimage
Migration Festival
Bloom Festival
Aurora Festival
Social Festivals
Carnival
Masquerade
Feast Day
Community Fair
Lovers' Festival
Children's Festival
Hospitality Festival
Neighbor's Day
Magical Festivals
Ley Line Convergence
Arcane Renewal
Festival of the Moons
Wild Magic Bloom
Spirit Communion
Planar Alignment
Constellation Festival
Mana Harvest
Competitions
Athletic Games
Archery Competition
Magical Tournament
Horse Fair
Sailing Regatta
Great Hunt
Cooking Contest
Craft Competition
Remembrance Festivals
Founders' Memorial
Heroes' Day
Day of Mourning
Ancestors' Night
Memorial Vigil
Disaster Remembrance
Renewal Festivals
New Year
Jubilee
Debt Forgiveness
Cleansing Festival
Purification Rite
Renewal of Oaths
"Tradition is memory made visible. Every lantern lit, every bell rung, every old song sung is another promise that the past has not been forgotten."
Festival Activity Generator
After determining the festival’s Blessings, the DM may roll on this table for broad activity ideas. Each selected activity must still be associated with one of the festival’s Blessings.| d12 | Activity |
|---|---|
| 1 | Feasts |
| 2 | Parades |
| 3 | Contests |
| 4 | Dancing |
| 5 | Music |
| 6 | Religious rites |
| 7 | Storytelling |
| 8 | Markets |
| 9 | Bonfires |
| 10 | Processions |
| 11 | Games |
| 12 | Performances |
Example:
City Harvest Celebration The DM creates an Agricultural City Celebration. The festival has the Heart of Gratitude and possesses two Blessings. The DM selects Restoration and Fortune.
| Festival Element | Result |
|---|---|
| Festival Type | Agricultural |
| Festival Scale | City Celebration |
| Festival Heart | Gratitude |
| First Blessing | Restoration |
| First Regional Effect | Gratitude × Restoration |
| Associated Activity | Communal harvest feast |
| Second Blessing | Fortune |
| Second Regional Effect | Gratitude × Fortune |
| Associated Activity | Harvest market and ceremonial gift exchange |
"No one truly celebrates alone. Even a solitary candle honors those who once stood beside it."
Festival Scale
Festival Scale describes the physical reach and mechanical complexity of a celebration. Scale determines:- the festival's typical geographic extent;
- the number of Blessings it expresses;
- the number of Regional Effects it produces;
- whether it normally possesses a Peak Celebration;
- and whether it can produce a unique legendary effect.
Determining Festival Scale
The DM may choose an appropriate Scale or roll on the Festival Scale table.| d6 | Festival Scale | Blessings and Regional Effects | Peak Celebration | Unique Effect |
|---|---|---|---|---|
| 1 | Village Gathering | 1 | No | No |
| 2 | Town Festival | 1 | Optional | No |
| 3 | City Celebration | 2 | Yes | No |
| 4 | Regional Fair | 2 | Yes | No |
| 5 | National Holiday | 3 | Yes | No |
| 6 | Legendary Festival | 3 | Yes | Yes |
Gratitude × Restoration
and Gratitude × Fortune.
The festival still has one primary Heart. Its Scale allows that Heart to manifest through more than one Blessing.
Festival Area by Scale
Festival Scale provides guidance for the typical physical extent of the Festival Area. The listed distances are guidelines rather than exact magical measurements. They describe the overall span within which the celebration normally occurs. They are not radii, and they do not require the Festival Area to form a circle, square, or other regular shape.| d6 | Festival Scale | Typical Festival Area |
|---|---|---|
| 1 | Village Gathering | One central site and its immediate surroundings, such as a village green, shrine, manor grounds, or adjoining streets. Typically no more than 500 feet across. |
| 2 | Town Festival | Several connected streets, plazas, buildings, or fields. Typically no more than 1 mile across. |
| 3 | City Celebration | A large district or several connected districts, including major streets and civic spaces. Typically no more than 3 miles across. |
| 4 | Regional Fair | Extensive fairgrounds, camps, roads, fields, docks, and nearby sites used by visitors. Typically no more than 10 miles across. |
| 5 | National Holiday | Multiple separate Festival Areas established in participating settlements. Each local area uses boundaries appropriate to the celebration occurring there. |
| 6 | Legendary Festival | Story-defined. Its Festival Area might encompass an entire settlement, a region, a pilgrimage route, several distant sites, or a supernatural location. |
Defining the Festival Area
The DM defines the Festival Area according to the locations actively being used for the celebration. A Festival Area may include:- streets and plazas
- temples and civic buildings
- fields and fairgrounds
- markets and campsites
- procession routes
- docks and waterways
- performance grounds
- ceremonial sites
- designated gathering places
Discontinuous Festival Areas
A Festival Area does not have to be continuous. Separate locations may belong to the same Festival Area when they are meaningfully connected as parts of the same organized celebration. For example, a temple, the procession route leading from it, and the plaza where the procession ends may all belong to the same Festival Area even if ordinary streets or buildings lie between them. Separate sites should not be treated as parts of the same Festival Area merely because festival events happen at both locations. They must be connected through shared ceremonies, activities, routes, administration, or tradition.National Holidays
A National Holiday does not create one continuous Festival Area across an entire nation. Instead, each participating settlement establishes its own local Festival Area. A capital might hold ceremonies throughout several civic districts, while a rural village observes the same holiday around its shrine, village green, and communal hall. These local celebrations normally share the National Holiday's:- Festival Type
- primary Heart
- available Blessings
- esulting Regional Effects
| Blessing | Capital Activity | Town Activity | Village Activity |
|---|---|---|---|
| Protection | Military ceremonies | Veterans' procession | Oath renewal at the local shrine |
| Inspiration | Royal speeches | Public readings and performances | Stories of local heroes |
| Fellowship | Regimental banquet | Guild and civic feasts | Communal meal |
"The purpose of a festival is not to escape the burdens of life. It is to remember why those burdens are worth carrying."
Peak Celebrations
Festival Scale determines whether a celebration normally possesses a Peak Celebration. A Village Gathering does not normally require a separate Peak Celebration. Its principal activity may already serve as its natural focus. A Town Festival may possess a Peak Celebration when its traditions include a clear ceremony, contest, performance, procession, or communal observance toward which the event builds. City Celebrations, Regional Fairs, National Holidays, and Legendary Festivals normally possess a Peak Celebration. The rules governing Peak Celebrations and their heightened magical benefits appear in the Peak Celebration section.Legendary Festivals
A Legendary Festival is not constrained by ordinary geographic expectations. Its Festival Area might include:- an entire city
- every settlement along a pilgrimage route
- multiple distant sacred sites
- a region beneath a supernatural sky
- a moving fleet or caravan
- locations connected through portals
- a demiplane
- any place touched by the festival's central miracle
Scale and Local Variation
Scale establishes the festival's geographic reach and mechanical capacity, but it does not require every portion of the Festival Area to look or function identically. A City Celebration might spread across a ceremonial district, a public market, and the streets connecting them. A Regional Fair might include several fields, camps, docks, roads, and performance grounds. A National Holiday might take dramatically different forms in the capital, provincial towns, frontier settlements, and rural villages. Larger festivals should feel broader because they occupy more varied spaces and express their Heart through more Blessings and activities—not merely because they cover more ground."Every holiday asks the same quiet question: 'Who do you hope is sitting at your table this year?'"
The Festival Heart
A Festival Heart identifies the central emotion, ideal, or shared meaning that defines a celebration. Festival Type explains what kind of celebration is taking place. Festival Heart explains what the celebration means to the people participating in it. Two festivals of the same Type can therefore have very different Hearts. A harvest festival centered on Gratitude may emphasize shared abundance, offerings, communal meals, and appreciation for the labor of the past year. A harvest festival centered on Hope may focus on surviving a difficult season and preparing for a better future. A harvest festival centered on Prosperity may celebrate trade, successful labor, material security, and the renewed wealth of the community. The Heart provides the thematic foundation for every Regional Effect produced by the festival. A festival normally has one primary Heart regardless of its Scale. Larger festivals express that Heart through additional Blessings rather than automatically gaining additional Hearts.Determining the Festival Heart
The DM may choose a Heart appropriate to the celebration or roll on the Festival Heart table. The Heart should reflect the festival's dominant meaning rather than every emotion present within it. A remembrance festival might contain grief, gratitude, pride, anger, and fellowship, but its Heart may still be Memory if preserving the past is the celebration's central purpose. A wedding might contain Joy, Hospitality, Community, and Hope, but its Heart may be Love if the union itself is the focus of the event.| d18 | Festival Heart | Central Themes |
|---|---|---|
| 1 | Joy | Celebration, delight, play, laughter, music, dance, and shared pleasure |
| 2 | Hope | Recovery, possibility, encouragement, rescue, and belief in a better future |
| 3 | Gratitude | Appreciation, generosity, reciprocity, gifts, hospitality, and acknowledgment |
| 4 | Love | Affection, loyalty, intimacy, devotion, reconciliation, and meaningful bonds |
| 5 | Courage | Bravery, danger, endurance, defiance, and acting despite fear |
| 6 | Honor | Oaths, fairness, duty, reputation, accountability, and keeping one's word |
| 7 | Community | Belonging, cooperation, shared responsibility, and the strength of the group |
| 8 | Hospitality | Welcome, shelter, generosity, safety, and the responsibilities of host and guest |
| 9 | Reverence | Faith, sacred duty, humility, devotion, ritual, and respect for the divine or profound |
| 10 | Wonder | Discovery, awe, beauty, mystery, imagination, and encounters with the extraordinary |
| 11 | Memory | History, remembrance, testimony, tradition, identity, and preserving the past |
| 12 | Sorrow | Grief, mourning, loss, regret, compassion, and carrying pain together |
| 13 | Renewal | Repair, cleansing, regrowth, reconciliation, and beginning again |
| 14 | Ambition | Achievement, advancement, aspiration, recognition, and the pursuit of difficult goals |
| 15 | Competition | Challenge, skill, rivalry, improvement, victory, and honorable participation |
| 16 | Sacrifice | Service, surrender, hardship, protection, and accepting a cost for another |
| 17 | Peace | Reconciliation, restraint, healing divisions, truce, and freedom from violence |
| 18 | Prosperity | Abundance, trade, successful labor, wealth, harvest, and material security |
Festival Type and Festival Heart
Festival Type and Festival Heart perform different functions.| Festival Element | Question Answered |
|---|---|
| Festival Type | What kind of celebration is taking place? |
| Festival Heart | What central emotion or ideal defines the celebration? |
- a military victory celebration
- a civic founding day
- a tournament
- a religious oath-renewal ceremony
- a family remembrance observance
- Reverence through prayer and sacred observance
- Hope through promises of deliverance or renewal
- Sacrifice through fasting or charitable service
- Memory through the remembrance of saints, ancestors, or miracles
- Peace through reconciliation and forgiveness.
Common Hearts by Festival Type
See the Festival Type Quick Reference table in Festival Creation for Hearts commonly associated with each Festival Type. Those associations are suggestions rather than restrictions. An unusual Heart can make a familiar Festival Type more distinctive. A social masquerade centered on Ambition may be a place where nobles compete for influence. A military celebration centered on Sorrow may commemorate the human cost of victory rather than glorifying conquest. A trade festival centered on Hospitality may exist primarily to welcome distant caravans and strengthen relationships between communities.Interpreting the Heart
The Heart should influence more than the festival's Regional Effects. It can shape the celebration's customs, atmosphere, symbolism, conflicts, and expectations. When developing a festival, the DM can use its Heart to answer questions such as:- What behavior does the celebration encourage?
- What virtues do participants publicly honor?
- What stories, songs, or historical events are repeated?
- What symbols, colors, foods, and decorations appear throughout the Festival Area?
- What actions are considered admirable, generous, offensive, or inappropriate?
- What does the community hope participants will remember afterward?
- What tensions arise when people disagree about the meaning of the celebration?
Heart and Blessing
The Heart determines the meaning of a Regional Effect. The Blessing determines its mechanical form. The same Heart can express itself differently through each Blessing. For example, Courage might manifest as:| Blessing | Expression of Courage |
|---|---|
| Restoration | Recovering after voluntarily facing danger |
| Protection | Resisting fear or intimidation |
| Fellowship | Helping another creature confront a shared threat |
| Fortune | Succeeding while taking a dangerous risk |
| Inspiration | Being rewarded for accepting a difficult challenge |
| Wisdom | Understanding fear, danger, or an enemy's methods |
| Resolve | Remaining determined while frightened or pressured |
| Journey | Moving toward danger or a creature in need |
Primary and Secondary Themes
A festival may contain customs, activities, and emotions associated with several Hearts without mechanically possessing all of them. These secondary themes can shape the festival's atmosphere and traditions, but they do not produce Regional Effects. For example, a wedding with the primary Heart of Love might also contain:- Joy in its music and feasting
- Hospitality in the welcoming of guests
- Community in the joining of families
- Hope in the couple's future
Exceptional Festivals with Multiple Hearts
Most festivals have one primary Heart. A festival should possess more than one mechanical Heart only when its divided, changing, or conflicting identity is central to the event or adventure. Examples include:- a conquered city whose official festival celebrates Honor while its citizens privately express Sorrow
- a coronation divided between public Hope and private Ambition
- a religious observance being transformed from Reverence into another ideal
- a wedding that begins with Love but becomes defined by Sacrifice
- a Legendary Festival whose Heart changes during different stages of a supernatural event
Example:
Choosing a Festival HeartThe DM creates an Agricultural City Celebration marking the first successful harvest after several years of famine. Several Hearts could fit:
- Gratitude, because the people are thankful for the harvest
- Hope, because the harvest promises a better future
- Renewal, because the land and community are recovering
- Prosperity, because trade and abundance are returning
"When the old songs are forgotten and the feast tables stand empty, a people have lost far more than a holiday." Professor Alric Thorne, On the Customs of Nations
Festival Blessings
A Festival Blessing determines the mechanical form taken by the festival's Heart. The Festival Heart identifies the emotion, ideal, or shared meaning at the center of the celebration. The Blessing identifies how that Heart influences creatures within the Festival Area. Cross-referencing a Heart and Blessing produces one Regional Effect. For example, a festival with the Heart of Gratitude might express that Heart through:- Restoration, representing nourishment, recovery, and shared abundance
- Fellowship, representing cooperation and communal generosity
- Fortune, representing favorable exchange and generosity returned
- Wisdom, representing an understanding of gifts, obligations, and unspoken appreciation.
Number of Blessings
Festival Scale determines how many Blessings a festival possesses. Each Blessing combines with the festival's Heart to produce one Regional Effect.| Festival Scale | Blessings | Regional Effects |
|---|---|---|
| Village Gathering | 1 | 1 |
| Town Festival | 1 | 1 |
| City Celebration | 2 | 2 |
| Regional Fair | 2 | 2 |
| National Holiday | 3 | 3 |
| Legendary Festival | 3 | 3, plus one unique effect |
Gratitude × Restoration
and Gratitude × Fortune.
The larger Scale allows the same Heart to manifest in several mechanical forms.
Choosing or Rolling Blessings
The DM may choose Blessings appropriate to the celebration or roll on the Festival Blessings table. When a festival possesses more than one Blessing, choose or roll separately for each one.| d8 | Blessing | Mechanical Focus |
|---|---|---|
| 1 | Restoration | Healing, rests, recovery, and the restoration of spent resources |
| 2 | Protection | Defense, saving throws, resistance, and protection from harm |
| 3 | Fellowship | Cooperation, assistance, teamwork, and shared benefits |
| 4 | Fortune | Luck, rerolls, commerce, favorable outcomes, and unexpected opportunity |
| 5 | Inspiration | Achievement, creativity, performance, encouragement, and Heroic Inspiration |
| 6 | Wisdom | Knowledge, perception, insight, memory, and understanding |
| 7 | Resolve | Courage, endurance, determination, and resistance to fear or Exhaustion |
| 8 | Journey | Movement, travel, exploration, navigation, and overcoming Difficult Terrain |
Duplicate Blessings
A festival should not normally possess the same Blessing more than once. If a duplicate Blessing is rolled, reroll it or choose a different result. Each Blessing should ordinarily represent a distinct mechanical expression of the festival's Heart. A festival may exceptionally possess the same Blessing more than once when that repetition is central to the celebration's identity. For example, a Legendary Festival devoted entirely to healing might express Restoration through several distinct rites or traditions. Repeated Blessings should be treated as a deliberate exception rather than the standard method of festival generation.Matching Blessings to the Festival
A Blessing should suit both the festival's Heart and the customs, activities, and traditions of the celebration. The DM does not need to choose the most obvious combination. Unexpected pairings can create more distinctive festivals. A festival with the Heart of Sorrow might express:- Restoration through communal mourning and emotional release
- Protection through rites intended to guard the living from death
- Fellowship through shared remembrance
- Journey through funeral processions and pilgrimages
- Fortune through contests for wealth or patronage
- Inspiration through public achievement
- Resolve through difficult trials
- ourney through races, expeditions, and ceremonial climbs
Common Blessings by Festival Type
See the Festival Type Quick Reference table in Festival Creation for Blessings commonly associated with each Festival Type. Those pairings are suggestions rather than restrictions. The DM may select any Blessing when the combination suits the festival's Heart, history, or customs. A civic festival may offer Journey through a ceremonial procession. A military festival may offer Fellowship through regimental feasts or unit competitions. A religious festival may offer Fortune through offerings, divination, or sacred games of chance.Blessings and Festival Activities
Each Blessing should be expressed through at least one identifiable Festival Activity. The activity gives the Blessing a concrete place within the celebration.| Blessing | Common Associated Activities |
|---|---|
| Restoration | Feasts, rest ceremonies, healing rites, communal bathing, harvest meals, recovery tents |
| Protection | Oath ceremonies, blessings, warding rituals, military displays, sacred vigils |
| Fellowship | Group games, shared meals, dances, communal labor, team contests, processions |
| Fortune | Markets, games of chance, gift exchanges, auctions, wagers, contests, trade rituals |
| Inspiration | Performances, speeches, artistic exhibitions, storytelling, demonstrations, public achievements |
| Wisdom | Lectures, rituals, recitations, divination, historical displays, guided observances |
| Resolve | Trials, endurance contests, fasts, vigils, martial games, public challenges |
| Journey | Processions, pilgrimages, races, parades, ceremonial voyages, river crossings |
"There are only so many summers granted to any of us. That is why we mark them with music."
Festival Activities
Festival Activities are the ceremonies, contests, performances, meals, rites, markets, processions, acts of service, and other recognizable parts of a celebration through which its Regional Effects become accessible. Each Blessing available at a festival must be associated with at least one Festival Activity. That activity gives the Blessing a concrete place within the celebration and provides an observable way for a creature to make the associated Regional Effect current. A creature participates through what it does, not through what it privately believes. Participation does not require the creature to feel the emotion represented by the Festival Heart, agree with the celebration’s ideals, sincerely believe in its traditions, support its organizers, or be judged worthy by the DM.Participating in an Activity
A creature participates in a Festival Activity when it takes an identifiable part in that activity. No minimum amount of time is required unless the activity defines one. Participation can include eating during a ceremonial feast, entering a contest, walking in a procession, attending a public rite, joining a communal dance, making an offering, conducting business at a festival market, assisting with a performance, preparing decorations, serving food, standing vigil, guarding an event, or performing other work connected to the celebration. Merely passing through the Festival Area does not count as participation.Observation as Participation
Observation counts as participation when spectators are an intended part of the activity and the creature attends as part of that intended audience. Watching a tournament from its viewing stands, attending a play, listening to a public speech, witnessing a procession, standing through a memorial vigil, observing a sacred rite, or viewing a magical display can qualify. Merely being able to see or hear an activity is not sufficient when the creature is not attending as part of its intended audience.Work and Service as Participation
A creature does not need to be a guest or celebrant. Work performed to organize, support, protect, or operate the celebration can count as participation when the work is associated with one of the festival’s Blessings. The DM associates the work with the Blessing it most clearly expresses. Preparing a communal meal might express Restoration, guarding a procession might express Protection, organizing a group performance might express Fellowship, operating a market stall might express Fortune, and guiding a pilgrimage might express Journey.One Activity, One Regional Effect
A Festival Activity should normally be associated with one Blessing and one Regional Effect. A complex tradition can contain several distinct stages associated with different Blessings when each stage is recognizable, substantial, and separately experienced. A creature must participate in each activity or stage separately. Incidental music at a feast does not make the feast an Inspiration activity, and casual gifts exchanged there do not automatically make it a Fortune activity.Making a Regional Effect Current
Immediately after a creature satisfies a Festival Activity’s participation requirement, it can choose to make that activity’s Regional Effect its current Regional Effect. If the creature does not make that choice at that time, it gains no stored qualification or right to choose the effect later. To make the effect current afterward, it must participate in a distinct instance of an associated Festival Activity. The festival through which the creature makes the effect current is that effect’s Source Festival. A current Regional Effect has exactly one Source Festival. A creature can have only one current Regional Effect. When it makes another Regional Effect current, the previous Regional Effect immediately ceases to be current. To return to an effect it used earlier, the creature must participate in another associated Festival Activity. Repeating an activity does not restore an expended limited use.Participation During Combat
While initiative is being tracked, a creature must expend whatever Action, Bonus Action, Reaction, movement, or other game resource the Festival Activity normally requires. If the activity has no obvious game-mechanical cost, participating in it requires an Action. Outside initiative, participation uses normal narrative timing.Leaving and Returning
A creature’s current Regional Effect ceases to be current when it leaves every applicable Festival Area belonging to its Source Festival. Returning does not restore the effect. The creature must participate in an associated Festival Activity again.Interrupted Activities
If an activity is interrupted before a creature satisfies its participation requirement, that participation cannot make a Regional Effect current. Unless the activity expressly allows cumulative progress, the participation requirement must be started again. Interrupting an activity does not automatically end Regional Effects already made current through it. Those effects follow their normal ending rules.Regional Effect Rules
A Regional Effect is the magical benefit produced when a festival’s Heart manifests through one of its Blessings. Each effect is identified by its Heart and Blessing, such as Gratitude × Restoration or Memory × Journey. Unless an entry states otherwise, “the creature” means the creature whose current Regional Effect is the listed effect.Source Festival
When a Regional Effect becomes current, it has exactly one Source Festival: the festival whose qualifying activity supplied that current-effect instance. The Source Festival is fixed for that instance. An overlapping festival does not become an additional source, and an activity connected to several festivals does not give one effect several sources. If the creature later makes an effect current through another festival, the new current-effect instance has that festival as its Source Festival. Changing Source Festivals does not restore an expended limited use or transfer an unresolved benefit from the previous instance.Current Regional Effect
A creature can have only one current Regional Effect. A Regional Effect normally functions only while it is current, its Source Festival continues, and the creature remains within an applicable Festival Area of that Source Festival. A Regional Effect ceases to be current when any of the following occurs:- the creature makes another Regional Effect current
- the creature leaves every applicable Festival Area of its Source Festival
- the creature dies
- the Source Festival ends
- the effect’s own rules end it
Completed Results
A completed result is not reversed when the Regional Effect ceases to be current. Completed results include Hit Points already regained, Temporary Hit Points already gained, Heroic Inspiration already gained, Hit Dice already regained, conditions already ended, rerolls already completed, information already learned, movement already completed, damage already prevented or transferred, and objects already preserved or repaired.Ongoing Benefits
An ongoing benefit operates only while its stated dependencies are satisfied. A dependency introduced by “while” is checked continuously. If the dependency becomes false, the benefit stops applying. If the dependency later becomes true again while the same Regional Effect remains current, the benefit can apply again unless its wording establishes a historical boundary or another ending rule. No activation, suspension, or stored entitlement is created merely because an ongoing threshold becomes true or false.Pending Benefits
A pending benefit created by a current Regional Effect ends unresolved when that Regional Effect ceases to be current unless the effect expressly says the benefit continues afterward. Ending a pending benefit does not restore an expended use. Making the same effect current again does not revive the former pending benefit. A reference to the “next” roll, action, rest, or other event means the first event that satisfies the stated requirements. The creature cannot skip a qualifying event unless the effect expressly makes later application optional.Independent-Duration Benefits
A benefit continues after its Regional Effect ceases to be current only when its wording expressly says so and defines its independent lifecycle. An independent benefit retains any source-derived starting point, destination, route, or other fact fixed when the benefit began. It does not maintain a current Source Festival of its own. Its ending conditions, deadlines, continuous dependencies, death interaction, and multiple-instance rules are governed by its own wording.Limited Uses
Each limited use is either available or expended. “Once per Long Rest” establishes the recovery condition, but the entry’s expenditure sentence identifies the event that expends the use. Making an effect current does not restore its expended use. Leaving and returning, repeating an activity, changing effects, changing Source Festivals, dying, or returning to life does not restore an expended use. A use is restored only by its named recovery condition. When identical Heart-and-Blessing effects are available from several festivals, they share the same nonfestival limited-use state. Changing from one source to another does not create another use.Historical and Adjudicated Predicates
A historical predicate, such as whether the creature has dealt damage since an effect became current, records what actually occurred within its stated boundary. Suppression does not erase those events. When eligibility depends on an adjudicated term such as fair, sincere, substantial, meaningful, costly, or strenuous, the DM determines whether the event qualifies at the time specified by the effect. That decision resolves the current use or application and does not create a continuing score unless the effect expressly defines one.Rests and Dawn
A Regional Effect that modifies a rest must be current when the relevant rest resolution occurs unless its wording says otherwise. A creature cannot change effects during a rest merely to apply different Festival Magic benefits to separate portions of that rest. A deadline stated as the next dawn does not by itself create independent duration. An unresolved benefit still ends when its Regional Effect ceases to be current unless the effect expressly says it continues.Hostile Creatures, NPCs, and Monsters
Festival Magic does not require emotional sincerity or support for the celebration. A hostile creature can make a Regional Effect current by participating in an associated Festival Activity under the same rules as any other creature. Regional Effects are not limited to player characters. The DM needs to track them only for creatures whose effects matter mechanically.Magical Classification
Regional Effects and Peak Benefits are magical effects, but they are not spells unless a rule expressly says otherwise. They cannot normally be countered or ended with rules that affect only spells.Antimagic
Antimagic suppresses the present operation of Festival Magic within its area. Suppression does not cause a Regional Effect to cease to be current, restore or expend a use, pause a deadline, create a dormant entitlement, or change the Source Festival. Historical facts, movement, damage, participation, current-effect transitions, and ending conditions continue to occur during suppression. When suppression ends, the benefit resumes only if it is still current and all of its dependencies remain satisfied.National Holidays and Discontinuous Areas
Separate local Festival Areas of one National Holiday share one festival identity, Festival Type, Heart, Blessings, Regional Effects, limited-use states, and occurrence limits. A creature leaving one local Festival Area loses its current Regional Effect unless it remains within another applicable local Festival Area. Traveling through territory outside every local Festival Area does not preserve the effect. Entering another local area requires participation in an associated Festival Activity again.Ending the Festival
When a Source Festival ends, every current Regional Effect supplied by it ceases to be current. Completed results remain. Ongoing and unresolved current-effect-dependent benefits end. Independent-duration benefits continue only according to their own wording."The finest holidays are not those that interrupt ordinary life. They are the ones that remind us ordinary life was always worth celebrating."
2024 Edition Rules
Festival Inspiration
A creature can gain and expend Heroic Inspiration granted by Festival Magic even if it is not a player character.Festival Inspiration and Existing Heroic Inspiration
When Festival Magic would cause a creature that already has Heroic Inspiration to gain Heroic Inspiration, that creature does not gain the offered Heroic Inspiration. The offered Heroic Inspiration cannot be given to another creature. If a limited use would be expended only when that creature gains Heroic Inspiration, that use remains available. This rule does not affect Heroic Inspiration the creature already has.Festival Help
Unless a Festival Magic benefit expressly allows the Help action in another way, a creature taking the Help action for that benefit must satisfy the normal requirements of the Help action. Both 2024 Help modes expire at the start of the helper’s next turn if their benefit has not been used. A Festival Magic modifier applies to the same roll that receives Advantage from the Help action.Multiple Exhaustion Levels
When a creature would gain more than one Exhaustion level at the same time, a Festival Magic benefit that affects one Exhaustion level can affect only one of those levels that satisfies the benefit’s qualifying requirements. The creature gains all other levels normally."The calendar keeps the days. Festivals keep the years."
Festival Magic Stacking
One Current Regional Effect
A creature can have only one current Regional Effect. Effects offered by several Blessings or overlapping festivals do not operate simultaneously merely because the creature participated in several activities.One Festival Magic Benefit per Triggering Event
No more than one Festival Magic benefit can modify the same triggering event for a creature unless a specific effect expressly permits the combination. A triggering event can be a D20 Test, a Hit Die, an instance of healing or damage, a Help action, a rest resolved as a whole, a group check, or another discrete game event. If several Festival Magic benefits could modify the same event, the affected creature chooses which one applies before any of them is resolved unless a specific rule establishes a different order. Once one Festival Magic benefit has been applied, another cannot modify that event. Automatic Festival Magic applies when its conditions are met and prevents another Festival Magic benefit from modifying the same event unless the automatic effect states otherwise.D20 Tests and Rerolls
Only one Festival Magic benefit can modify one D20 Test. A rerolled Test remains the same triggering event. Another Festival Magic benefit cannot modify the original roll, the reroll, or the final result of that Test. An attack roll and the damage caused by the attack are separate triggering events, but a creature cannot change its current Regional Effect between them unless a rule expressly permits it.Help
Only one Festival Magic benefit can modify one use of the Help action or the roll that benefits from it. A Regional Effect provided by the helper and one provided by the assisted creature still count toward the same limit.Healing and Hit Dice
One discrete instance of healing can benefit from only one Festival Magic benefit. A single Hit Die can be modified by only one Festival Magic benefit, whether the effect maximizes it, rerolls it, adds healing, transfers its healing, or permits it to be spent outside a rest. A creature cannot spend a Hit Die through Festival Magic unless it has an unspent Hit Die available.Rests
A Short Rest or Long Rest can benefit from only one Festival Magic benefit when an effect modifies the rest as a whole. Effects that modify separate Hit Dice remain governed by the Hit Die rule.Damage
One instance of damage can benefit from only one Festival Magic benefit. Only one can reduce, redirect, divide, prevent, or trigger a defensive Festival Magic result from that damage. Nonfestival resistance, immunity, spells, and features continue to operate according to their own rules.Group Checks
A group check is one triggering event when a Festival Magic benefit modifies the group’s collective result. If an effect modifies only one participant’s individual check, it applies only to that roll. The results of the individual checks can be determined while the group’s collective success or failure remains unresolved.Movement and Travel
Movement-related effects do not automatically share one triggering event merely because they operate at the same time. Speed, movement cost, carrying capacity, Opportunity Attack permission, navigation protection, and route knowledge are different rule components. When two Festival Magic benefits modify the same movement event or travel resolution, only one applies. When they affect different components and no shared triggering event exists, their interaction follows the specific wording, the one-current-effect rule, and any applicable Peak Benefit rules.Duplicate Regional Effects
Identical Heart-and-Blessing Regional Effects do not stack, create multiple pending benefits, or provide separate limited uses. A new current-effect instance can have a different Source Festival, but it does not inherit unresolved benefits from the former instance or restore an expended use.Temporary Hit Points
Temporary Hit Points follow their normal rules and do not stack. Choosing to retain existing Temporary Hit Points means the newly offered amount is not gained.Nonfestival Features
Festival Magic can combine with spells, class features, species traits, magic items, and other nonfestival rules unless one of those rules or a Festival Magic entry says otherwise.Specific Exceptions
An exception to these stacking rules must expressly identify the benefits that can combine, the event they can jointly modify, and any limits on that combination."No nation survives by its armies alone. It survives because, every so often, its people decide to gather in the same place and remember that they belong to one another."
Peak Celebrations
Participating in a Peak Celebration
Each identifiable portion of a Peak Celebration is a Festival Activity associated with one of the festival’s Blessings. Each portion must define its own participation requirement. A creature participates in a portion of the Peak Celebration by satisfying that portion’s participation requirement. Merely being within the Festival Area when the Peak Celebration begins is not sufficient. If a portion is interrupted before a creature satisfies its participation requirement, the creature cannot use that participation to make a Regional Effect current or receive a Peak Benefit. Unless a portion expressly allows cumulative participation, an interrupted participation requirement must be started again.Making a Regional Effect Current During a Peak Celebration
When a creature satisfies the participation requirement of a portion of the Peak Celebration associated with a Blessing, it can immediately choose to make that Blessing’s Regional Effect its current Regional Effect. This follows the normal rules for making and changing a current Regional Effect. A creature must satisfy the participation requirement of the relevant portion each time it wishes to make that Regional Effect current.Receiving a Peak Benefit
When a creature satisfies the participation requirement of a portion of the Peak Celebration associated with one of the festival’s Blessings, it can immediately choose to receive that Blessing’s Peak Benefit. If the creature does not make that choice at that time, it receives no Peak Benefit from that participation and retains no right to choose one later. If, during the same occurrence of a Peak Celebration, a creature simultaneously satisfies the participation requirements of portions associated with two or more Blessings, it can choose no more than one of their Peak Benefits. A creature that has already received a Peak Benefit during an occurrence of a Peak Celebration cannot receive another Peak Benefit during that occurrence. Receiving a Peak Benefit does not require the creature to make a Regional Effect current. Making a Regional Effect current does not require the creature to receive a Peak Benefit. If the same participation permits both choices, the creature makes each choice separately and immediately.Source Peak Celebration
Every Peak Benefit has a Source Peak Celebration: the Peak Celebration through which the creature received that benefit. A Peak Benefit’s Source Peak Celebration determines:- the occurrence during which the benefit was received
- any limit that applies once during that Peak Celebration
- any requirement that the Peak Celebration remain active
Peak Celebration Occurrences
An occurrence of a Peak Celebration begins when its first coordinated principal Peak ceremony or event begins and ends when its final coordinated principal Peak ceremony or event ends. Pausing, interrupting, repeating, or resuming portions of the same coordinated Peak Celebration does not create a new occurrence. A later Peak Celebration counts as a new occurrence only when the festival’s rules or schedule establish it as a separate Peak event. Simultaneous local manifestations of the same National Holiday’s coordinated Peak Celebration count as one occurrence unless the holiday expressly establishes them as separate local Peak Celebrations. Traveling between local manifestations of the same occurrence does not allow a creature to receive another Peak Benefit from that occurrence.Peak Benefits and Current Regional Effects
A Peak Benefit is a separate festival benefit and does not become the creature’s current Regional Effect. Receiving or using a Peak Benefit does not require the corresponding Regional Effect to be current unless the Peak Benefit expressly says otherwise. Changing or losing a current Regional Effect does not end a Peak Benefit unless that benefit expressly depends on the Regional Effect. A Peak Benefit does not allow a creature to have more than one current Regional Effect.Peak Benefit Lifecycles
Each Peak Benefit follows the rules appropriate to its classification. A completed result is not reversed merely because the Source Peak Celebration ends or the creature leaves the Festival Area. An ongoing Peak Benefit lasts for its stated duration. Unless the benefit states otherwise, an ongoing Peak Benefit granted for a Peak Celebration immediately ends when its Source Peak Celebration ends. A pending Peak Benefit ends when it resolves or when its stated ending condition occurs. Unless the benefit states otherwise, an unresolved pending Peak Benefit immediately ends when its Source Peak Celebration ends. A limited-use Peak Benefit can be used only during its stated use period. If the use has not been expended when that period ends, the benefit ends unused. Unless a Peak Benefit expressly states otherwise, an ongoing benefit, unresolved pending benefit, or unexpended limited-use benefit immediately ends if the creature leaves the Festival Area in which it received the benefit. An expended use of a Peak Benefit is restored only if the benefit names a recovery condition. A use limited to one occurrence of a Source Peak Celebration has no recovery during that occurrence. Leaving and returning to the Festival Area, changing Regional Effects, participating again, dying, or returning to life does not restore an expended Peak Benefit or allow the creature to receive another Peak Benefit during the same occurrence.Festival Magic Stacking
Regional Effects and Peak Benefits are Festival Magic benefits. No more than one Festival Magic benefit can modify the same triggering event for a creature. A Peak Benefit remains a Peak Benefit for all other rules. It does not become a Regional Effect merely because the Festival Magic stacking rules apply to it.Simultaneous Peak Celebrations
Each distinct occurrence of a Peak Celebration applies its acquisition limit separately. A creature can receive no more than one Peak Benefit from each distinct occurrence. If a creature simultaneously satisfies Peak participation requirements belonging to distinct Peak Celebration occurrences, it resolves the acquisition rules for each occurrence separately. Receiving benefits from simultaneous Peak Celebrations does not allow the creature to have more than one current Regional Effect. The Festival Magic stacking rules apply to all benefits received from simultaneous Peak Celebrations."The older I grow, the less I remember the gifts and the more I remember who handed them to me."
Peak Benefits by Blessing
Restoration
When the creature receives this Peak Benefit, it can immediately expend one Hit Die. If it does, it rolls the die and regains Hit Points equal to the result plus its Constitution modifier. If the creature does not expend the Hit Die at that time, the Peak Benefit ends without producing a result. The choice is not retained.Protection
When the creature receives this Peak Benefit, it gains Temporary Hit Points equal to twice its Proficiency Bonus. These Temporary Hit Points follow their normal rules and are not lost merely because the Source Peak Celebration ends or the creature leaves the Festival Area.Fellowship
When the creature receives this Peak Benefit, it chooses one other creature participating in the Source Peak Celebration that it can see within 30 feet. Once before the Source Peak Celebration ends, when the chosen creature fails a D20 Test while within 30 feet of the creature, the creature can take a Reaction after the failure is determined but before its consequences are resolved. Both creatures must be within the Festival Area in which this Peak Benefit was received. The creature rolls 1d4 and adds the number rolled to the D20 Test, potentially turning it into a success. After the Reaction is taken, the use is expended and cannot be restored during that occurrence.Fortune
Once before the Source Peak Celebration ends, immediately after the creature fails a D20 Test, it can reroll the d20 and must use the new roll. After the reroll is made, the use is expended and cannot be restored during that occurrence.Inspiration
When the creature receives this Peak Benefit, it gains Heroic Inspiration. The Heroic Inspiration follows its normal rules and is not lost merely because the Source Peak Celebration ends or the creature leaves the Festival Area.Wisdom
Once before the Source Peak Celebration ends, when the creature makes an Intelligence or Wisdom ability check, it can give itself Advantage on that check. After the Advantage is applied, the use is expended and cannot be restored during that occurrence.Resolve
When the creature receives this Peak Benefit, if it has the Charmed or Frightened condition, it can immediately end one of those conditions on itself. If it has neither condition when it receives the benefit, it has Advantage on the next saving throw it makes before the Source Peak Celebration ends. If the creature has the Charmed or Frightened condition and does not end one of those conditions at that time, it does not receive the saving-throw benefit instead. The pending saving-throw benefit ends after it is applied, when the Source Peak Celebration ends, or when the creature leaves the Festival Area in which it received the benefit.Journey
Until the Source Peak Celebration ends, the creature’s Speed increases by 10 feet, and nonmagical Difficult Terrain does not cost it extra movement. This benefit ends early if the creature leaves the Festival Area in which it received the benefit.Festival Regional Effects
Each Regional Effect is produced by pairing the festival’s Heart with one of its Blessings. After determining the Heart and Blessings, use the corresponding entries below and associate each selected effect with at least one Festival Activity. The Festival Area, Source Festival, current-effect, limited-use, stacking, completed-result, and edition rules apply to every entry unless that entry expressly says otherwise."A child's laughter carries farther during a festival than at any other time of year. I suspect the gods arranged it that way."
Joy
Joy × Restoration. When the creature spends one or more Hit Dice at the end of a Short Rest during which it participated in food, drink, music, dancing, or games, it regains additional Hit Points equal to its Proficiency Bonus.Joy × Protection. The creature has Advantage on saving throws it makes to avoid or end the Frightened condition.
Joy × Fellowship. Once per Long Rest, the creature can take the Help action as a Bonus Action. The use is expended when the creature takes the Help action this way.
Joy × Fortune. Once per Long Rest, immediately after the creature rolls a 1 on a d20 for a D20 Test made as part of a Festival Activity, it can reroll that die and must use the new roll. The use is expended when the reroll is made.
Joy × Inspiration. Once per Long Rest, immediately after the creature succeeds on an ability check made as part of a performance or wins a formal festival game or contest, it can gain Heroic Inspiration. The use is expended when the creature gains Heroic Inspiration.
Joy × Wisdom. The creature has Advantage on Intelligence checks made to recall songs, stories, dances, recipes, games, or local customs associated with its Source Festival.
Joy × Resolve. Once per Long Rest, after the creature fails a saving throw to avoid or end the Charmed or Frightened condition, but before the failure’s consequences are resolved, it can choose another creature within 30 feet that can see or hear it. The chosen creature can take a Reaction to encourage the creature. If it does, the creature rerolls the saving throw and must use the new result. The use is expended when the chosen creature takes this Reaction.
Joy × Journey. Difficult Terrain caused by crowds, decorations, stalls, revelers, and similar festival congestion does not cost the creature extra movement.
"The banners will fade, the flowers will wilt, and the last of the wine will be gone by morning. If the festival was a good one, the stories will remain for another generation."
Hope
Hope × Restoration. Once per Long Rest, when the creature has half its Hit Points or fewer and regains Hit Points, it can regain additional Hit Points equal to its Proficiency Bonus. The use is expended when the additional Hit Points are regained.Hope × Protection. The creature has Advantage on Death Saving Throws.
Hope × Fellowship. When the creature takes the Help action to assist another creature’s ability check or attack roll, if the assisted creature has failed a D20 Test since the end of its last turn, the assisted creature adds 1d4 to the roll that benefits from that Help action.
Hope × Fortune. Once per Long Rest, after the creature fails a D20 Test made to reach, stabilize, free, protect, or otherwise provide immediate aid to another creature, but before the failure’s consequences are resolved, it can reroll the d20 that determined the Test and must use the new roll. The use is expended when the reroll is made.
Hope × Inspiration. Once per Long Rest, after the creature fails a D20 Test but before the failure’s consequences are resolved, it can choose one other creature within 30 feet that can see or hear it. The chosen creature can take a Reaction to encourage the creature. If it does, the creature rolls 1d4 and adds the number rolled to the D20 Test, potentially turning the failure into a success. The use is expended when the chosen creature takes this Reaction. The creature can choose only one other creature for a given failed D20 Test.
Hope × Wisdom. The creature has Advantage on Wisdom (Medicine) and Wisdom (Insight) checks made to determine how another creature can be helped.
Hope × Resolve. Once per Long Rest, when the creature would gain one Exhaustion level, it can choose not to gain that level at that time. The use is expended when the creature makes this choice, and that Exhaustion level is delayed. If the creature finishes a Long Rest before this Regional Effect ceases to be current, the delayed level is not gained. Otherwise, the creature gains the delayed level when this Regional Effect ceases to be current.
Hope × Journey. While this Regional Effect is current, when the creature begins a journey from a point within its Source Festival’s Festival Area toward a specific creature or place within 10 miles of that point that it reasonably believes can provide aid, it cannot become lost by nonmagical means during that journey. This benefit continues after the Regional Effect ceases to be current. It ends when the creature reaches the destination, abandons the journey, moves more than 10 miles from the journey’s starting point, or dies. The creature can benefit from only one journey created by this Regional Effect at a time. Beginning another qualifying journey ends the previous benefit.
"A holiday is a promise made by the past to the future: 'Meet me here next year, and we'll remember together.'"
Gratitude
Gratitude × Restoration. When the creature spends one or more Hit Dice at the end of a Short Rest during which it shared food or drink with another creature, it can treat one of those dice as if it had rolled its maximum value.Gratitude × Protection. If the creature has given or accepted a genuine gift or act of hospitality since the last dawn, it has Advantage on the next saving throw it makes before the next dawn. Once this benefit affects a saving throw, it cannot do so again until after the next dawn and after the creature gives or accepts another genuine gift or act of hospitality.
Gratitude × Fellowship. Once per Long Rest, on its turn, if the creature has Heroic Inspiration, it can lose that Heroic Inspiration to grant Heroic Inspiration to another willing creature it can see that lacks it. No action is required. The use is expended when the other creature gains Heroic Inspiration.
Gratitude × Fortune. Once per Long Rest, when the creature makes a Charisma check, it can give itself Advantage on the check if it has offered a gift, meal, or service without demanding payment since the last dawn. The use is expended when the Advantage is applied.
Gratitude × Inspiration. Once per Long Rest, immediately after the creature publicly thanks or rewards another creature for meaningful aid, it can gain Heroic Inspiration. The use is expended when the creature gains Heroic Inspiration.
Gratitude × Wisdom. The creature has Advantage on Wisdom (Insight) checks made to recognize generosity, sincere thanks, concealed resentment, or an obligation left unspoken.
Gratitude × Resolve. If the creature has received sincere thanks since the last dawn, it has Advantage on the next saving throw it makes before the next dawn to avoid or end the Charmed or Frightened condition. Once this benefit affects a saving throw, it cannot do so again until after the next dawn and after the creature receives sincere thanks again.
Gratitude × Journey. While this Regional Effect is current, when the creature willingly shares food, water, or supplies with another traveler, it gains a travel benefit that lasts until the next dawn. The first time before then that the creature enters Difficult Terrain while traveling, Difficult Terrain does not cost it extra movement for 1 hour. This benefit continues after the Regional Effect ceases to be current. It ends when that hour expires, at the next dawn, or when the creature dies. The creature can have only one instance of this benefit at a time. If it gains another, the previous instance ends.
"No child has ever wished a festival had ended sooner. There is wisdom in that which adults too often forget."
Love
Love × Restoration. Once per Long Rest, when the creature restores Hit Points to another creature, it can cause the recipient to regain additional Hit Points equal to its own Proficiency Bonus. The use is expended when the additional Hit Points are restored.Love × Protection. The creature gains a +1 bonus to saving throws while it is within 10 feet of another willing creature with whom it shares a meaningful bond.
Love × Fellowship. Once per Long Rest, the creature can take the Help action as a Bonus Action when assisting another willing creature. The use is expended when the creature takes the Help action this way.
Love × Fortune. Once per Long Rest, after the creature fails a Charisma check made to comfort, reconcile with, or protect another creature, but before the failure’s consequences are resolved, it can reroll the d20 that determined the check and must use the new roll. The use is expended when the reroll is made.
Love × Inspiration. Once per Long Rest, immediately after another creature with whom the creature shares a meaningful bond succeeds on a D20 Test that benefited from the creature’s Help action, the creature can gain Heroic Inspiration. The use is expended when the creature gains Heroic Inspiration.
Love × Wisdom. The creature has Advantage on Wisdom (Insight) checks it makes to understand the feelings, fears, or intentions of another willing creature after conversing with that creature for at least 1 minute as part of the interaction that prompts the check.
Love × Resolve. The creature has Advantage on saving throws it makes to avoid or end the Frightened condition while it is within 10 feet of another willing creature with whom it shares a meaningful bond.
Love × Journey. While the creature and one or more other willing creatures are undertaking the same journey within its Source Festival’s Festival Area, every member of that traveling group knows the direction and distance to every other member on the same plane of existence. These requirements are checked continuously. A creature ceases to receive this benefit if it is no longer willing, is no longer undertaking the same journey, leaves the Festival Area, or moves to another plane of existence.
"Every festival begins with someone deciding that one day should be kinder than the rest."
Courage
Courage × Restoration. Once per Long Rest, when the creature spends one or more Hit Dice at the end of the first Short Rest it finishes after willingly facing a dangerous creature, contest, or hazard since this Regional Effect most recently became current, it can treat one of those dice as if it had rolled its maximum value. The use is expended when the die is treated this way.Courage × Protection. The creature has Advantage on saving throws it makes to avoid or end the Frightened condition.
Courage × Fellowship. When the creature takes the Help action to assist another creature’s attack roll against a creature of which either of them is Frightened, or to assist the other creature’s saving throw to avoid or end the Frightened condition caused by that creature, the assisted creature gains Temporary Hit Points equal to its Proficiency Bonus. This Regional Effect allows the Help action to assist that saving throw.
Courage × Fortune. Once per Long Rest, after the creature fails a D20 Test while willingly confronting a creature whose Challenge Rating exceeds the creature’s level—or exceeds the creature’s Challenge Rating if it has no level—or a hazard the DM determines poses a greater threat than the creature, but before the failure’s consequences are resolved, it can reroll the d20 that determined the Test and must use the new roll. The use is expended when the reroll is made.
Courage × Inspiration. Once per Long Rest, immediately after the creature willingly begins a dangerous challenge it could reasonably refuse, it can gain Heroic Inspiration. The use is expended when the creature gains Heroic Inspiration.
Courage × Wisdom. The creature has Advantage on ability checks made to identify another creature’s fears, weaknesses, methods of intimidation, or likely response to danger.
Courage × Resolve. Once per Long Rest, after the creature fails a saving throw to avoid or end the Charmed or Frightened condition, but before the failure’s consequences are resolved, it can reroll the d20 that determined the saving throw and must use the new roll. The use is expended when the reroll is made.
Courage × Journey. Nonmagical Difficult Terrain does not cost the creature extra movement while it moves toward a visible source of danger or toward a creature it can see that is in need.
"You can always tell when a holiday was worth celebrating. Years later, no one remembers the weather, but everyone remembers who was there."
Honor
Adjudicating Honor. When an Honor Regional Effect depends on whether conduct was fair, honest, costly, meaningful, or consistent with a creature’s word, the DM determines whether the conduct qualifies at the time specified by the effect. That determination establishes eligibility for that use or resolution. It does not create a persistent measure of the creature’s honor unless an effect explicitly says otherwise.Honor × Restoration. When the creature finishes a Short Rest, if it has kept its word and competed fairly since the last dawn, it regains additional Hit Points equal to its Proficiency Bonus.
Honor × Protection. Once per Long Rest, after a hit against the creature is determined to be a critical hit, but before damage is rolled, if the creature has not willingly lied, cheated, or stolen since the last dawn, it can cause that hit to become a normal hit. The use is expended when the critical hit becomes a normal hit.
Honor × Fellowship. When the creature takes the Help action to assist another creature in a fair contest, the creature and the assisted creature can each gain Temporary Hit Points equal to the creature’s Proficiency Bonus. A creature can gain these Temporary Hit Points only once per Long Rest. Each creature tracks this use separately, and its use is expended when it gains the Temporary Hit Points.
Honor × Fortune. Once per Long Rest, after the creature fails an ability check made as part of an honest contest, negotiation, oath, or judgment, but before the failure’s consequences are resolved, it can reroll the d20 that determined the check and must use the new roll. The use is expended when the reroll is made.
Honor × Inspiration. Once per Long Rest, immediately after the creature fulfills a costly promise, accepts a fair challenge, or admits a meaningful fault, it can gain Heroic Inspiration. The use is expended when the creature gains Heroic Inspiration.
Honor × Wisdom. The creature has Advantage on Wisdom (Insight) checks made to determine whether another creature intends to honor an oath, agreement, wager, or challenge.
Honor × Resolve. The creature has Advantage on saving throws it makes to avoid or end the Charmed condition if it has not willingly broken its word since the last dawn.
Honor × Journey. While the creature travels as part of a formal procession, pilgrimage, or ceremonial journey, a mount it rides or a vehicle it drives or travels in can travel at twice its normal pace without suffering penalties caused solely by that increased pace. A mount or vehicle can benefit from only one instance of this Regional Effect at a time.
"The older the tradition, the less anyone remembers who began it. They remember only that life would feel poorer without it."
Community
Community × Restoration. When the creature and at least one other willing creature each spend one or more Hit Dice at the end of the same Short Rest, each of those creatures regains additional Hit Points equal to its own Proficiency Bonus.Community × Protection. The creature gains a +1 bonus to AC while it is within 5 feet of at least two willing allies.
Community × Fellowship. When the creature takes the Help action, it can assist an ability check made by a willing creature it can see or hear within 10 feet. When the creature uses the Help action to assist an attack roll, the hostile creature it distracts can be within 10 feet instead of 5 feet, provided the creature can see or hear it.
Community × Fortune. Once per Long Rest, after the results of the individual ability checks made as part of a group ability check in which the creature participated are known, but before the group’s success or failure is resolved, the creature can allow itself or one other willing participant to reroll the d20 that determined its check. The rerolling creature must use the new roll. The use is expended when the reroll is made.
Community × Inspiration. Once per Long Rest, immediately after a group ability check in which the creature participated is resolved, if at least three participants succeeded on their individual ability checks, the creature can cause each participant in that group ability check to gain Heroic Inspiration. The use is expended when at least one participant gains Heroic Inspiration.
Community × Wisdom. The creature has Advantage on ability checks made to gather information from a crowd or determine the needs, concerns, or mood of a community.
Community × Resolve. The creature has Advantage on saving throws it makes to avoid or end the Frightened condition while it is within 10 feet of at least two willing allies.
Community × Journey. While the creature and one or more other willing creatures travel together within its Source Festival’s Festival Area, each member of that traveling group can move through spaces occupied by nonhostile creatures without those spaces costing extra movement. Each creature receives this benefit only while it remains willing, continues traveling with the group, and remains within the Source Festival’s Festival Area. This benefit does not allow a creature to end its movement in another creature’s space. It normally allows the travelers to remain together while moving through a nonmagical crowd, but it does not prevent forced movement, teleportation, incapacitation, or another effect from separating them.
"There is wisdom in setting aside a day when no bargain is struck, no field is worked, and no grievance is carried farther than the front door."
Hospitality
Hospitality × Restoration. When the creature spends one or more Hit Dice at the end of a Short Rest during which it consumed food or drink freely offered by another creature, it regains additional Hit Points equal to its Proficiency Bonus.Hospitality × Protection. When this Regional Effect becomes current, the creature can choose one conscious creature that welcomed it by offering food, drink, or shelter as part of a Festival Activity. The creature cannot be surprised while it is within 30 feet of the chosen creature.
Hospitality × Fellowship. Once per Long Rest, the creature can take the Help action as a Bonus Action to assist another creature that is currently its guest or host, is undertaking a journey, or whom it had not met before its Source Festival began. The use is expended when the creature takes the Help action this way.
Hospitality × Fortune. Once per Long Rest, immediately after the creature offers or accepts food, drink, or shelter as part of a Festival Activity, it can choose to apply this benefit to the next Charisma check it makes before this Regional Effect ceases to be current. When the creature makes that check, it rolls 1d6 and adds the number rolled to the check. The use is expended when the creature makes this choice.
Hospitality × Inspiration. Once per Long Rest, immediately after the creature welcomes a creature it had not previously met, another creature accepts shelter it offers, or it gives another creature food or drink without receiving compensation, it can gain Heroic Inspiration. The use is expended when the creature gains Heroic Inspiration.
Hospitality × Wisdom. The creature has Advantage on Wisdom (Insight) checks made to determine what would make a guest feel safe, respected, comfortable, or welcome.
Hospitality × Resolve. While the creature is taking a Short or Long Rest in a location where another creature is providing it shelter for that rest, it has Advantage on saving throws it makes to avoid or end the Charmed or Frightened condition.
Hospitality × Journey. While this Regional Effect is current, when the creature begins a journey from a point within its Source Festival’s Festival Area toward a specific dwelling of another creature that offered it hospitality as part of a Festival Activity of the Source Festival, it learns the shortest route to that dwelling that was passable, when the journey began, by the means of travel it was using. This benefit continues after the Regional Effect ceases to be current. It ends when the creature reaches the dwelling, abandons the journey, moves more than 10 miles from the journey’s starting point, or dies. The creature can benefit from only one journey created by this Regional Effect at a time. If it begins another qualifying journey, the previous journey’s benefit immediately ends.
"Children believe holidays are made of sweets, lanterns, and presents. Adults eventually discover they're made of time."
Reverence
Reverence × Restoration. Once per Long Rest, immediately after the creature spends at least 10 minutes in prayer, meditation, or sacred observance, it can regain one expended Hit Die. The use is expended when the creature regains the Hit Die.Reverence × Protection. While the creature is participating in a sacred rite of its Source Festival, it has Advantage on saving throws it makes to avoid or end the Charmed or Frightened condition and on saving throws against possession.
Reverence × Fellowship. Once per Long Rest, immediately after the creature and at least one other creature pray, meditate, or observe a rite together for at least 1 minute, the creature can cause itself and one other participant of its choice to each gain Temporary Hit Points equal to the creature’s Proficiency Bonus. The use is expended when at least one of those creatures gains the Temporary Hit Points.
Reverence × Fortune. Once per Long Rest, immediately after the creature leaves an offering or completes a sacred observance, it can choose to apply this benefit to the next Intelligence (Religion), Wisdom (Insight), or Wisdom (Medicine) check it fails before this Regional Effect ceases to be current. After it fails that check, but before the failure’s consequences are resolved, it rerolls the d20 that determined the check and must use the new roll. The use is expended when the creature chooses to apply this benefit.
Reverence × Inspiration. Once per Long Rest, immediately after the creature completes its participation in its Source Festival’s principal rite or completes its service as an attendant in that rite, it can gain Heroic Inspiration. The use is expended when the creature gains Heroic Inspiration.
Reverence × Wisdom. The creature has Advantage on Intelligence (Religion) checks and Wisdom (Insight) checks concerning its Source Festival’s faith, rites, relics, clergy, or sacred traditions.
Reverence × Resolve. While the creature is engaged in prayer, meditation, or sacred observance, it has Advantage on saving throws against possession and against effects that would force it to act contrary to a publicly declared sacred oath by which it remains bound.
Reverence × Journey. Once per Long Rest, when the creature would gain one Exhaustion level from Extended Travel while traveling on a pilgrimage route designated by its Source Festival, it can choose not to gain that level. The use is expended when the creature makes this choice.
"Some festivals commemorate victories. The best ones commemorate survival."
Wonder
Wonder × Restoration. Once per Long Rest, immediately after the creature witnesses a magical spectacle, natural marvel, or extraordinary performance, it can spend one Hit Die. If it does, it regains Hit Points equal to the number rolled plus its Constitution modifier. The use is expended when the creature spends the Hit Die.Wonder × Protection. While the creature can see a marvel presented as part of its Source Festival, a magical display, or an extraordinary natural phenomenon, it has Advantage on saving throws against illusion effects and against effects that would give it the Blinded condition.
Wonder × Fellowship. When the creature takes the Help action to assist another creature’s Intelligence or Wisdom check to examine a creature, object, phenomenon, or location the assisted creature had not encountered before the current interaction, the assisted creature adds 1d4 to the roll that benefits from that Help action.
Wonder × Fortune. Once per Long Rest, after the creature fails an Intelligence (Arcana), Intelligence (Investigation), Intelligence (Nature), or Wisdom (Perception) check made to examine a creature, object, phenomenon, or location it had not encountered before the current interaction, but before the failure’s consequences are resolved, it can reroll the d20 that determined the check and must use the new roll. The use is expended when the reroll is made.
Wonder × Inspiration. Once per Long Rest, immediately after the creature witnesses, for the first time, a magical spectacle, natural marvel, or formal performance, it can gain Heroic Inspiration. The use is expended when the creature gains Heroic Inspiration.
Wonder × Wisdom. When this Regional Effect becomes current, the creature gains Advantage on the first Intelligence (Arcana), Intelligence (Investigation), Intelligence (Nature), or Wisdom (Perception) check it makes before this Regional Effect ceases to be current to examine a creature, object, phenomenon, or location it had not encountered before the current interaction.
Wonder × Resolve. The creature has Advantage on saving throws it makes to avoid or end the Frightened condition if the source of the effect is a creature or phenomenon it had not encountered before that effect began.
Wonder × Journey. Once per Long Rest, while this Regional Effect is current, when the creature begins exploring a specific location it had not previously visited, it can increase its Speed by 10 feet for 10 minutes. This benefit continues after the Regional Effect ceases to be current. It ends early if the creature leaves or ceases exploring that location, or if it dies. The use is expended when the Speed increase begins.
"The purpose of a holiday is not to stop the march of time. It is to persuade us, for one evening, that time can wait outside until the dancing is finished."
Memory
Memory × Restoration. When the creature spends one or more Hit Dice at the end of a Short Rest during which, for at least 1 minute, it recounted a specific memory it personally experienced or listened to another creature recount such a memory, it can reroll one of those Hit Dice and use either roll.Memory × Protection. The creature has Advantage on saving throws against effects that would alter, erase, suppress, or fabricate its memories.
Memory × Fellowship. Once per Long Rest, when the creature takes the Help action and recounts a past experience relevant to the ability check, attack roll, or task assisted by that Help action, it can cause the assisted creature to gain Temporary Hit Points equal to the creature’s Proficiency Bonus. The use is expended when the assisted creature gains the Temporary Hit Points.
Memory × Fortune. Once per Long Rest, after the creature fails an ability check made to locate a lost creature, place, heirloom, or object it had previously encountered, but before the failure’s consequences are resolved, it can reroll the d20 that determined the check and must use the new roll. The use is expended when the reroll is made.
Memory × Inspiration. Once per Long Rest, immediately after the creature publicly recounts a specific event it personally experienced or names a deceased or missing creature during a remembrance activity, it can gain Heroic Inspiration. The use is expended when the creature gains Heroic Inspiration.
Memory × Wisdom. The creature has Advantage on Intelligence (History) checks and on ability checks made to recall an event it personally experienced.
Memory × Resolve. Once per Long Rest, immediately after the creature spends at least 1 minute recalling a past success, if it is Frightened, it can end the Frightened condition on itself. The use is expended when the condition ends.
Memory × Journey. While this Regional Effect is current, when the creature begins retracing a specific route it previously traveled from a point within its Source Festival’s Festival Area toward a specific destination it previously visited, it cannot become lost by nonmagical means while following that route. This benefit continues after the Regional Effect ceases to be current. It ends when the creature reaches the destination, abandons the journey, deviates from the route, moves more than 10 miles from the journey’s starting point, or dies. The creature can benefit from only one journey created by this Regional Effect at a time. If it begins another qualifying journey, the previous journey’s benefit immediately ends.
"When the bells ring, the ovens warm, and every road seems to lead home, you begin to understand why traditions outlive the people who first created them."
Sorrow
Sorrow × Restoration. Once per Long Rest, while the creature has half its Hit Points or fewer, it can take a Bonus Action to spend one Hit Die. It regains Hit Points equal to the number rolled plus its Constitution modifier. The use is expended when the creature spends the Hit Die.Sorrow × Protection. Once per Long Rest, after the creature fails a Death Saving Throw but before the failure’s consequences are resolved, it can reroll the d20 that determined the saving throw and must use the new roll. The use is expended when the reroll is made.
Sorrow × Fellowship. Once per Long Rest, the creature can take the Help action to comfort another creature within 5 feet that can hear it and is Charmed or Frightened by an effect that allowed a saving throw. The other creature chooses one such effect and immediately repeats the saving throw against it, ending the condition imposed by that effect on itself on a success. This Regional Effect allows the creature to take the Help action in this way. The use is expended when the other creature makes the saving throw.
Sorrow × Fortune. Once per Long Rest, after the creature fails a D20 Test made to locate a missing creature, recover the remains or possessions of a deceased creature, preserve a memorial object, or conduct a funeral or mourning rite, but before the failure’s consequences are resolved, it can reroll the d20 that determined the Test and must use the new roll. The use is expended when the reroll is made.
Sorrow × Inspiration. Once per Long Rest, immediately after the creature completes a funeral or mourning rite, delivers a deceased creature’s remains or possessions to that creature’s mourners, or speaks the name of a deceased or missing creature during a public remembrance, it can gain Heroic Inspiration. The use is expended when the creature gains Heroic Inspiration.
Sorrow × Wisdom. The creature has Advantage on Wisdom (Insight) checks made to recognize grief, guilt, regret, concealed emotional pain, or unresolved mourning.
Sorrow × Resolve. The creature has Advantage on saving throws it makes to avoid or end the Charmed or Frightened condition while it has half its Hit Points or fewer.
Sorrow × Journey. Nonmagical Difficult Terrain does not cost the creature extra movement while it carries a deceased creature’s remains or a memorial object, or while it follows a route designated for a funeral procession or memorial journey of its Source Festival.
"Never mock an old festival because you no longer understand it. Someone loved it enough to make certain it survived until you."
Renewal
Renewal × Restoration. Once per Long Rest, after the creature has finished spending one or more Hit Point Dice at the end of a Short Rest within its Source Festival’s Festival Area, it can regain one of the Hit Point Dice it spent during that rest. The use is expended when the creature regains the Hit Point Die.Renewal × Protection. Once per Long Rest, after the creature fails a saving throw to avoid or end the Charmed, Frightened, or Poisoned condition, but before the failure’s consequences are resolved, it can reroll the d20 that determined the saving throw and must use the new roll. The use is expended when the reroll is made.
Renewal × Fellowship. Once per Long Rest, immediately after the creature and at least one other creature spend at least 10 minutes working together to repair, clean, plant, rebuild, or reconcile, the creature can cause itself and one other creature that worked with it throughout that period to each gain Temporary Hit Points equal to the creature’s Proficiency Bonus. The use is expended when at least one of those creatures gains the Temporary Hit Points.
Renewal × Fortune. Once per Long Rest, after the creature fails an ability check made to repair, restore, cleanse, plant, rebuild, or reconcile, but before the failure’s consequences are resolved, it can reroll the d20 that determined the check and must use the new roll. The use is expended when the reroll is made.
Renewal × Inspiration. Once per Long Rest, immediately after the creature completes the repair of a damaged object or structure, removes contamination from a site, plants or rebuilds something intended to endure, or reaches an agreement that ends a dispute, it can gain Heroic Inspiration. The use is expended when the creature gains Heroic Inspiration.
Renewal × Wisdom. The creature has Advantage on ability checks made to determine how to repair, restore, or cleanse a damaged object, structure, plant, or work of art, or how to regrow a damaged plant.
Renewal × Resolve. Once per Long Rest, when the creature finishes a Short Rest, if it is Frightened, it can end the Frightened condition on itself. The use is expended when the condition ends.
Renewal × Journey. Once per Long Rest, while this Regional Effect is current, when the creature begins moving toward a specific site identified for repair, cleansing, planting, or rebuilding, it can gain the following benefit for 10 minutes: nonmagical Difficult Terrain does not cost it extra movement while it moves toward that site. This benefit continues after the Regional Effect ceases to be current. It ends when 10 minutes pass or the creature dies. The use is expended when the duration begins.
"The finest holidays ask nothing of us except that we arrive, sit together, and remember that joy, like every other good thing, grows larger when it is shared."
Ambition
Declared Goal. When an Ambition Regional Effect that refers to the creature’s declared goal becomes current, the creature declares one specific goal it intends to pursue during its Source Festival. The goal must be concrete enough for the DM to determine whether an action or D20 Test directly advances it. The declared goal is part of that current Regional Effect. It ceases to exist for that effect when the Regional Effect ceases to be current. If the creature later makes an Ambition Regional Effect current again, it declares a goal anew. Declaring the same or a different goal does not restore any expended limited use.Ambition × Restoration. Once per Long Rest, immediately after the creature completes a formal contest, commissioned task, or public performance, it can spend one Hit Die. If it does, it regains Hit Points equal to the number rolled plus its Constitution modifier. The use is expended when the creature spends the Hit Die.
Ambition × Protection. Once per Long Rest, immediately after the creature succeeds on a D20 Test that directly advances its declared goal, it can gain Temporary Hit Points equal to its Proficiency Bonus. The use is expended when the creature gains the Temporary Hit Points.
Ambition × Fellowship. Once per Long Rest, when the creature takes the Help action to assist another creature that is pursuing the creature’s declared goal, it can empower that Help action. The assisted creature adds 1d4 to the roll that benefits from the Help action. In addition, before the end of the creature’s next turn, it adds 1d4 to the next ability check it makes that directly advances its declared goal. The use is expended when the creature chooses to empower the Help action.
Ambition × Fortune. Once per Long Rest, after the creature fails an ability check made to win a formal contest, complete its declared goal, earn advancement, or impress a potential patron, but before the failure’s consequences are resolved, it can reroll the d20 that determined the check and must use the new roll. The use is expended when the reroll is made.
Ambition × Inspiration. Once per Long Rest, immediately after the creature wins a formal contest or completes its declared goal, it can gain Heroic Inspiration. The use is expended when the creature gains Heroic Inspiration.
Ambition × Wisdom. The creature has Advantage on Intelligence (Investigation) and Wisdom (Insight) checks made to identify an obstacle, resource, or creature most likely to advance its declared goal.
Ambition × Resolve. Once per Long Rest, after the creature fails an ability check or saving throw while directly pursuing its declared goal, but before the failure’s consequences are resolved, it can gain Temporary Hit Points equal to twice its Proficiency Bonus. The use is expended when the creature gains the Temporary Hit Points.
Ambition × Journey. The creature’s Long Jump and High Jump distances increase by a number of feet equal to its Proficiency Bonus while it participates in a formal race, trial, or physical challenge.
"There are years when the harvest is poor, the coffers are empty, and the future uncertain. Those are the years a festival matters most."
Competition
Competition × Restoration. Once per Long Rest, immediately after the creature completes a formal contest, it can spend one Hit Die. If it does, it regains Hit Points equal to the number rolled plus its Constitution modifier. The use is expended when the creature spends the Hit Die.Competition × Protection. Once per Long Rest, immediately after the creature begins participating in a formal contest, it can gain Temporary Hit Points equal to its Proficiency Bonus. The use is expended when the creature gains the Temporary Hit Points.
Competition × Fellowship. When the creature takes the Help action as part of a formal team contest, the assisted creature adds 1d4 to the roll that benefits from that Help action, in addition to gaining Advantage on the roll.
Competition × Fortune. Once per Long Rest, after the creature fails an ability check made as part of a formal game, race, match, tournament, or other competition, but before the failure’s consequences are resolved, it can reroll the d20 that determined the check and must use the new roll. The use is expended when the reroll is made.
Competition × Inspiration. Once per Long Rest, immediately after a formal contest in which the creature participated ends, it can gain one of the following benefits for which it qualifies:
- If it won the contest, it can gain Heroic Inspiration.
- If it did not win but completed the contest without withdrawing or violating its stated rules, it can gain Temporary Hit Points equal to its Proficiency Bonus.
Competition × Wisdom. The creature has Advantage on ability checks made to recall the rules, history, champions, traditions, or strategies of a formal contest.
Competition × Resolve. Once per Long Rest, after the creature fails a D20 Test made as part of a formal contest, but before the failure’s consequences are resolved, it can add its Proficiency Bonus to the Test, potentially turning the failure into a success. The use is expended when the creature adds this bonus.
Competition × Journey. While the creature participates in a formal race or athletic competition, its Speed increases by 5 feet, and standing from Prone costs it only 5 feet of movement.
"A people who still gather around the same table after generations have already defeated more hardships than history will ever bother to record."
Sacrifice
Sacrifice × Restoration. Once per Long Rest, immediately after the creature takes damage that another creature would otherwise have taken, it can regain Hit Points equal to its Proficiency Bonus. The use is expended when the creature regains these Hit Points.Sacrifice × Protection. Once per Long Rest, when a willing creature within 5 feet of the creature would take damage, the creature can take a Reaction after applying any resistance or vulnerability the willing creature has, but before that creature takes the damage. The willing creature takes half the resulting damage, rounded down, and the creature takes the remaining damage. If the damage has more than one type, divide the damage of each type separately. Damage transferred to the creature retains its type and cannot be reduced or transferred again. The use is expended when the creature takes this Reaction.
Sacrifice × Fellowship. When the creature spends a Hit Point Die at the end of a Short Rest, it can forgo regaining Hit Points from that die and choose another willing creature that finishes the same Short Rest. The chosen creature regains Hit Points equal to the number rolled on the Hit Point Die plus the creature’s Constitution modifier, to a minimum of 1 Hit Point.
Sacrifice × Fortune. Once per Long Rest, immediately after the creature gives another creature a consumable item or expends a Hit Die, spell slot, or use of a limited-use feature for another creature’s benefit, it can choose to apply this benefit to the next D20 Test it makes before this Regional Effect ceases to be current. The creature has Advantage on that D20 Test. The use is expended when the creature makes this choice.
Sacrifice × Inspiration. Once per Long Rest, immediately after the creature gives another creature a nonconsumable item worth at least 10 GP or expends the last use currently available to it of a limited resource for another creature’s benefit, it can gain Heroic Inspiration. The use is expended when the creature gains Heroic Inspiration.
Sacrifice × Wisdom. The creature has Advantage on Wisdom (Insight) checks made to recognize what another creature values enough to protect, surrender, or risk its life for.
Sacrifice × Resolve. Once per Long Rest, after the creature fails a saving throw against an effect that also targets at least one willing creature within 5 feet of it, but before the failure’s consequences are resolved, it can reroll the d20 that determined the saving throw and must use the new roll. The use is expended when the reroll is made.
Sacrifice × Journey. While the creature is carrying another creature that is willing to be carried, it ignores any extra movement cost caused by carrying that creature if the carried creature has half its Hit Points or fewer, is Incapacitated, or has one or more Exhaustion levels, provided the total weight the creature carries does not exceed its carrying capacity.
"Some memories have dates attached to them. Others simply begin with, 'It was during the festival...'"
Peace
Peace × Restoration. When the creature spends one or more Hit Dice at the end of a Short Rest during which it spent at least 10 minutes mediating, tending the wounded, or observing an agreed truce, it regains additional Hit Points equal to its Proficiency Bonus.Peace × Protection. The creature has Advantage on saving throws it makes to avoid or end the Charmed or Frightened condition while it has dealt no damage since this Regional Effect became current.
Peace × Fellowship. Once per Long Rest, the creature can take the Help action as a Bonus Action to assist another creature’s ability check made to negotiate, reconcile, de-escalate a conflict, or provide medical care. The use is expended when the creature takes the Help action this way.
Peace × Fortune. Once per Long Rest, after the creature fails a Charisma (Persuasion) or Wisdom (Insight) check made to prevent or peacefully end a conflict, but before the failure’s consequences are resolved, it can reroll the d20 that determined the check and must use the new roll. The use is expended when the reroll is made.
Peace × Inspiration. Once per Long Rest, immediately after a creature hostile to the creature voluntarily agrees to a truce with it, or voluntarily ends its hostility as a direct result of a Charisma check the creature succeeded on, the creature can gain Heroic Inspiration. The use is expended when the creature gains Heroic Inspiration.
Peace × Wisdom. The creature has Advantage on Wisdom (Insight) checks made as part of a negotiation, mediation, reconciliation, surrender, or agreed truce.
Peace × Resolve. Once per Long Rest, after the creature fails a saving throw against an effect that would compel it to attack, become hostile, or act violently, but before the failure’s consequences are resolved, it can reroll the d20 that determined the saving throw and must use the new roll. The use is expended when the reroll is made.
Peace × Journey. While the creature and another creature remain parties to an explicitly agreed truce, the creature does not provoke Opportunity Attacks from that creature and cannot make Opportunity Attacks against it.
"Every old celebration began as someone's new idea. Time merely polished it into tradition."
Prosperity
Prosperity × Restoration. When the creature spends one or more Hit Dice at the end of a Short Rest during which it consumed a substantial meal, it regains additional Hit Points equal to twice its Proficiency Bonus.Prosperity × Protection. Once per Long Rest, after damage to a nonmagical object worth 25 GP or less that the creature is carrying is determined to destroy the object or render it unusable, but before that consequence is resolved, the creature can cause the object to remain intact and functional instead. If the damage would reduce the object to 0 Hit Points, the object has 1 Hit Point instead. The use is expended when the object’s destruction or loss of function is prevented.
Prosperity × Fellowship. When the creature takes the Help action as part of crafting, trading, harvesting, construction, or preparing food, the assisted creature adds 1d4 to the roll that benefits from that Help action, in addition to gaining Advantage on the roll.
Prosperity × Fortune. Once per Long Rest, after the creature fails an ability check made to buy, sell, appraise, harvest, craft, or negotiate payment, but before the failure’s consequences are resolved, it can reroll the d20 that determined the check and must use the new roll. The use is expended when the reroll is made.
Prosperity × Inspiration. Once per Long Rest, immediately after the creature completes a sale at an agreed price, delivers commissioned work that its recipient accepts, or meets a harvest quota established before the harvest began, it can gain Heroic Inspiration. The use is expended when the creature gains Heroic Inspiration.
Prosperity × Wisdom. The creature has Advantage on ability checks made to appraise goods, identify counterfeit currency, estimate yields, or determine the quality of craftsmanship.
Prosperity × Resolve. Once per Long Rest, when the creature would gain one Exhaustion level from a forced march, strenuous work, or lack of food or water, it can choose not to gain that level at that time. The use is expended when the creature makes this choice, and that Exhaustion level is delayed. If the creature finishes a Long Rest before this Regional Effect ceases to be current, the delayed level is not gained. Otherwise, the creature gains the delayed level when this Regional Effect ceases to be current.
Prosperity × Journey. While transporting trade goods, harvested food, or crafted items, the creature treats its Strength score as 2 higher for the sole purpose of determining its carrying capacity.




















I just started a new folk horror campaign
You may find this useful. It's pretty versitile.
how did you write all that?