FFXIV Class Compendium Legacy Build (Nov. 18 2018)

A love letter to D&D and Final Fantasy XIV, please enjoy, its been quite a journey putting this together. -Soren (Sorenson Asgard on the Gilgamesh Server)
Note: These classes have been balanced for and are intended for use with the 5th Edition of Dungeons and Dragons.

Contents

Preface ...................................... 4

Chapter 1: Races

Au Ra ..................................................................................................5
Elezen .................................................................................................7
Hyur ....................................................................................................9
Lalafell .............................................................................................11
Miqo'te .............................................................................................13
Roegadyn .........................................................................................15

Chapter 2: Classes

Arcanist ............................................................................................17
Astrologian ......................................................................................23
Bard (Archetype) ............................................................................28
Black Mage..................................................................................... 29
Dark Knight ....................................................................................33
Dragoon ...........................................................................................39
Machinist .........................................................................................44
Monk (Archetype) ..........................................................................48
Ninja (Archetype) ...........................................................................49 Red Mage .........................................................................................51
Paladin (Archetype) .......................................................................55
Samurai ...........................................................................................56
Warrior .............................................................................................60
White Mage .....................................................................................65
Bonus Class: Blue Mage ..............................................................70 Bonus Class: Dancer ....................................................................74

Chapter 3: Spells

Spell Lists .......................................................................................78
Created Spells ................................................................................87

Appendix A: Carbuncles ........... .. 90

Appendix B: Egis ............... . ....... 91

Appendix C: Nymian Fey .............. 93

Appendix D: Machinist Info ........ 94

Appendix F: Naming Info .............98

This is a legacy build of the book for the Version available prior to November 18th 2018.

Au ra

We Xaela are nomads who roam and live off the land. My tribe was no different. Yet though we did no harm to those whose lands we traversed, they treated us as vermin. in their ignorance, they feared us, and that fear manifested as spite and violence.

My loved ones and I were cursed at, spat upon, beaten, and worse. It was out of the desire to protect them that I began my research.

-Alaqa the Witch

The Au Ra are a misunderstood people due to their physical appearance. Their scaled bodies and horns led many to fear them, believing them to be descendants of dragons or demons. This fear led to hate, which gave way to violence, leaving these proud people few in number across the world. These conditions have led the Au Ra to value their families beyond all else.

Variable Size

Au Ra are characterized by their curved horns and intricate patterning of scales across their bodies. Sleek and powerful tails extend out from behind the Au Ra. There is a striking difference in height between the males and females of the race, the men ranging from just over 6 feet tall to 7 and a half feet tall, while the women are dwarfed, rarely coming close to 6 feet tall. Their faces contain sharp features and piercing eyes, alluding to their normally serious and sullen demeanor.

Au Ra tend to dress very modestly, wearing simple robes and lengths of cloth drapped over their bodies as cloaks, especially amongst the nomadic Xaela tribe.



Divided By Blood

The Auri creation myth tells the tale of two beings, the dawn father and the dusk mother. The two kinds of Au Ra have beliefs about their connection to these beings. The dark scaled Xaela are a nomadic people who believe that the blood of the dusk mother coarses through their veins. The Xaela view themselves as free spirit folk, who roam the lands hunting, gathering, and battling against other roaming tribes, in honour of their ancestors of the past. The light scaled Raen on the otherhand has moved on from the nomadic lifestyle, building a great city beneath the waves of the Ruby Sea to make their home. Here the Raen live a life of tranquility and solitude from the rest of the world.

Peaks, Valleys and Plains

The Au Ra's homeland is known as Othard, a region to the far east. A majority of their homeland is covered by sprawling plains known as the Azim Steppe which dominates their country. The Xaela clans travel across this sea of land in close knight tribes. The northern and western reaches of Othard are shieled with high mountain peaks and deep valleys shrouded in mist. To the East extends the Ruby Sea, beneath which the Raen have made their home, hidden from the world.

For my family

An Au Ra may set off on an adventure for any number of reasons. A thirst for adventure may awaken in them and draw them from their isolated clan lives, or an act agaisnt their clan or tribe has forced them to action.

This could go as far as searching for lost family members, or seeking revenge for a slight against their family. For the Au Ra, family is extremely important to them, and may serve a central purpose to drive them to explore the world.

Au Ra Names

The Au Ra approach names in two starkly different ways. The Xaela see many names shared across tribes, but there are as many spellings for the same name as there are tribes. Xaela take the name of their tribe as their surname. The Raen name themselves in their tongue in a way that their name carries meaning. Only those belonging to the ruling and warrior class of society legally have surnames, while commoners may take a surname, it is not legally recognized. Raen who are in power often take surnames related to their feats in battle, while commoners take names related to their profession.

Male Raen Names. Tosetu, Keimei, Rakuyo, Hien, Genbu, Fugetsu, Unzan, Masatsuchi, Izuna, Sagan, Karaku. Chikamasa Rokuyari,Tanehiro,Yoshikore,Hidetake, Norishig.

Female Raen Names. Yachiyo, Kikyo, Awayuki, Narumi, Azami, Kurenai, Tsubaki, Chidori, Suzume, Mizuki, Ibuki.

Male Xaela Names. Arslang, Agasiletai, Chaghagan, Chuacenur, Bayan, Luvsan, Bujeg, Khalja, Charakha, Khaishan, Chigu, Jebke, Cirina, Narangerel, Ogul, Altan

Female Xaela Names. Boragchin, Narengawa, Chotan, Qoyar, Khorchi, Ogul, Checheyigen, Altun, Eji, Baguchi, Odchigin, Khorghosun, Yesun, Ariunbold, Bayar.

Clan Names. Adarkim, Bolir, Dalamiq, Khatayin, Oronir, Malqir, Khatayin, Ura, Goro, Oroq

Family Names. Yuzuka, Obinata, Yuzuka, Yatsurugi, Rokuyari, Godo, Tabito, Yumishi, Musa

Au Ra Traits

Your Au Ra character has a variety of natural abilities.

Ability Score Increase. Your Wisdom score increases by 2.

Age. Despite their extraordinary phyiscal features, the Au Ra live about as long as any of the other races of Eorzea, reaching physical maturity around the age of 16, and living to be around 80 years old.

Alignment. The Au Ra as a whole do not tend to neither good nor evil, or towards law or chaos. The Xaela tend strongly towards the chaotic lives of nomads outside of the laws of civilized city-states, while the Raen enjoy the order provided by the law. Often times an Au Ra finds themself to be the product of their upbringing.

Size. There is a large size disparity between men and women of the Au Ra. Males range anywhere from 6 and a half to 7 feet tall with a lean build dwarfing the females who rarely grow taller than 5 feet. Your size is medium.

Speed. Your base walking speed is 30ft.

Cranial Horns. Your horns act as your means of perceiving sound. You have improved hearing and spatial awareness compared to other races because of this. You gain proficiency in the perception skill.

Languages. You can speak, read and write Common and Auri. The Auri language does not include gender or numbered nouns or verbs, causing an Au Ra to mislabel things sometimes when speaking another language.

Subrace. The Au Ra's bloodline has split into two distinct groups, the nomadic Xaela and the solitary Raen, divided by the divine blood of their creators the Dusk Mother and Dawn Father. Select one of the two subraces of Au Ra.

A Valuable Ally

The Au Ra are steadfast allies once they are befriended. Once an Au Ra calls you their friend, you are considered family to them. Their experiences with other races are fewer in number than most, but can appreciate the culture of the new lands.

Hyur. "Every Hyur is different in their own way. They're an ambitious people who work hard for their future. We can live alongside them easily."

Elezen. "They turned us from their gates, and slaughtered us out of fear. We do not trust the Elezen as a whole, though perhaps there may be one redeemable one among them."

Miqo'te. "Miqo'te don't differ much from us. We both have an appreciation for what the natural world can provide us with. I'm sure our tribes would clash if they crossed paths in Othard though."

Xaela

As a Xaela, you've been hardened by your life on the road as a part of a nomadic tribe. A life of hunting and warring has led you to martial prowess and improved strength. You are more outgoing than your Raen counterparts and are much more willing to engage in battle to resolve a conflict. Xaela tribes are small but numerous, battling for territory against one another on the Azim Steppe. Despite a willingness to fight, Xaela do not seek war, it is merely a tool to settle differences.

Ability Score Increase. Your Strength score increases by 1.

Xaela weapon training. You gain proficiency with the shortbow and spear.

Nomadic Instincts. Due to your tribal ancestory you gain proficiency in the survival skill.

Raen

The Raen live beneath the churning waters of the Ruby Sea, eastern waters doted by islands and amongst the sharp peaks of Othard. They prefer the pen to the sword and would rather solve a problem with diplomacy rather than resort to violence. They are a reserved people, living in isolation from the world, but have no animosity towards other city states. There is simply no reason for them to become involved with others outside of trade, and to do so could bring ruin upon their hardwon peace beneath the waves and atop the mountains.

Ability Score Increase. Your Charisma score increases by 1.

Natural Insightful. You proficiency in the insight skill.

Eyes of the Mists. Accustomed to life beneath the sea, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Vou can't discern color in darkness, only shades of gray.

Xaela Tribes

An extended list of the 51 Xaela Tribes has been provided in the Appendix for this document.

Elezen

For centuries, our nation has been punished for the sins of our forefathers. If our punishment is to end, I believe we must right the wrongs of antiquity and move forward as a nation united. Needless to say, my father did not share this opinion.

-Ser Aymeric de Borel, Lord Commander of the Holy See

The Elezen are a race divided within themselves, and their often arrogant attitudes keep the other races at an arms reach. The Wildwood live off the lush forests, using their keen eyes to hunt and gather in the dense forests or live in the religious oligarchy of Ishgard, cut off from rest of the world. The Duskwights in contrast are notorious for thievery and pillaging. Spending much of their live in caves and caverns hidden in the forest.

Elegance and Pride

Long legs, slender bodies, pointed ears and sharp features are all marks of an elezen. Only rivaling their otherworld appearance is the poise with which they carry themselves. Their tall, thin frames only differ within the race by the colour of their skin. All Elezen try to clothe themselves whenever it is appropriate, valuing their appearance.



Difference of Opinion

The Elezen race is divided due to their pride. The Wildwood and Duskwights found they could not coexist and distanced themselves from one another. The Wildwood believing they are the true rulers of the forests in which they live and hold dominion. The largest population of Wildwood Elezen live in Ishgard, a massive religious city embroiled in a war against dragonkind, closed off from much of the world. The Duskwights, who made their homes in the cavern systems of the forests have since been driven to crime to survive due to the Wildwood's clutch on the boundaries of the forest.

The Woods and the North

The forest which the Elezen live is the Black Shroud, a massive forest brought to order by the Wildwood, who protect the forest from poachers and other threats which would encroach on it. Duskwights, who disregard the need to protect the forest and hunt to their content. Looking to the Northern city of Ishgard, towering spires, homes and a grand cathedral hide behind their giant gates. Living conditions in Ishgard are rough, as the poor go hungry in the lower levels of the city, while the wealth live in exuberance, looking down on the less fortunate citizens, ruled by the religious teachings of the Holy See.

Honour and Vengeance

An Elezen may set out on an adventure for many different reasons. An Ishgardian Wildwood hungry for revenge against the dragons may set out to seek greater strength, while another may take up arms to defend their forest home from an encroaching threat against the Black Shroud. Duskwights may set out to gain honour and riches to support their family or to prove to the world they are more than just a thief. Perhaps you seek glory in battle, and head out to find this fame.

Elezen Names

Both the Wildwood and Duskwight clans of Elezen spell their names very similarly. Men's names are longer and always in -loix, -aux, -mont, or -geant. A female's name will always end in -ne, -ette, -elle, or -ie.

Despite the similarity in their first names, the Elezen tribes over time claimed sur names for either side. These surnames will never cross clans, but only those who live within the race will know the difference.

Male Elezen Names. Adeux, Beichault, Dreauchant, Eauplaux, Etrent, Gloffaux, Jodeaux, Joyent, Ulmant, Ulwex,

Female Elezen Names. Adreanne, Iflione, Eaupline, Eranne, Etrene, Moriene, Peronne, Cummone ,Phivonne ,Paxeonne

Eleen Surnames. Breaunojuste, Douvionne, Feajorins, Gehon, Glauvefand, Grurubont, Nahame, Prihaux, Shogamie, Zuhepane

Elezen Traits

Your Elezen character has a variety of natural abilities.

Ability Score Increase. Your Intelligence score increases by 2.

Age. Though Elezen are one of the longest standing races, they do not live much longer than anyone else. They reach physical maturity around age 18 and live into their nineties.

Alignment. Wildwood Elezen lean towards lawful alignments, be it their upbringing to protect the forest or life within the religious walls of Ishgard. Duskwight's have embraced the wild way of living, leaning towards chaotic alignments, viewing laws as arbitrary things.

Size. Elezen are known for their tall slender bodies. Men can reach a maximum 6 feet 8 inches and rarely are shorter than 6 foot 3 inches. Women reach a maximum of 6 and a half feet and rarely shorter than 6 feet tall. Your size is medium.


Speed. Your base walking speed is 30ft.

Languages. You can speak, read and write Common and one extra language of your choice.

Subrace. The Elezen come from two different clans. Select one of the two subraces of Elezen.

Wildwood

The Wildwood Elezen have become the protectors of the forest and mortal enemies of dragonkind depending on where they are living. Despite this, the Wildwood keep a tight hold on their homes, defending them aggressively. They have learned to live off land whever they find themselves. Years of life in the forests of the Black Shroud has imbued them with various abilities.

Ability Score Increase. Your Dexterity score increases by 1.

Wildwood weapon training. You gain proficiency with shortbows and daggers.

Hawk Sight. The normal range of your ranged weapon is increased by 30ft.

Prying Eye. You gain advantage when making a perception check which involves sight.

Duskwight

Duskwights are Elezen who made their home in the cavernous systems of the Black Shroud. Their light hair and dark skin sets them apart from their surface dwelling counterparts. Duskwights are expert cave explorers after growing up in such systems. Though the caves could not satisfy all of their needs, leading the Duskwights to build a reputation of banditry for themselves.

Ability Score Increase. Your Constitution score increases by 1.

Duskwight Weapon Training. You gain proficiency with the shortbows, longbows, shortswords, spears, and javelins.

Darkvision.Due to life in the caverns your eyes have adapted to help you see in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of grey.

Superb Hearing. You gain advantage when making a perception check which involves hearing.

Arrogance or Confidence?

The Elezen strongly believe in their abilities and their birthrights. Many races may see this as arrogance, but if you are able to see past their haughty attitudes, you will find a steadfast and reliable ally.

Au Ra. We Ishgardians have made a grave mistake. Despite their heretical appearance, we should not have let fear guide out hands. I hope we can make amends one day.

Hyur. "We were the first people of the woods, regardless of what they believe. Why the forest sends their chosen through the Hyur is beyond me, but I suppose we can be friends."

Miqo'te. "They are skilled hunters, perhaps too skilled. We share the woods with these people in service to the forest. But the Keepers who break off from the clans and become poachers are as deadly as they come."

Hyur

Thal's Balls...I'd forgotten what it was like to feel so alive! Not since leaving the bloodsands have I had the privilege. Not since the Bull of Ala Mhigo hung up his swords. Back then, the outcome might have been different. But I do not begrudge you your victory. I know how far you have come, how much you have endured. Our fight only confirmed it. We shall have to do this again one day, when time allows.

-Raubahn Aldynn, The Bull of Ala Mhigo

Around 1000 years ago, the Hyur spread across the land in a great migration from the north. They made their homes wherever they could set their footing. Some took to the mountains, while others found a foot hold in any city which would accept them. Today the Hyur are one of the most populous races in the world.

Of Average Build

The Hyur are a race of average sized humanoids whom one may view as an average group of people, lacking distinguishing features such as pointed ears, immense size or horns. Over time Hyur have diverged into two distinct groups, the Midlanders and Highlanders. Midlanders are widespread across the land and come in all shapes and colours, becoming prevelant in all cities. Highlanders in comparison are taller than their Midlander counterparts, boasting a more powerful, muscular build.

A Matter of Location

The differences between the Midlanders and Highlanders was born from their homes long ago. The Highlanders are named for living at a high elevation, mountains in particular.



These tough living conditions lead to a heartier, more physically powerful people. The Midlanders lived at sea level and across the world, which minimized changes due to life in extreme conditions.

People of the World

Hyur as a whole make up a large percentage of the population in the world. Over a thousand years ago the Hyur immigrated in massive waves from their homelands and made their homes wherever their feet hit the ground. Highlanders are a special case within the Hyur, famed for their mountainous city of Ala Mhigo. In recent years, the Ala Mighans were forced from their homes to immigrate across the world, mixing into the cities across the world themselves.

Glory and Prosperity

The Hyur are a hardworking and ambitious people, no matter what walk of life they come from. It is for this reason that for every Hyur in the world, there could be a different reason to seek adventure. Some may head out on the road for the value of the journey itself, while others may do so in search of riches. Some Hyur may be adventuring on another's behalf, perhaps their family sitting at home, or to defend their people from an imminent threat. In a world with so many possibilities, it does not take much convincing to bring a Hyur to action.

Hyur Names

The names of the Hyur are in the common tongue of the land. Midlander may take names which are appropriate for the culture in which they live while Highlanders take names which have a harshness in their pronunciation. As a surname, Midlanders will often take a descriptive name for their physical traits or profession. Highlanders prefer to earn their surnames in battle, using feats of martial prowess or names with violent imagery.

Male Midlander Names. Odard, Redwald, Kenward, Herebert, Acwuld, Edward, Roderic, Eadwine

Female Midlander Names. Rowena, Hilda, Agatha, Hrodwyn, Goldyna, Hounild, Edusa, Beyhild, Mathilda, Tonild, Somerhild, Rimilde

Male Highlander Names. Sigmundr, Arnar, Armond, Varin, Bard, Hordr, Ogmundr, Hallgrim, Thordr, Raubahn

Female Highlander Names. Marte, Cathrine, Yngvildr, Helene, Kolgrima, Katie, Myrun, Kaolin, Kaia, Kamilla

Midlander Surnames. Taylor, Faulkner, Browne, Parker, Forrest, River, Miller, Draper, Fletcher, Hill, Thatcher

Highlander surnames. Fury, Burne, Savage, Stronge. Strongaxe, Blood, Furor, Shatterfist, Strongblade, Ironwill

Breadth of Bonds

Hyur are prevelant throughout the world, and because of this most will welcome a Hyur into their lives without prejudice. Overall the Hyur are met with courtesy wherever they wander.

Elezen. "For a long time we didn't see eye to eye, but for the time being we are friends."

Lalafell. "The Planesfolk are a wonderful people, so earnest in their lives. The Dunesfolk, will rob you blind with your thanks."

Miqo'te. "They're a quiet folk who keep to themselves, but I can respect their skill. I have no qualms with them."


Hyur Traits

Your Hyur character has a variety of natural abilities tied to their heritage of being a diverse peoples.

Ability Score Increase. Your Strength score increases by 2.

Age. Hyur tend to live for approximately 75 years, reaching sexual maturity around age 16 and full maturity around 20 years old.

Alignment. Overall the Hyur are a highly variable race, so it stands to reason that the Hyur tend to not lean towards neither good nor evil. The same could be stated about their impressions of law and chaos. They comfortably fall in line with the culture in which they are raised, but are generally good-hearted.

Size. Hyur tend to range in height from 5 feet to 6 and a half feet tall depending on their heritage. Midlanders struggle to pass 6 feet while highlanders easily pass it. Your size is medium.

Speed. Your base walking speed is 30ft.

Worldly Skill. You gain proficiency with a set of artisan's tools of your choice.

Languages. You can speak, read and write Common and two other languages of your choice.

Subrace. The Hyur have changed over time based on where they lived over the past millenium. Select one of the two subraces of Hyur.

Midlander

As a Midlander, you are a child of possibility. The midlanders can live pretty well anywhere in the world and not seem out of place. Due to their ability to find comfortable lives anywhere, they have becoming highly adaptable and well educated.

Ability Score Increase. Your Intelligence score increases by 1.

Skill Versatility. You gain proficiency in two skills of your choice.

Highlander

The warlike Highlanders see battle as the reason for life. They are no strangers to violence living in the mountains, over time making great conquests against various groups of people. Life in these tough conditions has hardened the Highlanders as a people, leading to naturally powerful builds.

Ability Score Increase. Your Dexterity score increases by 1.

Naturally Honed Body. You gain proficiency in the athletics skill.

Menacing. You gain proficiency in the intimidate skill.

Lalafell

But I will see them suffer no longer. The victory feast shall provide the stage on which I declare the dissoultion of the sultanate. 'Tis mine intent that the ruling class of our golden city should take its place beside the common man in a fair and equitable republic. No more shall this nation bow to the whims of a privileged few.

-Nanamo Ul Namo, Sultana of Ul'Dah

The Lalafell are generally a cheery race of people. Long ago the Lalafells lived as masters of agriculture and spread across the land along trade routes, selling their produce becoming one of the most widespread races there is. In time the Dunesfolk went as far as establishing their own desert city-state known as Ul'Dah. These tiny folk are highly ambitious and are not afraid to take hold of opportunity when it appears before them.

Tiny Yet Mighty

Lalafell anotomy sees these kindly people rarely growing to be 3 feet tall. Their short bodies are rotund, with short feeble looking legs. But appearances can be deceiving as Lalafells bodies are highly efficient, allowing them to travel long distances on their short legs. The Plainsfolk have larger, pointed ears which greatly improved their hearing, while the Dunesfolk developed a film which covers their eyes, protecting them from the sun and sand of the desert. Additionally out of tradition, Dunesfolk will place gemstones associated with their zodiacal sign on their foreheads.



Products of the Land

The Lalafellin homelands produced two types of people, from which they take their names. The Plainsfolk started off as agriculturalists living their lives on their farms, eventually trading their goods across the land, leading for lalafells to spread across the world. The Dunesfolk began and remain as desert dwelling folk, their bodies adpating to the harsh conditions.

Rolling Planes and Towering Dunes

The Lalafell can trace their ancestery back to two key area. The Plainsfolk began as farmers on fertile islands in the south, farming the fertile lands of their namesake. The Dunesfolk were not so luck to have farmable land and instead turned to animal husbandry. Traditionally Dunesfolk built their homes on the backs of beasts of burden, travelling with their herds. Eventually the Dunesfolk founded a great city of wealth, where nearly all Dunesfolk live today.

Family and Fortune

Lalafells care deeply for their small families and would do anything for them. They may set out on an adventure to support their families or in their defense. Not all Lalafells have such pure goals though as many contain a great deal of ambition in their tiny bodies. Merchants travel all over the land, researchers seeking knowledge in secret places, sellswords bravely take on jobs to prove themselves. Lalafells may be small, but they take on the world in a big way.

Lalafell Names

Both the Plainsfolk and the Dunesfolk name themselves using set rhyming schemes, ruled by rhythm and repetition. Syllables are combining in various combinations to form playful sounding names. This means that Lalafells generally do not have surnames unless they come from royalty, which adds their family name in the middle. Each gender and subrace of Lalafell have their own ruleset detailed below. Each letter indicates a syllable or pair of syllables.

Lalafell Naming Convention
Gender and Subrace Rhyming Scheme
Male Plainsfolk AB - CB
Female Plainsfolk ABB - AB
Male Dunesfolk AAB - CCB
Female Dunesfolk AAB - AB

Male Plainsfolk Names. Budadi Yidadi, Egul Sagul, Erelo Forelo, Elehul Pedulehul, Gusis Shisis

Female Plainsfolk Names. Icucu Icu, Badada Bada, Usoso Uso, Kikuku Kiku.

Male Dunesfolk Names. Wowokima Chichikima, Sheshehici Rorohici, Hihihebo Ruruhebo, Tutushuhu Kukushuhu, Gogoreba Susureba

Female Dunesfolk Names. Ejaja Eja, Babayi Bayi, Rerega Rega, Chochosha Chosha, Bobochu Bochu, Lelepu Lepu

Lalafell Traits

Your Lalafell character has a variety of natural abilities derived from their ancestry.

Ability Score Increase. Your Charisma score increases by 2.

Age. These smallfolk are able to live just as long as the other races. Lalafells reach physical maturity around the age of 18, and live until their mid eighties.

Alignment. Generally speaking, Lalafells lean towards a good natured alignment, though some shrewd business men may push far away from this approach to life. Neither the Plainsfolk or Dunesfolk have a inclination to law or chaos, with individuals falling into all categories.

Size. Lalafells are a diminuitive people who see no difference in height due to gender. Their heights on average range from 2 feet and 8 inches to just over 3 feet. Your size is small.

Speed. Your base walking speed is 25ft.

Merchant's Intuition. You gain proficiency in the persuasion skill.

Naturally Stealthy. You can attempt to hide even when when you are obscured only by a creature that is at least one size larger than you.

Lalafell Nimbleness. You can move through the space of any creature that is of a size larger than yours.

Languages. You can speak, read and write Common and one other language.


Good Relations All Around

Thanks to their charming demeanors and financial ties across the world, Lalafells are one of the few races who can say it is on good terms with nearly everyone. Most Lalafells are kindly and outgoing, allowing them to seem like the younger sibling of all the races.

Subrace. The Lalafell come from two distinct groups of people. Select one of the two subraces of Lalafell.

Plainsfolk

As a Plainsfolk, you have spent some time working in agriculture, or have had information passed down to you from your family. Your highly sensitive ears and knowledge of farming has led to the development that sets you apart from your fellow Lalafell, the Dunesfolk.

Ability Score Increase. Your Dexterity score increases by 1.

Sharp Senses. You gain proficiency with the perception skill.

Dunesfolk

As a Dunesfolk, you have an instinctual ability to work with animals thanks to your ancestors. Additionally you've adapted to the harsh desert environments and thrived.

Ability Score Increase. Your Intelligence score increases by 1.

Dustshield. Your eyes have developed a film to protect them from desert conditions. You have advantage on saving throws against being blinded.

Miqo'te

The Nunh that I once fought also believed that his strrrength would save him. He was wrong, and I am now Nunh. Many years ago I joined the Company of Heroes to hone my skills instead of challenging my predecessor before I was ready. Even when I was young I understood that victorrrry goes to the patient, the cunning, the pragmatic."

-U'odh Nunh, leader of the Drake Tribe

The Miqo'te are an aloof people who value their independence from the world. Centuries ago the Miqo'te migrated, Seekers spreading across the world in low numbers while Keepers finding dense forests as a new home. Traditionally they avoid the other races, but over time more and more Miqo'te have integrated into society with pockets of die hard traditional Miqo'te tribes surviving out in the world.

Lithe Hunters

The Miqo'te are a feline race with large catlike ears, fanged teeth and long tails. They have a highly tuned sense of smell and powerful legs, which have allowed them to become natural hunters. The Seekers of the Sun's ears are wider with thicker fur, while the Keepers of the Moon's ears are longer and stylized, with shorter fur. Futhermore, the eyes of the Seekers has developed such that the pupils are slit light, to help guard their eyes from the exposure of the sun, while the Keepers' pupils have become large and rounded. Many more women are born into the tribes and clans of the Miqo'te people.

Of Suns and Moons

The Seekers or the Sun and Keepers of the Moon are two distinct ethnicities falling under the Miqo'te. Their cultures differ greatly down to the social structures of their groups. The Seekers live in male dominant societies centered around an alpha male known as the Nuhn, and worship the god Azeyma. In constrast the Keepers live in a matriarchical society and worship the goddess Menphina.



Arid Sands and Dense Woods

The hot, arid deserts of Southern Thanalan are home to one of the most famed tribes of the Seekers of the Sun. Seekers can be found anywhere across the world, barring cold regions with a harsh winter climate. Those who integrate into larger cities tend to discard their tribal ties and take up the social norms of the city in which they live. Keepers of the Moon have taken to the dense forests away from the heat of the sun.

Adventure Calls

The Miqo'te tend to differ on their approach to life depending on their ethnicity. The Seekers of the Sun are bold individuals who are quick to jump into action, but also become bored easily. This natural need for excitement may call a Miqo'te to action, leading them out into the world to explore. Those from traditional tribes may leave their tribe seeking to start their own clan of Seekers, becoming the alpha of their group.

Keepers are guarded and brooding, which may stall them from setting out on a journey, but when the need arises to protect family, friends or their home, a Keeper will stop at nothing to protect that which they cherish.

Miqo'te Names

Seekers of the sun use a simple naming convention. Male names are one or two syllables and preceded by a letter which is associated with the tribe. The extra aitches (H) we see in names such as represent a slight hissing/spitting sound that is made when the name is pronounced by the cat-like Miqo’te. Many of the other races in Eorzea cannot accurately reproduce this sound, so the aitches (H) end up going silent when read. They do not take a family name, but instead are given the name Tia at birth. A Tia may change their surname to Nunh by challenging the tribes breeding male and defeating him in battle. If successful the two trade titles. Female seekers' first names are given in the same way with three or more syllables, but the surname is the first name of the breeding male who sired her.

The tribal prefix often gets dropped in casual conversation and with close friends and family.

The female Keepers use one to two syllable first names without a tribal prefix due to their small communities. Additionally in their culture the mother's surname is passed on to the children. The males born into the Keepers' communities take both of their mother's names, adding a suffix to the end of their first name to indicate their birth order counting the males. It is rare that more than 3 suffixes are needed.

Male Seeker Names. I'wheto, S'ciwah, Q'tuja, P'fhemeh, I'chelu, B'cuhguh, S'tohm, S'ghut, M'bod, I'phur.

Female Seeker Names. C'nhamfaule, C'qhaalkamo, D'mhagsoo, G'ganni, H'yhaafoqu, J'gidhiju, K'jotnhu, L'keknhegu, M'yhaiabdu, N'zhamroli

Male Keeper Names. Axah'a, Gohkoh'to, Luhga'li, Mahgeh'sae, Mucih'ra, Nohpu'ir, Sahxa'wo, Suleh'ya, Vehse'zi, Wizo'tan.

Female Keeper Names. Nuhmu, Ota, Pehbi, Vehba, Yaba, Miko, Fafoh, Cehxi, Xarih, Ecih

Keeper Surnames. Dagnheive, Dopsha, Gauvro, Jadnhapo, Jhendaka, Khutnauyu, Phemfa, Mhento, Rheibfuqe, Ruyhaia.

Seekers of the Sun Tribes

For a full list of the Seekers of the Sun's tribes, see appendix F.

Miqo'te Traits

Your Miqo'te character has a variety of natural abilities related to their natural physical traits.

Ability Score Increase. Your Dexterity score increases by 2.

Age. Miqo'te tend to live secluded, healthy lives reaching physical maturity around the age of 16, and living to be around 80 years old.

Alignment. Miqo'te who live within a traditional tribal setting lean towards a lawful alignment, adhering to the laws of their people. Those who are born or live in more diverse settings tend to lean in no particular direction.

Size. Miqo'te are a people people with powerful leg muscles. Their slender builds distract from how powerful their bodies really are. On average males tend to range in height from 5 feet to 5 and a half feet tall, while females range from 4 feet 9 inches to 5 feet 3 inches Your size is medium.

Speed. Your base walking speed is 30ft.

Darkvision. Your eyes have adapted to help you see in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of grey.

Reserved Watchers

Miqo'te tend to keep to themselves, trying to avoid contact with races outside their own, Even in highly populated cities, individual Miqo'te lead isolated lives, prefering to stay aloof.

Predation. You have the senses of an expert hunter. You gain advantage on wisdom checks to track beasts, as well as intelligence checks to recall information about beasts you have encountered in the past. You gain proficiency in the stealth skill.

Languages. You can speak, read and write Common and one language of your choice. When speaking Common, your pronunciation of "r" sounds are soemtimes extended with a purr.

Subrace. The Miqo'te are made up of two distinct clans. Select one of the two subraces of Miqo'te.

Seekers of the Sun

As a Seeker of the sun, you come from a race of renowned hunters. The Seekers live in a patriarchal society which woships the sun and Azeyma. This past has given you the tools to become a deadly hunter, capable of wounding their marks with great efficiency.

Ability Score Increase. Your Wisdom score increases by 1.

Seekers weapon training. You gain proficiency with the Daggers, and Shortbows.

Graceful Speed. Your base walking speed is 35ft.

Keepers of the Moon

As a Keeper of the Moon, you come from a highly spiritual matriarchy. Your people worship and moon and the goddess Menphina. Many Keepers make use of war paint as they believe it helps to channel the power of the moon into their bodies. Keepers are renown for their

Ability Score Increase. Your Charisma score increases by 1.

Tenacity. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

Roegadyn

They sought to secure a place to breed and multiply, that their kind might survive. Self-preservation, as you say. But we have as much right to live and thrive as they. If our own survival is threatened, are we to lay down our arms and welcome oblivion? Nay.

-Admiral Merlwyb Bloefhiswyn

The Roegadyn are a physically powerful race of people with a thirst for life which few can rival. They live loudly with boisterous voices, larger than life goals and an unflinching approach to danger. Roegadyns are fearless explorers who long ago were the greatest pirates to sail the seas. Adventure is in their blood.

Size Matters

Roegadyn are enormous humanoids with a hulking muscular build. Men and women alike grow to tower over the other races. Partly due to their size, Roegadyn as a whole love competitions of strength and courage, challenging one another to push themselves and their bravery. Their faces have fierce features and large flat noses. Due to their large size, Roegadyn tend to wear durable, flexible clothing which allows them to move easily.

Maritime Reavers, Volcanic Hermits

The Sea Wolves live up to their names through a storied history on the ocean. Most Sea Wolf communities can be found on the coast, as most make their living from the sea.



Be it sailing, naval service or mercenary work, the Sea Wolves continue to feel most at home when adventuring on board a ship. The Hellsguard in comparison live in land around the volcanic mountains of abalathia. Here they guard the material plane from undead spirits trying to return home.

The Great Seas and Abalathia

The Roegadyn as an entire race hail from the Northern seas , their name translating to people of the rain. These sea fairing people can be found living in coastal citites the world over living as sailors, mercenaries and pirates.

The Hellsguard live around the volcanoes of the Abalathia mountains, believing their home to be a sacred place related to the afterlife. Those Hellsguard who choose to leave their mountain homes can be found in large cities near these mountains, making a living as sellswords or chasing deeper knowledge of magic.

In Their Nature

The Roegadyn people are a boisterous race, seeking out challenges to test their power and bravery.

They rarely need much convincing to head into the heat of battle for a cause they believe in, though coin may help speed them along. Sea Wolves have a long history of pirating, looting and battle on ships of all sorts, giving them a deep seeded thirst for adventure. Hellsguard grow up in solitude away from society, having no city to call their own. They may decide to head off in search of a more engaging existence by heading down their mountain and seeing what else the world has to offer.

Roegadyn Names

Sea Wolves and Hellsguard follow very different rules when it comes to naming conventions. Sea Wolves all derive their names by combining two words from their ancient Roegadyn Language. Women of the Sea Wolves also derrive their names by combining two words, but the second word is always one of eight words. Sea Wolves form their surnames by taking their parent's name and adding a third word; syn for males and wyn for females, indicating they are a son or daughter respectively.

Hellsguard on the other hand avoid their ancient language and use the common tongue. Their names are formed using two words as well, often drawing inspiration from nature. Women of the Hellsguard tend to use plant imagery in their names as well, but are not restricted to do so. Nearly all Hellsguard abandon their family names, refusing to be defined by their ancestors in the past.

Male Sea Wolf Names. Klynnahct, Flazfolg, Roehahtyn, Broenstymm, Haergeiss, Nedyrsatz, Unsynfarr

Female Sea Wolf Names. Rhotbryda, Hezzwyb, Rhenbryda, Grynegeim, Ketenbryda, Skaenswys, Swozthota, Wyznthota, Rhotbryda, Trahggeim

Male Hellsguard Names. Aware Sun, Major Wind, Blue Yew, Grateful Forest, Surprised Cavern, Bright Island, Flawed Lake, Fearless Oak, Dirt Snow, Stark Crow

Female Hellsguard Names. Soft Pea, Obedient Apple, Honored Eclipse, Orange Autumn, Silly Feather, Carefree Locust, Secret Lavender, Careful Vapor, Optimistic Blossom, Innocent Daffodil.

Roegadyn Language

Check Appendix F for a list of Roegadyn words.

Roegadyn Traits

Your Roegadyn character has a variety of natural abilities which all members of their race have.

Ability Score Increase. Your Constitution score increases by 2.

Age. Though physically larger than the other races, the Roegadyn do not live any longer; reaching full maturity around the age of 20 and living into their eighties.

Alignment. Roegadyn have no heavy leaning towards good or evil. The Sea Wolves value the chaotic nature of adventuring and lean towards this alignment, while the Hellsguard look to laws of their ancestors to guard the sacred volcanoes they've lived near for ages.

Size. Roegadyns are a massive people who grow much taller than their fellow races. Males grow as tall as 7 and a half feet tall, while women can grow to be 7 foot 3 inches talls. Despite your powerful builds and great height, your size is medium.

Speed. Your base walking speed is 30ft.

Brave. You have advantage on saving throws against being frightened.

Languages. You can speak, read and write Common and Roegadyn.

Subrace. The Roegadyn have settled into two distinct lifestyles. Select a subrace based on where you come from.

On Your Merit

Both the Sea Wolves and the Hellsguard do not carry preconceived notions about other races, but rather judge each person they meet by their own standards. Sea Wolves may value people who show courage, while Hellsguard appreciate those who think before acting.

Seawolf

Fearless sailors of the sea. The Sea Wolves have a storried history of being a great sailors. No coastal cities were safe in the past when the Sea Wolves came to town. A history of sailing and pirating has left the Sea Wolves with inherent abilities.

Ability Score Increase. Your Strength score increases by 1.

Sea Wolves weapon training. You gain proficiency with greataxes and handaxes.

Sailor's Swimming. You have advantage when making athletics (swimming) checks.

Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

Hellsguard

The elusive Hellsguard live around then volcanoes located within Abalathia's Spine. They have lived in solitude for hundreds of years guarding the volcano from spirits seeking passage from the world of the dead into their own world. A long history of practicing magic in the mountains has left the Hellsguard with innate supernatural abilities.

Ability Score Increase. Your Charisma score increases by 1.

Magical Knowledge. You gain proficiency with the arcana skill.

Volcanic Children. You know the Firebolt cantrip. At 3rd level you learn the Burning Hands spell and may cast it at the 1st level once before requiring a long rest. Charisma is your spell casting ability for these spells.


Arcanist

A lightly armoured man maneuvers through the battlefield alongside his carbuncle companion. The carbuncle dashes ahead and lets out a burst of magical energy, dazing their foes, while their allies return to formation, swaying the battle in their favour.

A quiet woman carefully scratches notes into her research tome. After a long quiet hour passes, a shining avian figure bursts forth from another plane, ready to heed her every command.

A carefully launched arrow catches the the elven woman's ally. Invoking a few words and raising her grimoire to the sky, healing magics close the wound, allowing their friend to fight on.

These skillful magic users take on many roles on the battlefield, be it a commander of their allies, a medic or a destructive force. Through careful planning and preparation an Arcanist becomes an indomitable force to stand against.

Magic Through Research

Arcanists work hard to explore the secrets of magic, only through deep understanding of formulas and geometrical figures can they produce magical effects. Their tomes and grimoires are filled with fascinating formulas and diagrams, which when fed magical energy from the arcanist's body burst forth into powerful spells. Ever thirsty for greater knowledge, an Arcanist seeks knowledge and then tests that knowledge.

Borrowed Power

One thing which sets the Arcanist apart from other spell casters is their usage of summoning companions. Early in their studies an Arcanist learns to summon forth a magical servant. This is the first major task of an Arcanist and helps to sharpen their powers. The companion borrows some of the arcanist's power and in return gives the caster an unwavering ally on the field of battle.

Creating an Arcanist

An arcanist's path begins with a few formulas scrawled in a tome and a large amount of time practicing their craft, researching to unlock greater power to have at their disposal. You must consider what was your arcanist's call to action? Perhaps their thirst for knowledge couldn't be satisfied at their desk, or they saw that their abilities could help the world in another way. Perhaps they uncovered some information that they must investigate or acted upon.

Whatever the cause which brought the arcanist out into the world, they do so with their research in hand and companion by their side.

The Arcanist

Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Aetherflow 3 2
2nd +2 Area of Study, Summoning 3 3
3rd +2 3 4 2
4th +2 Ability Score Improvement 4 4 3
5th +3 4 4 3 2
6th +3 Study Feature 4 4 3 3
7th +3 4 4 3 3 1
8th +3 Ability Score Improvement 4 4 3 3 2
9th +4 4 4 3 3 3 1
10th +4 Study Feature 5 4 3 3 3 2
11th +4 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 4 3 3 3 2 2
13th +5 5 4 3 3 3 2 2 1
14th +5 Quick Summon 5 4 3 3 3 2 2 1
15th +5 5 4 3 3 3 2 2 1 1
16th +5 Ability Score Improvement 5 4 3 3 3 3 2 1 1
17th +6 5 4 3 3 3 3 2 1 1 1
18th +6 Study Feature 5 4 3 3 3 3 3 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 3 2 1 1
20th +6 Aetherial Sea 5 4 3 3 3 3 3 2 1 1

Quick Build

You can make a Arcanist quickly by following these suggestions. First make Intelligence your highest ability score, following with Wisdom. Second take the Sage background.

Class Features

As an Arcanist, you gain the following class features

Hit Points


  • Hit Dice: 1d6 per Arcanist level
  • Hit Points at 1st Level: 6 + your Constituion modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Arcanist level after 1st

Proficiencies


  • Armor: None
  • Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
  • Tools: None

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion.

Equipment

You start with the following equipment, in addition to the equipment granted by your background

  • (a) quarterstaff or (b) a dagger
  • (a) a grimoire spell casting focus
  • (a) a scholar's pack or (b) an explorer's pack

Spell Casting

Your avid research has allowed you to produce magic spells through the use of geometrical figures and formulae within your grimoire. As you level up, you are able to write more powerful formulas leading to stronger spells. See chapter 10 of the PHB for the general rules of spellcasting and the end of this document for the Arcanist spell list.

Cantrips

At 1st level, you know 3 cantrips of your choice from the Arcanist spell list. You learn additional Arcanist cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Arcanist table.

Preparing and Casting Spells

The Arcanist table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of arcanist spells that are available for you to cast, choosing from the arcanist spell list. When you do so, choose a number of arcanist spells equal to your Intelligence modifier + your arcanist level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level arcanist, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of arcanist spells requires time spent rewriting your formulas in your grimoire: at least 10 minutes for each spell you change.

Spellcasting Ability

The spellcasting ability for your arcanist spells changes depending upon the discipline you select. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a arcanist spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting

You can cast any arcanist spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus

You can use a grimoire, tome, research notebook or other similar equipment inlaid with magical energy as an arcane focus (found in chapter 5 of the player's handbook) for your arcanist spells.

Aetherflow

Beginning at the 1st level, you are able to gather and hold clusters of magical energy in your body temporarily. You are able to hold a number of aetherflow clusters equal to half your Intelligence modifier, rounded up, minimum of one cluster. All of your aetherflow clusters build up inside your body upon completing a short rest.

Additionally, you may expend one aetherflow cluster to reroll a spell's damage or healing die roll result, but must use the new number.


Arcanist Archetype

At 2nd level, you decide on your area of specialization and along with it, the type of companion you are capable of summoning. A Strategist focuses on using their magical abilities and carbuncle ally to dictate the flow of battle, a Summoner harnesses the raw power of beings from another plane along with augmentations to their spells to rain havoc on their enemies, and a Nymian Scholar has decided to focus on the healing arts, seeking to expand the healing magic available in the world alongside their fey allies.

Summoning

Beginning at the 2nd level, you are able to perform a ritual to summon an aetherial companion which is able to fight alongside you. If you select the Strategist archetype, you may summon a carbuncle, if you select the Summoner archetype you may summon an Egi, and if you select the Scholar archetype you may summon a Nymian Fey.

To summon your companion you must spend one hour performing a ritual for which your spell casting focus is required. You may only summon one companion once before requiring a long rest. When summoned your companion gains all benefits of your Companion's Bond ability. You may only summon one companion at a time. If your companion strays farther than one mile from you, their bond to you and the material plane are severed, causing them to disperse.

Companion's Bond

Your summoned companion gains a variety of benefits while it is under your control.

The companion loses its Multiattack action if it has one.

The companion obeys your commands as best it can. it rolls for initiative like any other creature, but you determine its actions, decisions, attitudes and so on. If you are incapacitated or absent, your companion acts on its own.

Your summoned companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, a summoned companion also adds its proficiency bonus to its AC, attack and damage rolls.

For each level you gain after 3rd, your summonned companion gains an additional hit die and increases its hit point accordingly.

Whenever you gain the Ability Score Improvement class feature, your companion's abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can't increase an ability score above 20 using this feature unless its description specifies otherwise.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Quick Summon

Beginning at 14th level, you've become an expert at summoning your companion, forming incredible bonds with your summonned companions. As an action you may expend one aetherflow cluster to instantly summon your companion.

Aetherial Sea

Beginning at the 20th level, gain two aetherflow clusters when you roll for initiative.

The Summoned Ally

The Arcanist's most prized companion is the one they bring forth into the world. Through the use of grimoires and magical fomulas, Acantists have learned how to bring forth a magical ally to fight alongside them. Depending on the area of study an Arcanist explores, they are able to summon different allies. A strategist has learned to bring forth a carbuncle, a summoner has learned to bring forth elemental egis, and a nymian scholar has learned to summon a special type of fey.

Strategist

Most arcanists go the route of the strategist, highly intelligent spell casters who assist their allies by organizing their forces and swaying battle with tactical maneuvers. In the tradition of arcanists, the strategist who brings forth a carbuncle, to help dictate the pace of battle.

Field Commander

Beginning at the 2nd level, you have opted to take up the blade alongside the book to protect yourself on the battle field. You gain proficiency in light armor, shields, simple and martial weapons. You gain one extra hitpoint when you level up, including reaching the 2nd level.

Tactical Maneuvers

Also beginning at the 2nd level you may select a tactical maneuver from the following list to learn. You may select additional maneuvers at 6th, 10th and 18th. These are special combat skills used in collaboration with your summoned carbuncle, allies or your own martial ability.

Bombarding. When you take an attack action or cast a spell, you may expend one aetherflow cluster to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you. That creature can immediately use its reaction to make one weapon attack.

Carbuncle Bind. When your carbuncle lands an attack, you may expend one aetherflow cluster to bind a creature to your carbuncle. The target of your carbuncle's attack must make a dexterity saving throw. On a failed save, a binding ethereal chain bursts forth from the carbuncle, shackling the target. The creature may not move more than 5ft away from the carbuncle for 1d4 rounds.

Carbuncle Shine. When your carbuncle lands an attack, you may expend one aetherflow cluster to cause your carbuncle to shine brightly. All hostile creatures who can see the carbuncle within 10ft. must make a constitution saving throw. On a failed save, the creature is blinded for 1d4 rounds.

Deployment Tactics. As a bonus action,you may expend one aetherflow cluster to invigorate your allies making them more nimble. Select two friendly creatures, they may move up to half their movement speed without provoking attacks of opportunity.

False Fear When your carbuncle lands an attack, you may expend one aetherflow cluster to attack their mind as well. The creature must make a Wisdom saving throw against your spell save DC, on a failed save their mind is infested with an illusion causing them to become frightened of the carbuncle until the end of your next turn.

Helping Hand When your carbuncle lands an attack, you may expend one aetherflow cluster, causing your carbuncle to release a pulse of positive energy. Allies within 10ft. of the carbuncle gain advantage on their next action.

Spreading Strike. When your carbuncle lands an attack, you may expend one aetherflow cluster, causing your carbuncle to launch a second attack on a creature 5ft. from the first target.

Switching Step. As a bonus action, you may expend one aetherflow cluster to switch places with your carbuncle instantly if the carbuncle is within 60ft. of you.

Changing the Tide

Also beginning at the 2nd, when you make an attack or saving roll, you may expend one aetherflow cluster to reroll that die roll. You may only choose to do so before the DM states the outcome of the die roll result.

Eye of the Strategist

Beginning at the 10th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the follow characteristics of your choice:

  • Strength score
  • Dexterity score
  • Constitution score
  • Armor Class
  • Current hit points
  • Total class levels (if any)
  • Fighter class levels (if any)

Carbuncle's Sacrifice

Beginning at the 18th level, you are able to sacrifice your carbuncle to recall the magic energy which makes up its body. Your carbuncle is unsummoned and you gain a number of aetherflow stacks which brings you to the maximum possible number you may possess.


Summoner

A summoner has directed their studies towards harnessing the powers of raging elementals of another plane, binding them to the material plane and making them bend to their will. These harnessed elementals are known as Egis, and act as servants to their summoner.

Spur

Beginning at the 2nd level, when your Egi takes an action, you may expend one aetherflow cluster to grant advantage on their attack roll. The additional damage from your proficiency bonus is doubled for this attack.

Channeled Casting

Beginning at the 6th level, when you cast a spell you may expend one aetherflow cluster to cast the spell as if you were standing where your egi is. Spells which use you as their point of origin may instead use your Egi as the point of origin. These spells do not cause damage to your egi.

Fester

Beginning at the 10th level, when you cast a spell which requires a target creature to make a saving throw and it fails you may expend one aetherflow cluster to deal additional necrotic damage to the target creature equal to #d8, where # is equal to your Intelligence modifier.

Enkindle

Beginning at the 18th level, you are able to call on your Egi to release the great power hidden within it, unleashing a devestating attack. You may unleash the power of your Egi once, this use refreshing after completing a long rest. The power is desribed in the creature description in appendix B.

Nymian Scholar

Some arcanists decide to research the use of their magic in the medical arts. These arcanists come to be known as nymian scholars, specializing in the lost healing magic of nym. They call on the fey of this lost city, summoning them to assist them on the field of battle.

Expanded Spell List
Spell Level Spell
1st Bless, Sanctuary
2nd Lesser Restoration, Prayer of Healing
3rd Mass Healing Ward, Revivify
4th Lustrate, Sacred Soil
5th Greater Restoration, Mass Cure Wounds

Nymian Healer

Starting at 2nd level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.

Critical Heal

Starting at the 6th level, your healing spells have the potential to cause a critical heal. When you cast a healing spell and one of the die results in its highest possible result. Roll another die of the same value and add that number to the amount of hit points recovered. A critical heal may only occur once per healing spell.

Adloquiem

Starting at the 10th level, when you cast a spell of 1st level or higher to restore hit points to a creature, you may expend one aetherflow cluster to empower the heal. Your healing spell creates a protective ward on the creature, granting them temporary hit points equal to half the hit points recovered for 10 minutes. If a critical heal occured, the temporary hit points is equal to the full amount of hit points recovered.

Nymian Savior

Starting at the 18th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. Additionally roll 1d12, on a roll resulting as a 12, that spell is considered a critical heal.

Astrologian

A slender woman draped in fine robes sits in a dark room across from a man who feels he has lost his way. Smiling she releases her Planisphere and a flurry of arcana cards into the air. From the squall of cards she draws and divines the man’s fate, instilling in the lost soul a sense of peace and hope for the future.

A man stands behind his allies on the battlefield. He raises his Star Globe to the sky and begins to channel energy into this tool. Using the power of the stars above, soothing energy radiates outwards, enveloping his allies, turning the tide of battle from the prior dire circumstance they fought against.

A well versed Astrologian stands before a congregation of people. She has come to spread the word of her rare new art, offering understanding of the future through the power of the stars. It has become her sacred duty to bring the stars into view for the common people.

Whether they stand behind their allies granting them the blessing of the stars and moons of the universe, or standing alongside them on the front line, Astrologians manipulate the fates of both friends and foe to find success.

Wielders of Fate

The first task of all Astrologians is to gain a mastery over using the deck of sixty. To them, fortunetelling is a tool which allows them to interpret the stars themselves. Their deck is based on the constellations that they study. The Astrologians are gifted a divining deck when they begin their study from their master. They act as a conduit for the magic energy gathered by their star globes, passing the empowering magic from the stars to their allies.

An Elegant Tool

The Star Globe is a tool used by Astrologians which allows them to locate and draw in power from the stars. The globes are formed by large rings of precious metal and lenses. The rings are marked using a large spread of precise markings and which allows the user to find and map the stars in order to draw power without a view of the sky.

Creating an Astrologian

Astrologians hail from a faraway island where knowledge is viewed as the greatest virtue. Astrologians are usually scholars by trade, and specialized in the study of astromancy. Often they find themselves born into the scholar’s life or into highborn families. Sometimes low born apprentices find themselves working beneath a master of astromancy and learn how to tap into the magic of the stars. Astrologians are blessed with the ability to read the future. Through the use of the deck of sixty and the stars they are capable of tapping into the future, though the farther they look, the less clear things become. Some Astrologians travel the land to share this gift of foresight with everyone, while others seek out opportunities to spread their young order of magic around the realm. Others track down allies and adventure, as the stars had mandated that the Astrologian set out on a quest for a task which they cannot see the end of. Astrologians borrow power from the cosmos, and in return seeks to see that the will of the stars is done.

The Astrologian

Level Proficiency Bonus Features Available Draws Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Draw 3 4 2 2
2nd +2 Sect Study Focus 3 4 3 3
3rd +2 4 4 4 4 2
4th +2 Ability Score Improvement 4 5 5 4 3
5th +3 Spread 5 5 6 4 3 2
6th +3 Sect Study Feature 5 5 7 4 3 3
7th +3 6 5 8 4 3 3 1
8th +3 Ability Score Improvement 6 6 9 4 3 3 2
9th +4 7 6 10 4 3 3 3 1
10th +4 Sect Study Feature 7 6 11 4 3 3 3 2
11th +4 Royal Road 8 6 12 4 3 3 3 2 1
12th +4 Ability Score Improvement 8 6 12 4 3 3 3 2 1
13th +5 9 6 13 4 3 3 3 2 1 1
14th +5 Sect Study Feature 9 6 13 4 3 3 3 2 1 1
15th +5 10 6 14 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 10 6 14 4 3 3 3 2 1 1 1
17th +6 11 6 15 4 3 3 3 2 1 1 1 1
18th +6 Shuffle 11 6 15 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 12 6 15 4 3 3 3 3 2 1 1 1
20th +6 Time Dialation 12 6 15 4 3 3 3 3 2 2 1 1

Quick Build

You can make an Astrologian quickly by following these suggestions. First make Wisdom your highest ability score, following with Charisma. Second take the sage background. Third, take the Dancing Lights, Sacred Flame, Guidance and Truestrike cantrips and the first level spells Cure Wounds and Divine Favor.

Class Features

As a Astrologian, you gain the following class features

Hit Points


  • Hit Dice: 1d6 per Astrologian level
  • Hit Points at 1st Level: 6 + your Constituion modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constituion modifier per Astrologian level after 1st

Proficiencies


  • Armor: None
  • Weapons: Daggers, Darts, Slings, Quarter Staffs, Light Crossbows
  • Tools: Divination Deck

  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from Arcana, Deception, Insight, Persuasion, History, Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • a dagger
  • a Star Globe, granted to you by your mentor
  • a Divination Deck
  • (a) a explorer's pack or (b) a scholar's pack

Spell Casting

Level requirement and general description. See chapter 10 of the PHB for the general rules of spellcasting and the end of this document for the Astrologian spell list.

Cantrips

At 1st level, you know 4 cantrips of your choice from the Astrologian spell list. You learn additional Astrologian cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Astrologian table.

Spell Slots

The Astrologian table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level and Higher

You know 2 1st-level spells of your choice from the Astrologian spell list. The Spells Known column of the Astrologian table shows when you learn more Astrologian spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st, 2nd or 3rd level. Additionally, when you gain a level in this class, you can choose one of the Astrologian spells you know and replace it with another spell from the Astrologian spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your Astrologian spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Astrologian spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Spellcasting Focus

You can use a star globe, planisphere or other similar tools as an arcane focus (found in chapter 5 of the player's handbook) for your astrologian spells.

Ritual Casting

You can cast any Astrologian spell you know as a ritual if that spell has the ritual tag.

Draw

Beginning at the 1st level, as an Astrologian, you are able to use the Draw ability. You are capable of channeling the power of the stars into your deck of sixty, and grant boons based on the card drawn. You are limited to the number of draws indicated in the class summary table.

Using your action, roll 1d6, the number shown corresponds to the drawn card. Once drawn, you may apply the empowering effect to yourself or another creature within 30ft. that you can see. The card burns up in your hand and the magic contained is transferred to the selected creature.

The effect of the boon lasts for a number of rounds equal to half your Wisdom ability modifier rounded down with a minimum of 1 round. Restored resources must be used within this number of rounds or they are lost. Available draws refresh after a long rest.

Astrologian Archetype

At 2nd level, you choose a sect to study as an Astrologian: Diurnal Sect, Nocturnal Sect or Fortuneteller, all detailed at the end of the class description. Your archetype choice grants you features at the 2nd, 6th, 10th and 14th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Spread

Beginning at the 5th level your studies into astromancy has led you to a better understanding of reading fortunes. As a bonus action after using the Draw ability, you may set a drawn card aside for later use. This card is added to your spread and can be activated as a bonus action during your turn. The card sits in your spread until used. You may hold up to three cards in your spread at a cost of one extra draw for a second and third card. The cards in your spread expire during a long rest.

Royal Road

Beginning at the 12th level, your understanding of fortunetelling has grown considerably, allowing you augment your arcana cards further. After you use the Draw feature, you may use a bonus action to convert that card into an empowerment for a future reading. This empowerment affects the next card that you use to empower an ally, from either your Draw action or Spread bonus action.

Draw Effects
Card Drawn Die Result Card Effect
The Balance 1 Bonus 1d6 damage on all damage effects
The Bole 2 AC increased by 2
The Arrow 3 You gain one extra attack when you take the attack action.
The Spear 4 Your attack rolls crit on a 19 or 20 die result.
The Ewer 5 Temporarily restores one level 1 or 2 spell slot
The Spire 6 Temporarily restores 1, non-spell slot resource to an ally
The resources included in this effect includes class resources like the Monk’s Ki Points and the Fighter’s maneuver dice. This does not include abilities which do not use a resource such as a Cleric's Channel Divinity or a Fighter's Action Surge. There must be an expended resource. Ask your DM their consideration of what counts as a resource.
Royal Road Effects

Use notes to point out some interesting information.


Converted: The Balance or The Bole

Effect: Potency of the next card is increased. Double the value of the effect, see the Potency Increase Effects table below for details.


Converted: The Arrow or The Spear

Effect: Double the duration of the effect


Converted: The Ewer or The Spire

Effect: All allies within 20ft. of you receive the effects of the card.


Potency increase effects
Card Effect
Balance Bonus 2d6 damage on all damage effects
Bole AC increased by 4
Arrow You gain two extra attacks when you take the attack action.
Spear Your attack rolls crit on a 18, 19 or 20.
Ewer Temporarily restores two level 1 or 2 spell slots, or 1 level 3 spell slot
Spire Temporarily restores 2 non-spell slot resources to an ally

*If you have an ability which increases your crit range prior to receiving the spear buff, simply add the next lowest number to your crit range. For example, if I am a fighter with a crit range of 19 or 20. When the spear buff is applied to you, your crit range becomes 18, 19 or 20.

Shuffle

Beginning at the 18th level, you have mastered basic fortunetelling, allowing you to manipulate fate in your readings to a certain extent. After using the Draw action, you may use a bonus action to redraw from the deck. The drawn card is returned to the deck to be read another day, and you use the Draw action again. You may only shuffle 3 times, this number refreshing after a short rest.

Time Dialation

Beginning at the 20th level, you may expend an available draw to extend the duration of Draw's effect by one round on a single creature. Each subsequent extension requires one extra available draw to be spent. You make this decision at the beginning of your turn before making any movements or actions.


The Heavenly Paths

When an Astrologian is early on in their studies, they select a sect of stars from which they will draw their powers from. The stars were mapped using the positions of the sun and moon, and these two sects are reflective of their reference points. The Diurnal Sect uses the sun as their reference point, creating their star maps with the sun being the key to navigation, while the Nocturnal Sect uses the moon as the reference point. An Astrologian may choose to minimally study the stars and focus their efforts into their tarot deck, learning advanced techniques on how to manipulate fate.

Diurnal Sect

Succor of the Sun

Beginning at the 2nd level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.

Diurnal Benefic

Beginning at the 6th level you are able to empower your healing spells with the power of the sun. When you cast a spell of the 1st-level or higher that restores the hit points of an ally, you may leave a regenerative effect on your allies. After the spell is cast, your allies recover 1d6 hit points at the start of their turn for a number of rounds equal to your Wisdom ability modifier. You may only empower your spells like this once before requiring a long rest.

Lightspeed

Beginning at the 10th level, as a bonus action you may cast an extra 1st or 2nd-level spell by spending a number of available draws equal to the level of the spell you wish to cast.

Blessing of the Sun

Beginning at the 14th level when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.

Nocturnal Sect

Morningstar Mage

Beginning at the 2nd level, you have trained your body alongside your mind, gaining prowess in the martial arts to survive on the battle field. You have proficiency with one handed simple and martial weapons, light and medium armor. You gain 1 extra hit point when you level up. Your spell list is expanded with offensive magic from the list below, allowing you to learn the following spells.  

Nocturnal Spell List

Your spell list is expanded with the following spells. Nocturnal Spell List

Expanded Spell List
Spell Level Spell
1st Hex, Witch Bolt
2nd Moonbeam, Snilloc's Snowball Storm
3rd Melf's Minute Meteors, Elemental Weapon
4th Dimension Door, Ice Storm
5th Cone of Cold, Far Step

Nocturnal Benefic

Beginning at the 6th level you can empower your spells with the magic of the moon. When you cast a spell of the 1st-level or higher that restores the hit points of an ally, you may leave a shielding effect on your allies. After the spell is cast, your allies gain temporary hitpoints equal to #d4 where # is equal to your Wisdom ability modifier. You may only empower your spells like this once before requiring a long rest.

Malefic Attunement

Beginning at the 10th level, you have mastered the ability to weave astromancy and martial combat seamlessly, allowing you to cast a spell after landing a melee attack as a bonus action. The spell may not be higher than the 2nd level when cast in this manner.


Rage of the Moon

Beginning at the 14th level, you are able to channel the power of the moon into your arms. For 10 minutes you strike with the malefic powers of the moon. Your spells and melee attacks channel the astral energy of the nocturnal sect, dealing an additional 2d6 force damage. You may use this ability once and it cannot be used until you complete a long rest.

Fortuneteller

Stacked Deck

Beginning at the 2nd level, you have learned how to stack your deck of sixty. When you use your Draw action, you may roll 2d6 instead and select the result of the Draw action from the two results. Discard the other result.

Expanded Deck

Beginning at the 6th level, you have access to twice the number of available Draws per day than the listed number.

Double Draw

Beginning at the 10th level, you have learned how to read multiple arcana cards at the same time. When you use the Draw action, you may roll 2d6 and use both cards to grant boons to your allies. Doing so prevents you from using the Stacked Deck feature.

Twisted Fate

Beginning at the 14th level, you have mastered reading arcana cards and twisting fate. You have learned to use all the tools at your disposal, allowing you to freely use your fortune telling skills for 10 minutes, refreshing after a long rest. For each Draw action, you may use Royal Road, Shuffle, Spread, Stacked Deck and Double Draw. Each card drawn still consumes an Available Draw point.

College of the Wanderer - Bard Archetype

Bards of the College of the Wanderer are adventurers who travel the land sharing not only stories, music and merriment, but soothing the souls of those who have passed on.

Members of the college of wanderers have made it their goal to record history through poetry and verse, while at the same time travelling the world and seeking out wounded spirits from the lands of the living and dead.

The college of the wanderer was an idea started by a famous archer who caused the deaths of his comrades. To cope with his grief he turned to the poetic arts and traveled the world trying to atone for his sins by delivering restless spirits to a peaceful slumber. He hoped to one day return to the place where his friends were lost, and lay their souls to rest.

Bonus Proficiencies

Beginning at the 3rd level, you gain proficiency with long bows and two skills of your choice.

Swift Song

Beginning at the 3rd level, allies who have a bardic inspiration die from you may roll it to increase their base walking speed by 5 ft. for a number of turns equal to the roll of the die. Additionally, while travelling your group travels extra distance each hour equal to half the normal traveled distance per hour.

Foe Requiem

Beginning at the 6th level, allies who have a bardic inspiration die from you may roll it and add the number to the damage roll of a danage that was just dealt. Additionally, when a spell is cast against the creature, they may roll the bardic inspiration die and add the result to their saving throw after seeing the roll but before knowing if the saving throw was successful or failed.

Wanderer's Minuet

Beginning at the 14th level, you have learned to play the wanderer's minuet. Using your action to play the song, you enter an entranced state. You may not move and take an action in the same turn while entranced. You gain the Extra Attack ability, allowing you to attack twice, instead of once, when you take the attack action. You gain advantage on ranged weapon attack rolls and you add your Charisma ability modifier to your damage rolls along with all other bonuses you would normally receive. You remain in this entranced state for a number of rounds equal to your Charisma ability modifier starting at the end of your turn. You may choose to end the entranced state as an action. You may play the wanderer's minuet three times, these uses refreshing after completing a long rest.


Black Mage

A Lalafell stands before a horde of kobolds, blood thirsty they dash towards him. With a few skillful waves of his staff, a large fire ball erupts from the gem inlaid at the end of the staff, causing a massive fiery explosion, leaving nothing but ash.

A woman wearing dark robes grins as she waves her wand before a guard refusing her entry. With a few choice words and a spell, the guard happily steps aside, unlocking the passage before falling unconscious due to illness.

An Elezen laughs at his reflection as he inspects his body after tapping into the powers of the void. His eyes glow red and his teeth bare fangs, signs that his mastery of magic is growing.

A black mage is a powerful ally who wields forbidden magic stolen from the void. This raw energy manifests itself into devestation spells and effects. Their power is only rivaled by their thirst to increase that power.

A Dark Past

In days long past, there existed an evil clan and arcane art known as black magic—a potent magic of pure destructive force born forth by a sorceress of unparalleled power. Those who learned to wield this instrument of ruin came to be called black mages, out of both fear and respect for their gift. Yet great power served to corrupt the judgment of mortal man, and so he unknowingly set out upon the path of ruin.

Adventurers who take the black will become agents of devastation, capable of annihilating those who oppose them through little more than the force of their will.

Ties to the Void

In order for a mage to don the black, they must extensively research what they call the void. This is another plane of existence from which Black Mages draw knowledge from in order to unlock power within themselves. Most black mages are able to explore the knowledge gained from the void through tomes and texts now, but some who thirst for new power may attempt to tap into the void directly. Black Mages continue to grow within their craft through continuing their study of the dark arts.

Creating a Black Mage

Black Mages are earnest in their desires and reasons for taking the black. More often than not it is in the pursuit of power or out of sheer curiousity. You must know why you are pursuing this power, or why you are curious about the dark arts. You must also decide where you began to dip your toes into the world of black magic. Did you join a cult of mages who studied the art? Perhaps a proper school which provides the proper materials to explore black mage. Maybe you were taken under the wing of a mentor who has mastered the art.

The Black Mage

Level Proficiency Bonus Features Augmentations Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Discipline - 4 2 2
2nd +2 Spell Augmentation, Discipline Feature 2 4 3 3
3rd +2 2 4 4 4 2
4th +2 Ability Score Improvement 2 5 5 4 3
5th +3 2 5 6 4 3 2
6th +3 Discipline Feature 3 5 7 4 3 3
7th +3 3 5 8 4 3 3 1
8th +3 Ability Score Improvement 4 6 9 4 3 3 2
9th +4 4 6 10 4 3 3 3 1
10th +4 Discipline Feature 5 6 11 4 3 3 3 2
11th +4 5 6 12 4 3 3 3 2 1
12th +4 Ability Score Improvement 6 6 12 4 3 3 3 2 1
13th +5 6 6 13 4 3 3 3 2 1 1
14th +5 Discipline Feature 7 6 13 4 3 3 3 2 1 1
15th +5 7 6 14 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 8 6 14 4 3 3 3 2 1 1 1
17th +6 8 6 15 4 3 3 3 2 1 1 1 1
18th +6 Surecaster 9 6 15 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 9 6 15 4 3 3 3 3 2 1 1 1
20th +6 Limitless Aether 10 6 15 4 3 3 3 3 2 2 1 1

Quick Build

You can make a Black Mage quickly by following these suggestions. First make Intelligence your highest ability score, following with Charisma. Second select the Destroyer discipline. Third take the scholar background. Fourth, take the Firebolt, Ray of Frost, Prestidigitation and Thunderclap cantrips and the first level spells Burning Hands and Witch Bolt.

Class Features

As a Black Mage, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Black Mage level
  • Hit Points at 1st Level: 8 + your Constituion modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constituion modifier per Black Mage level after 1st

Proficiencies


  • Armor: None
  • Weapons: Daggers, Darts, Slings, Quarter Staffs, Light Crossbows
  • Tools: None

  • Saving Throws: Intelligence, Charisma
  • Skills: Choose two from Arcana, Deception, Insight, Persuasion, History, Religion, Intimidation.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • a dagger
  • a spell casting focus (a cane, staff, wand or similar object)
  • (a) an explorer's pack or (b) a scholar's pack

Spell Casting

Level requirement and general description. See chapter 10 of the PHB for the general rules of spellcasting and the end of this document for the Black Mage spell list.

Cantrips

At 1st level, you know 4 cantrips of your choice from the Black Mage spell list. You learn additional Black Mage cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Mage table.

Spell Slots

The Black Mage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level and Higher

You know 2 1st-level spells of your choice from the Black Mage spell list. The Spells Known column of the Black Mage table shows when you learn more Black Mage spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st, 2nd or 3rd level. Additionally, when you gain a level in this class, you can choose one of the Black Mage spells you know and replace it with another spell from the Mage spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

The spellcasting ability for your Black Mage spells changes depending upon the discipline you select. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Black Mage spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Spellcasting Focus

You can use a rod, cane, wand or other similar equipment as an arcane focus (found in chapter 5 of the player's handbook) for your Black Mage spells.

Ritual Casting

You can cast any Black Mage spell you know as a ritual if that spell has the ritual tag.

Magical Discipline

At 1st level, you choose the discipline you belong to as a Black Mage. Destroyer, Inflictor, or Void Soul, all detailed at the end of the class description. Your archetype choice grants you features at the 2nd, 6th, 10th and 14th level.

Spell Augmentation

Beginning at the 2nd level, you have learned how to augment your spells with extra effects. You have a number of augmentation points as listed in the black mage class table. Some features may require you to spend augmentation points. Your augmentation points return to the maximum number after completing a long rest.

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.


Surecaster

Beginning at the 18th level, you may spend 1 augmentation point to achieve an impregnable state of mind. You pass all concentration checks automatically for the next 10 minutes.

Limitless Aether

Beginning at the 20th level, you recover 3 augmentation points after completing a short rest.

Bringers of the end

Unabated use of black magic lead to the downfall of the society in which black mages find their roots alongside the white mage's overuse of white magic. Black Mages wield incredibly destructive powers which set their world on a path to destruction once before, and careless use of this power could do so again. An Annihildator specializes in explosive and powerful magic, causing massive destruction wherever they go. An Inflictor is a black mage who uses enchantments and poison to cause a myriad of maleffects for their enemies, spreading sickness to cripple their foes. A Void Soul black mage has sought desperate measures to continue their studies which has led to the allowance of power directly from the void to course through their body.

Annihilator

Destroyers are black mages who specialize in maximizing the effects of their magic. Fires which burn hotter and ice which freezes more deeply. The more powerful their spell effects, the happier they are. They adore casting magic, getting a thrill watching the effects of their destruction on their foes.

Expanded Spell List
Spell Level Spell
1st Ice Knife, Witch Bolt
2nd Aganazzar's Scorcher, Snilloc's Snowball Swarm
3rd Flame Arrows, Sleet Storm
4th Fire Shield, Storm Sphere
5th Cone of Cold, Immolation

Impactful Casting

Beginning at the 2nd level, when you cast a damaging spell, you may spend 1 augmentation point to intensify your spell dealing bonus damage equal to your Intelligence modifier. At 10th level this bonus is doubled, and at 17th level this bonus is tripled.

Glyph Sense

Beginning at the 6th level, you have developed an inherent perception for magical traps and glyphs. Add your proficiency bonus to your passive perception in regards to magical items, traps and creatures in the area.

Leylines

Beginning at the 10th level, you have learned to connect naturally occuring lines of power to create a magical glyph on the ground briefly. As a bonus action you may create this magical field. While you stand within this 5ft. radius circle, you may spend a spell augmentation point to cast a spell as a bonus actions instead of an action. The glyph remains on the ground for a number of rounds equal to your Intelligence modifier. You may create your lay lines once before requiring a short rest.

Devestating Force

Beginning at the 14th level, when you cast a damaging spell you may spend 1 augmentation point during damage calculation to reroll all damage dice which resulted in a 1. You must use the resulting rolls.

Inflictor

Inflictors are experts at causing their foes a wide arrangement of negative effects and taking control of their foes. From charms to curses, an Inflictor seeks to cause their foes great misery as punishment for standing in their way.

Expanded Spell List
Spell Level Spell
1st Charm Person, Hex
2nd Blindness/Deafness, Enlarge/Reduce
3rd Hypnotic Pattern, Slow
4th Compulsion, Confusion
5th Geas, Modify Memory

Deep Suggestion

Beginning at the 2nd level, you may spend 1 augmentation point to inflict disadvantage on your targets saving throw against enchantment spells you cast.

Mind Jack

Beginning at the 6th level, you gain proficiency in the Insight skill and may use it to identify specific enchantment and charm spells affecting that creature. If you know that spell, you may spend the appropriate spell slot and one augmentation point to transfer control of the enchantment to yourself and refresh the duration of the spell.

Unshaken Will

Beginning at the 10th level, when you must make a wisdom saving throw, you may spend 1 augmentation point to roll with advantage and add your proficiency bonus to the roll.

Mental Anguish

Beginning at the 14th level, you may spend 1 augmentation point to empower enchantment spells you cast. The target creature makes a constitution save against your spell save DC. On a failed save your spell causes their body to undergo decay, dealing #d6 necrotic damage, where number is equal to your Intelligence ability modifier, and half as much on a successful save.


Void Soul

A void soul is a black mage who has gone to great lengths to increase their knowledge of destructive magic. Not unlike a warlock, a void soul has allowed energy from the void to pour into their body, rather than borrowing from a patron. This path allows their strength to grow quickly and grant them powerful spells, but at the same time suffer side effects few could anticipate.

Expanded Spell List
Spell Level Spell
1st Armor of Agathys, Arms of Hadar
2nd Cloud of Daggers, Phantasmal Force
3rd Hunger of Hadar, Vampiric Touch
4th Banishment, Evard's Black Tentacles
5th Contact Other Plane (Ritual), Dream

Abyssal Resistance

Beginning at 2nd level your body has begun to accept the void. Your skin has lost its colour, taking an ashy tone. You gain +2 maximum hit points and gain a bonus +1 hit point when you level up. You may spend 1 augmentation point to cause your skin to toughen like thick hide for 1 hour. While unarmoured your AC becomes 12 + you dexterity modifier.

Fiendish Instincts

Beginning at 6th level, your eyes take on a gentle, permanent red glow and your finger nails become hard and black. As a bonus action you may spend 1 augmentation point to gain Darkvision for 1 hour. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Additionally while under these effects, your fingernails grow into ethereal claws. The claw weapons deal 1d6 + your Intelligence modifier force damage. You make attack rolls using your Dexterity modifier. When you reach the 14th level you make two claw attacks when you take the attack action.

Magical Resistance

At 10th level, if you do not have a tail, your body grows a dark, thin, leathery tail. When you are damaged through magical effects, you may spend 1 augmentation point to nullify one of the damage die rolled.

Void Rebirth

Beginning at the 14th level, your race has changed due to the void energy held within your body. You become a half-fiend, where the other half is your original race. Additionally, small leathery wings grow from your body and your teeth grow jagged fangs. You may spend 2 augmentation points to unleash this void energy, activating the effects of Abyssal Resistance and Fiendish Instincts. Additionally your wings grow significantly larger, with a wingspan double your height. You gain the ability to fly 60ft. for 1 hour.


Dark Knight

A man clad in heavy armor cleaves his way through the battle field. An aura of darkness radiates out from him. His blows are swift and sunder the foes' armor. His enemies turn and run, claiming he is no man, but a demon.

Standing before a wounded citizen, a woman clad in ebony holds out her hand towards the group of guards. She alone stands between the corrupted enforcers and the innocent soul. She chants in a lost tongue and a blast of dark energy launches from her palm, striking a guard down.

Battered and bloodied, a man drags himself to his feet. Armor dark as night, accented by his own blood, he feels energy bursting forth from his body. Using his pain as a weapon he strikes down the great beast before him before falling to a knee.

It is a dark knight's freedom from the bounds of the law which make these dark avengers so effective. Unconcerned with what is lawful, a dark knight is concerned with what is ethical in their view. Those who spread tyranny and injustice best prepare for a visit from a dark knight who aims to set things right.

Protecting the Meek

A Dark Knight is a knight who has taken up arms to serve the downtrodden. They serve no lords or institutions, believing no one is exempt from justice, no matter what their position in society. They protect the commonfolk from not only banditry and wild beasts, but from corrupt men who seek to oppress them. In return, Dark Knights are often fed and housed by those they protect, or rely upon bounty hunting and raiding looters to support themselves.

Internal Darkness

When an adventurer chooses the path of a Dark Knight they understand that they are renouncing their rights to be a regular member of society. They belong to no society, acting as paragons of justice who see no allegiance. To assist them in their quest, Dark Knights are able to sacrifice their own life force to power a well of darkness within themselves. They cause themselves great pain and exhaustion in order to allow dark power to course through their body which they harness in a variety of ways.

Creating a Dark Knight

Dark Knights are natural adventurers, living outside the law to see their goals to fruition. They may live within a remote village protecting the inhabitants from bandits, while the land's knights turn a blind eye to their plight, or they may travel the world seeking out institutionalized injustice and smiting it with violence. Dark Knights act on behalf of the common folk, and do so not expecting praise nor admiration. They are aware that they will not be celebrated in the history books like Paladins would be. Instead they expect to be demonized by history and happily accept this fact. One seeking to become a Dark Knight must be introduced to it through some means, be it an ancient tome with their rituals recorded or a mentor to impart their knowledge.

Dark Knight

Level Proficiency Bonus Features Well of Darkness Points Darkside Bonus Damage
1st +2 Well of Darkness, Darkside 1 1d4
2nd +2 Fighting Style, Dark Vision 2 1d4
3rd +2 Dark Knight Archetype 3 1d4
4th +2 Ability Score Improvement 4 1d4
5th +3 Extra Attack, 5 1d6
6th +3 Archetype Feature 6 1d6
7th +3 Blood Price 7 1d6
8th +3 Ability Score Improvement 8 1d6
9th +4 Damned Soul 9 1d6
10th +4 Soul Survivor 10 1d6
11th +4 Archetype Feature 11 1d8
12th +4 Ability Score Improvement 12 1d8
13th +5 Mired Empathy 13 1d8
14th +5 Dirty Fighter 14 1d8
15th +5 Grasp of Darkness 15 1d8
16th +5 Ability Score Improvement 16 1d8
17th +6 Archetype Feature 17 1d10
18th +6 Consumed by Darkness 18 1d10
19th +6 Ability Score Improvement 19 1d10
20th +6 Living Dead 20 1d10

Quick Build

You can make a Dark Knight quickly by following these suggestions. First make Strength your highest ability score, following with Charisma. Second take the Folk Hero background.

Class Features

As a Dark Knight, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per Dark Knight level
  • Hit Points at 1st Level: 10 + your Constituion modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Dark Knight level after 1st

Proficiencies


  • Armor: All Armor, shields
  • Weapons: Simple and Martial Weapons
  • Tools: None

  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Athletics, Arcana, History, Insight, Intimidation, Perception, Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background

  • (a) chain mail or (b) hide
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a short bow and 20 arrows or (b) two daggers
  • (a) an explorer's pack or (b) a dungeoneer's pack

Well of Darkness

Beginning at the 1st level you the darkness in your soul begins to pool and manifest as power. This pool of energy is known as the Well of Darkness. All expended uses of your Well of Darkness points refresh upon completing a long rest.

When using abilities triggered through using your Well of Darkness that require the enemy to make a saving throw, the saving throw is calculated as follows.

Dark Knight Spell DC = 8 + your proficiency modifier + your Charisma modifier.

When using spells which require you to make a ranged spell attack, your spell attack modifier is calculated as follows.

Dark Knight Spell Attack Modifier = your proficiency modifier + your Charisma modifier.

Darkside

Beginning at 1st level, you are able to tap into the powers of your inner darkness. As a bonus action you may activate Darkside for the turn. When you take the attack action under the effects of Darkside, all of your damage rolls deal additional damage for the remainder of your turn. The bonus damage can be found in the class table above.

Dark Vision

Beginning at the 2nd level, your body has become corrupted by the darkness you’re letting course through it, giving your eyes a soft red glow and granting you superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Fighting Style

Beginning at the 2nd level, you adopt a particular style of fighting as your specialty, Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of You, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Dark Knight Archetype

At 3rd level, you choose which path of the dark knight to follow. The Ebony Champion focuses on martial prowess, the Abyssal Channeler focuses on using dark magic weaved into their melee combat and the Hellbound uses their own pain and suffering to unleash powerful attacks.

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.


Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Blood Price

Beginning at the 7th level you have learned to turn your suffering into fuel for your Well of Darkness. When you are struck by slashing, bludgeoning or piercing damage roll 1d12. On a die result 10,11 or 12 you recover one point to your Well of Darkness.

Soul Judge

Beginning at the 9th Level, you can cast the spell detect evil and good at will.

Soul Survivor

Beginning at the 10th level, on your turn you may use a bonus action to mark a creature as a soul survivor. If the targeted creature dies within the next round beginning at the time of casting, you recover two points to your well of darkness. You may select a soul survivor once before requiring a short or long rest.

Mired Empathy

Beginning at the 13th level, you have gained an understanding of your inner darkness. Using this understanding you are able to commune with another willing creature, to gain an understanding of what causes them to suffer at will. You place your hands on either side of their head and focus, creating an empathetic link with the creature which lasts as long as you maintain contact with the creature. You feel the emotions the creature feels which are causing it distress, and something which looms large in its mind such as something it loves, hates or worries over.

You may expend two Well of Darkness points to attempt to force your way into a creature's mind by casting the Detect Thoughts spell. The first saving throw of the Detect Thoughts spell is automatically successful. The target creature is left with a headache dealing 1d4 psychic damage after a successful attempt at forcing your way into their mind.

Dirty Fighter

Beginning at the 14th level, you have learned to incorporate dirty tactics into your fighting style. When making an attack of opportunity, you can expend a Well of Darkness point to focus your strike to a sensitive part of the body, forcing your enemy to make a Constitution saving throw. On a failed save, the enemy is stunned until they begin their next turn. The target must be a small or medium humanoid.

Grasp of Darkness

Beginning at the 15th level, you've become highly attuned to the dark thoughts in your mind. These thoughts help shield your mind from outside trickery. You gain proficiency on Wisdom saving throws.

Consumed by Darkness

Beginning at the 18th Level, you can no longer hide your attunement with your inner darkness from an observer. Your skin has taken a sickly grey tint to it. You can expend a Well of Darkness point to cast Circle of Death once. You may cast Circle of Death again in this way after completing a long rest.

Living Dead

Beginning at the 20th level, you are able to give yourself over to the abyss, allowing you to continue fighting long after you should fall. When you are reduced to 0 hit points, make a DC 10 constitution save. On a successful save, you instead fall to 1 hit point and for a number of rounds equal to your charisma modifier, you cannot fall below 1 hit point. If you do not receive any healing during this time, you fall to 0 hit points at the end of the duration. This effect only occurs once, requiring a long rest to use it again.


A Path Shrouded in Sorrow

A Dark Knight takes up their sword knowing full well that the path they select will have harsh effects on their body and mind. They know they will be viewed as villains and monsters, while fighting to do the right thing. This understanding helps a Dark Knight select the path which they walk. A fledging Dark Knight decides where to direct this unavoidable misery. An Ebony Champion walks the path of a warrior, who will see countless battles, hardening themselves in the flames of war to become a peerless combatant. An Abyssal Channeler looks inwards, taking note of the darkness welling within them and learning to manipulate the raw life force energy into powerful Dark Arts. A Hellbound Dark Knight allows the darkness to run wild throughout their body, causing pain to themselves to drag their enemies to hell with them.

Ebony Champion

Those who select the path of becoming an Ebony Champion have focused on using their Well of Darkness to greatly improve their martial prowess. They focus on capitalizing on their Darkside to empower their strikes and fight with an endless fervor.

Plunge

Beginning at the 3rd level, you can plunge. As an action, you leap into the air using the momentum of your weapon, travelling a maximum distance equal to half your base walking speed, landing adjacent to an enemy you can see. You then make an attack against that enemy, dealing an extra 1d6 on hit. The extra damage increases to 2d6 at the 11th level and 3d6 at the 17th level. You may plunge twice before requiring a short rest.

Dread Bringer

Beginning at the 6th level, you are capable of causing a sense of dread to wash over a target you can see within 10ft. of you. Using a Well of Darkness point the creature must make a charisma saving throw. On a failed save, the creature has disadvantage on Charisma ability checks for 10 minutes. The creature has no knowledge that you have acted upon them, and believes their altered state is a natural result from your presence.

Blood Weapon

Beginning at the 11th level, you are able to absorb energy from enemies through your weapon. When you successfully strike an enemy with your attack action and subsequent extra attack, you may role 1d8. You recover hit points equal to the result. On a 7 or 8 result, you recover a Well of Darkness point.

Dark Survivor

Beginning at the 17th level, you have learned to channel the abyss through your body to continue to fight. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points. This healing does not count towards the effects of Living Dead.

Abyssal Channeler

As an Abyssal Channeler, you have decided to focus on manipulating your Well of Darkness. Doing so allows you to convert your own life force into powerful Dark Arts.

You know two Dark Arts at 3rd level, detailed in the Dark Arts section below. You learn one additional Dark Art of your choice at the 6th, 11th and 17th level. Additionally you know the Toll the Dead cantrip.

Casting Dark Arts. Using the dark magical energy from within, you are able to cast spells. See chapter 10 for the general rules of spellcasting. To cast one of these spells you use its casting time and other rules, but you don't need to provide material components for it.

Once you reach the 6th level in this class, you can spend additional Well of Darkness point to increase the level of a Dark Art that you cast, provided that the spell has an enhanced effect at a higher level. The spell’s level increases by 1 for each additional Well of Darkness hit die you spend. The default casting level of these spells is at the lowest possible level.

The maximum number of Well of Darkness point you can spend in this way (including the base cost and the additional points you spend to increase the level) is determined by your Dark Knight level, as shown in the Spells and Well of Darkness Points table.

Spells and Well of Darkness Points
Dark Knight Levels Maximum Points for a Spell
6th-8th
4
9th-12th
5
13th-16th
6
17th-20th
7

Dark Arts

The Dark Arts list is presented in alphabetical order. If the magic requires a level, you must be that level in this class to learn the spell.

Abyssal Drain (17th Level Required). You can spend 6 Well of Darkness points to cast Contagion.

Creeping Darkness. You can spend 3 Well of Darkness points to cast Darkness.

Damning Curse. You can spend 3 Well of Darkness points to cast Bane.

Dark Circle. You can spend 3 Well of Darkness hit dice to cast Enthrall.

Dark Mind (11th Level Required). You can spend 4 Well of Darkness points to cast Hypnotic Pattern.

Dark Passenger (11th level Required). You can spend 4 Well of Darkness points to cast Lightning Bolt. It deals necrotic damage.

Evil Eye. (17th Level Required). You can spend 6 Well of Darkness points to cast Scrying.

Power Slash (6th Level Required). You can spend 4 Well of Darkness points to cast Elemental Weapon.

Reprisal. You can spend 2 Well of Darkness points to cast Hellish Rebuke.

Salted Earth (11th Level Required). You can spend 4 Well of Darkness points to cast Hunger of Hadar.

Shadow Skin (6th Level Required). You can spend 2 Well of Darkness points to cast Blade Ward on yourself as a bonus action.

Scourge. You can spend 2 Well of Darkness points to cast Hex.

Shadow Wall (17th Level Required). You can spend 6 Well of Darkness points to cast Shadow of Moil.

Soul Eater (11th Level Required). You can spend 4 Well of Darkness points to cast Vampiric Touch.

Unleashed. You can spend 2 Well of Darkness points to cast Arms of Hadar.

Unmend. You can spend 2 Well of Darkness points to cast Magic Missile.

Void Burst. You can spend 6 Well of Darkness points to cast Negative Energy Flood.

Hellbound

A Hellbound Dark Knight has learned how to turn the suffering they experience at another's hands into a tool for destruction. They specialize in using this pain and redirecting it into weapons to use against their foes.

Adversity

Beginning at the 3rd level, you have learned how to channel the damage you sustain through your body, and turn that suffering into power. As you get closer to death, you become more powerful. You receive a bonus to your attack and damage rolls depending on your current hit points. The bonus remains active as long as your health is below a certain threshold. This bonus changes as you sustain more damage but do not stack with each other. Beginning at the 3rd level, when your hit points are below 75% of your maximum hit points, you receive a +1 bonus to your attack and damage rolls. At the 6th level this you unlock your next pain threshold, when your hit points are below 50% of your maximum hit points this bonus is increased to +2. At the 11th level you have mastered Adversity, unlocking the final threshold, when your hit points falls below 25% of your maximum hit points, the bonus is increased to +3.

Adversity Bonus Scaling
Dark Knight Level Hit Point Threshold Bonus
3rd
75% of your maximum hit points
+1
6th
50% of your maximum hit points
+2
11th
25% of your maximum hit points
+3

Dark Nebula

Beginning at the 6th level, you have learned how to sacrifice your own life force and channel it through your weapon. Using your action you can cast Dark Nebula. You swing your weapon unleashing the energy in a wave of dark murky energy in a 30ft cone. All creatures hit by the wave make a Dexterity saving throw, taking half the damage on a successful save. Damage details below.

Dark Nebula Scaling
Dark Knight Level Damage to self Damage
6th
2d4
4d6 necrotic damage
11th
3d4
5d6 necrotic damage
17th
4d4
6d6 necrotic damage

Beginning at the 11th level, your self-destructive way of life has led to your ability to communicate in supernatural ways. You are able to cast the Speak with Dead or Tongues spells. You may cast these spells twice, uses refreshing after a long rest.

Unbridled Rage

Beginning at the 17th level you allow your inner darkness to run wild. When you cast Dark Nebula, you may expend one Well of Darkness point to cast Dark Nebula a second time.

Dragoon

The earthshaking roar of a dragon echoes across the battle field. Beating its wings furiously, the beast swoops down from the sky. A man clad in scale mail leaps high into the air and plunges down onto the creature's back, driving his spear into its spine, forcing the creature to the ground.

A woman stands among the chaos of war. She rushes down an opponent, striking with the ferocity of a dragon. Those who stood against her that day claim to have seen a dragon sweep the area with its fiery breath, rather than simply a woman with a longarmed weapon.

Grinning excitedly a young man jumps high into the air laughing. He has left the path of war to perfect his mastery of the sky. When he reaches the peak of his jump, he sprouts spectral wings and flies off into the distance.

These fearless warriors stand against dragons, demons, fiends and any other threats who would raise a hand against their homelands. Dragoons use their command of both the sky and ground to strike down their foes with deadly strikes.

Dragon's Bane

The Dragoon was a soldier born out of need in a distant land. Their homeland has been locked in a war against dragonkind for hundreds of years, leading to their soldiers to specialize in battling back against dragons. Their most notable ability is the Dragoon jump, which is powered by a magical gem each Dragoon receives upon completing their basic training.

Scourge of the Sky

The Dragoons have been blessed with the ability to soar high into the air like those they have taken up arms to destroy. These warriors are able to crash down from the sky using their weapons and body weight to drive any skyborn into the ground, or cause great damage to those already on land. Wings will not grant you safety from a Dragoon.

Creating a Dragoon

When creating a Dragoon, consider what brought them down the path of a specialized knight. They may have shown a certain aptitude which allowed them to become a dragoon with ease, or perhaps were born into the role due to the history of their homeland. A dragoon may have decided upon this path due to the stories of famed dragoons of legends, hoping to become as powerful and respected as the knights they had heard about while they were growing up.

Consider why a Dragoon would choose to head out on an adventure. Are they seeking a specific dragon, hoping to slay an enemy of their nation? Could your dragoon have unfinished business with a dragon from their past? Sometimes a dragoon may set out for the sake of journeying around the land.

Quick Build

You can make a Dragoon quickly by following these suggestions. First make Strength your highest ability score, following with Dexterity. Second take the Soldier background.

Dragoon

Level Proficiency Bonus Features Trances
1st +2 Fighting Style, Dragoon's Trance 2
2nd +2 Dive 2
3rd +2 Dragoon Archetype 3
4th +2 Ability Score Improvement 3
5th +3 Extra Attack 3
6th +3 Respected Presence 4
7th +3 Zeal of the Dragoon 4
8th +3 Ability Score Improvement 4
9th +4 Dragoon Archetype Feature 4
10th +4 Crash Landing 4
11th +4 Blood for blood 5
12th +4 Ability Score Improvement 5
13th +5 Dragoon Archetype Feature 5
14th +5 Invigorate 5
15th +5 Keen Flurry 5
16th +5 Ability Score Improvement 5
17th +6 Dragoon Archetype Feature 6
18th +6 Battle Litany 6
19th +6 Ability Score Improvement 6
20th +6 One with the Sky 6

Class Features

As a Dragoon, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per Dragoon level
  • Hit Points at 1st Level: 10 + your Constituion modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Dragoon level after 1st

Proficiencies


  • Armor: Light and Medium armor.
  • Weapons: simple weapons, martial Weapons
  • Tools: None

  • Saving Throws: Strength, Dexterity
  • Skills: Choose two from Animal Handling, Athletics, Acrobatics, History, Nature, Perception, Religion, Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background

  • (a) scale mail or (b) leather armor
  • (a) a martial weapon or (b) two spears
  • (a) a short bow and 20 arrows or (b) two hand axes
  • (a) an explorer's pack or (b) a dungeoneer's pack

Fighting Style

Beginning at the 1st level, you adopt a particular style of fighting as your specialty, Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Dragoon's Trance

Beginning at the 1st level you are able to fall into a special trance as a bonus action. Your soul is filled with power from your Dragoon forebears, granting you great powers. While under the effects of this trance, your jump distance is tripled and you are able to jump from a standing position as if you had a 10ft. running start.

If you are able to cast spells, you can't cast them or concentrate on them while in your trance.

Your trance lasts for 1 minute. It ends early if you are knocked unconscious or you may end your trance as a bonus action. Some Dragoon abilities may cause your trance to end early. Uses of Dragoon's Trance refresh after a long rest.

Jumping Rules

You can see the rules of jumping in the PHB on pg.182.

Dive

Beginning at 2nd level you are able to Dive on your enemies. While under the effects of Dragoon's Trance, using your action you are able to jump and dive ontop of a target creature. You leap high into the air and attempt to crash down onto the creature within range of half your long jump distance, using your weapon. The Target creature makes a Dexterity saving throw, taking your weapon damage + 1d6 bonus damage on a failed save and half as much on a success. This bonus damage is increased to 2d6 at the 5th level, 3d6 at the 11th level and 4d6 at the 18th level.

You may attempt to knock the target creature prone when using the Dive ability, doing so if the creature fails their Dexterity saving throw. You must declare this intention before they make their saving throw. Doing so ends your trance.

You finish your dive action in a space of your choice directly beside the creature, thus ending the effects of your jump ability. This does not provoke an attack of opportunity.

Dive DC = 8 + your proficiency modifier + your Strength modifier.

Dragoon Archetype

At 3rd level, you select the focus of your training as a dragoon. Some dragoon may choose to follow the true path of a dragoon, focusing on slaying dragons and achieving the moniker of Dragon Slayer. Others may focus on channeling the power of dragons into their bodies and fight with their power, known as a Dragon Heart. Some Dragoons may turn away from their focus on dragons and go on to become Valkyries, warriors who seek to rule the sky and land.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.


Respected Presence

Beginning at the 6th level, friendly creatures who know of Dragoons and are aware of your identity as a Dragoon are impressed by you. You receive advantage on charisma ability checks and on Investigation checks when interacting with such creatures.

Zeal of the Dragoon

Beginning at the 7th level, your dedication and high levels of training have granted you impecable reflexes. You gain advantage on initiative rolls.

Crash Landing

Beginning at the 10th level, when you take the dive action against a creature with flying speed, you are able to drive them to the ground by attempting. If you declare you are attempting to knock the creature prone, on a successful Dive you drive the creature to the earth, dealing damage as normal and knocking them prone, but also reducing their fly speed to 0ft. for a number of turns equal to half your Strength modifier.

Blood for Blood

Beginning at the 11th level, you feel the bloodlust of Dragoon's past well up inside you. While under the effects of Dragoon's Trance you may take your attack action with advantage against a target creature, but all attacks against you have advantage until the start of your next turn. Attacks you deliver in this way deal additional damage equal to your strength modifier.

Invigorate

Beginning at the 14th level, when you fail a saving throw you may choose to reroll the saving throw. You must use the new number. You may use this ability twice before requiring a long rest.

Keen Flurry

Beginning at the 15th level, you are able fight defensively using your weapon's reach to keep your opponents at bay. As a bonus action, you cause attacks against you to have disadvantage for a number of rounds equal to your dexterity modifier if the attacker's reach is the same or less than your reach. You may enter this stance a number of times equal to half your Strength modifier before requiring a long rest.

Battle Litany

Beginning at the 18th level, while you are under the effects of Dragoon's Trance, as a bonus action you can inspire the ferocity of yourself and your allies. Your melee weapon attacks and those of your allies who are within 10ft. of you land critical hits on die results 19 or 20 for a number of rounds equal to half your Strength modifier. This does not overwrite or add to already present critical hit range increases. This effect may be activated once each time you enter a new Dragoon's Trance.

One with the Sky

Beginning at the 20th level, if you have no uses of your Dragoon's Trance left when you roll initiative, you gain two uses of Dragoon's Trance.

Echoes of the Dragonsong

Dragoons are a remnant and living memory of the Dragonsong War. They came to prominence during the war against dragonkind by their fore bearers. Dragoons specialized in battling the ferocious beasts and overtime channeled their power into their own fighting style. Some Dragoons came to specialize in laying dragons low, ending their lives, while others learned to harness their power. Some turned from dragons altogether, and focused on their ability to take to the skies and explore the world unlike any who had come before them.

Dragon Slayer

A Dragoon who has chosen to focus on the utter destruction of dragon kind begins to walk the path of a Dragon Slayer. This class of Dragoon excels at combating all manner of dragons, having a rich knowledge of their foes, and the strategies needed to defeat them. Their combat abilities evolve around pinpointing the weaknesses of dragons and laying them low.

Elusive Jump

Beginning at the 3rd level, when you are the target of an attack, as a reaction you may expend a use of your Dragoon's Trance to perform an Elusive Jump. This allows you to leap directly away from the attack up to half your total base walking speed while evading the attempted attack roll, taking only half the damage if it would have been a hit. For rounds equal to your dexterity modifier, enemies have disadvantage on attack rolls against you.

Knowledge from Blood

Beginning at the 9th level, you have gained a wealth of knowledge about dragons. You have proficiency in History, Nature and Perception checks when the check directly involves a dragon, and you add the Draconic language to your known languages.

Spineshatter Dive

Beginning at the 13th level, you are able to perform a Spineshatter Dive. When you use Dive on a creature you deal additional damage equal to your strength modifier. When you choose to knock a creature prone with your Dive ability, you instead stun the creature until the end of your next turn.

Dragon Bane

Beginning at the 17th level, you've become highly skilled in combat against dragons. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage is you fail. Additionally your attacks against dragons deals 3d6 extra damage as you are able to pin point their most vulnerable areas. Against non-dragon creatures your blows still carry extra precision, dealing an additonal 1d6 damage.

Dragon Heart

Some Dragoon come to be known as Roaring Hearts. These dragoon have taken traits of the dragon into their fighting style, along with performing rituals to become closer to their enemies and to harness their abilities. They have gained an understanding of dragon's and are capable of unleashing their ferocity upon their foes.

Breath of the Dragon

Beginning at the 3rd level, you may expand a use of your Dragoon's Trance in order to cast the Dragon's Breath spell on yourself at the 2nd level. At 9th level you cast this spell at the 3rd level, and at the 17th level you cast this spell at the 4th level. You may do so once, this ability refreshes after a long rest.

Dragon Sense

Beginning at the 9th level, you've gained the senses which are akin to a dragon. You've gained 30ft. of blindsight and 60ft. of darksight. Additionally during battle as a bonus action you may make a perception check.

Blood of the Dragon

Beginning at the 13th level, you fight with the ferocity of a dragon now. When you use your Dragoon's Trance ability, you gain 10 temporary hit points and the spell casting and concentration restriction of Dragoon's Trance is lifted from the Dragon's Breath spell. The temporary hit points fade when your trance ends.

Life of the Dragoon

Beginning at the 17th level, while you are under the effect of both Dragoon's Trance and Breath of the Dragon, you are able to combine these powers to fight like a legendary dragon. You may use the effect of the Dragon Breath spell as a bonus action on your turn.


Valkyrie

A Valkyrie is a dragoon who has strayed from the path of dragon slaying, opting to become a warrior who has mastered land and aerial combat. Valkyries are known for their incredible jumping abilities, allowing them to further deepen the myths which surround Dragoons, flying like those they original had pledged to destroy.

Crescent Moon Strikes

Beginning at the 3rd level, when you use your attack action, if there is a creature directly beside your target, you may roll a second attack roll against that creature as a bonus action. You do not receive an ability modifier bonus on the damage roll for this attack. This does not apply to extra attacks.

High Jump

Beginning at the 9th level, your ability to jump while under the effects of Dragoon's Trance becomes more potent. Your jump distance and height are now quadrupled during your trance.

Flight of the Dragoon

Beginning at the 13th level, you are able to expend two uses of Dragoon's Trance to gain 60ft. of flying speed for the duration of the Trance. When you do so, an ethereal pair of dragon's wings sprout from your back.

Dragonfire Dive

Beginning at the 17th level, when you use your Dive action you may engulf yourself in flames to deal incredible damage to your target. Prior to the saving throw, you must declare you are using Dragonfire Dive. The bonus damage of your Dive attack is increased to 8d6 fire damage and all creatures within 20ft. of your target must make a Dexterity saving throw. On a failed save they take damage equal to half the damage dealt to the target creature. On a successful save they take a quarter of the damage dealt to the target creature. You may only use Dragonfire Dive once before requiring a long rest. Performing Dragonfire Dive ends your Dragoon's Trance.


Machinist

A woman stands before a group of goblins. Negotiations have broken down and the goblins have drawn their blades. Before they can take a step towards her, she unleashes a lethal bullet from her pistol, laying their leader low, causing the others to retreat in fear of this unknown weaponry.

Carefully, an exhausted machinist puts the finishing touches on their newest creation. They flip the switch and the small tower shaped machine takes flight. It receives its commands and a tiny pistol lets loose a bullet destroying the target. A smile spreads across the master tinkerer's face.

The grinding gears of the clockwork construct click away as it follows its master onto the battle field. The machinist commands their mammet to rush the battlefield. Unwavering the small solider dashes forward, striking out with it's specially crafted blade.

Machinists have spent many hours in the workshop to progress the art of war. From the creation of firearms, to the production of mechanical constructs for the battle field, the machinist ensure the gears of war continue to turn ever efficiently.

Forefront of Innovation

A Machinist is an incredibly skilled artisan who has decided to push the boundaries of current technology and has managed to do so successfully. They are capabable of building a wide variety of machines and firearms which they use to overwhelm enemies of their homes through sheer efficiency. Those who welcome a Machinist to live within their city will be granted the boons of a true genius.

In the name of Advancement

When a Machinist completes their new arms and weapons, there are few in the world who are able to use them. For that reason, it falls upon the Machinist themself to head out into the world to field test their creations. From the deadliest of rifles to the fastest motorized vehicles, the Machinist must push their creations to their limit and continue to modify them. As adventurer's this is the drive of a machinist, to test their equipment and rework it on a long journey in the name of science and innovation.

Creating a Machinist

When creating a machinist you must keep in mind why they may be heading out on their adventure. Is your machinist field testing their inventions, or seeking inspiration to create even more intricate machines? Perhaps they are on a journey to make the world a better place by bestowing their creations for the common man. A Machinist has the most advanced technology at their finger tips and are using that technology to make life more efficient. Another possibility is their natural curiousity has taken hold and your character may just be setting out on the journey for the sake of it.

Quick Build

You can make a Machinist quickly by following these suggestions. First make Dexterity your highest ability score, following with Intelligence. Second take the Guild Member background.

Machinist

Level Proficiency Bonus Features
1st +2 Suppressive Fire
2nd +2 Technical Support
3rd +2 Companion's Bond, Machinist Archetype
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Archetype Feature
7th +3 Trapper
8th +3 Ability Score Improvement
9th +4 Open Road
10th +4 Explosive Expertise
11th +4 Archetype Feature
12th +4 Ability Score Improvement
13th +5 Graze
14th +5 Combat Roll
15th +5 Ricochet
16th +5 Ability Score Improvement
17th +6 Archetype Feature
18th +6 Midas Touch
19th +6 Ability Score Improvement
20th +6 Hypercharge

Class Features

As a Machinist, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Machinist level
  • Hit Points at 1st Level: 8 + your Constituion modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Machinist level after 1st

Proficiencies


  • Armor: Light armor.
  • Weapons: Simple weapons, Pistols, Hunting Rifles, Revolvers, Muskets
  • Tools: Two sets of Artisan's Tools.

  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose two from Athletics, Arcana, History, Insight, Intimidation, Perception, Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background

  • (a) leather or (b) hide
  • (a) a pistol or (b) a dagger
  • (a) a musket
  • (a) an explorer's pack or (b) a dungeoneer's pack

Firearms

Information on Firearms is available in the Dungeon Master's Guide. The relevant information will be included in Appendix E for ease of access.

Suppressive Fire

Beginning at level 1, when you ready an attack action, you do not use your reaction when you launch your attack. When your suppressive fire attack connects, the target creature must make a Constitution saving throw, (DC = 8 + your Dexterity modifier + your Proficiency bonus). On a failed save the creature is knocked prone.

Technical Support

Beginning at the 2nd level, you are able to use your artisan's tools to disarm mechanical traps.

Machinist Archetype

At 3rd level, you choose which area of inventing you wish to pursue. The Tinkerer focuses on the creation and innovation of automated turrets. The marksman focuses on the usage of firearms, becoming a deadly shot. The mammeteer focuses on the production of a mechanical puppet which assists them in battle,

Companion's Bond

At 3rd level you build a clockwork companion when you select your archetype. This ability is available only to the Tinkerer and Mammeteer archetypes. Your clockwork companion gains a variety of benefits while it is under your control.

The companion loses its Multiattack action if it has one.

The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes and so on. If you are incapacitated or absent, your companion acts on its own.

Your clockwork companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, a clockwork companion also adds its proficiency bonus to its AC and damage rolls.

For each level you gain after 3rd, your clockwork companion gains an additional hit die and increases its hit point accordingly.

Whenever you gain the Ability Score Improvement class feature, your companion's abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can't increase an ability score above 20 using this feature unless its description specifies otherwise.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Trapper

Beginning at the 7th level, you are able to use your artisan tools to build mechanical traps. Additionally, you have advantage when making a perception check while seeking traps and can rearm traps you find within a dungeon.

Open Road

Beginning at the 9th Level, you have gained the knowledge required to build a simple motorized vehicle, a scooter. At the cost of 750gp, you are able to build one scooter. Your scooter allows your to travel at a fast pace without suffering the effects of exhaustion. Your scooter may carry two medium sized creatures or one large sized creature. While stationhary the scooter has an AC of 10, adding the Dexterity modifier of the rider to its AC when mounted. Your scooter has 60 hit points before requiring repairs. At the 15th level, you have learned to further build out your motorized vehicle, for the cost of 1000gp in supplies, you are able to create a motorized wagon which up to five people could ride in comfortably.


Explosive Expertise

Beginning at the 10th level, you have learned how to build and use a Wildfire explosive device. At the cost of 150gp you can build one Wildfire grenade. As an action you may throw the Wildfire device with a range of 60ft. Each creature within 20 feet of an exploding Wildfire device must make a DC 15 Dexterity saving throw, taking 5d6 fire damage on a failed save, or half as much damage on a successful one. Only you can activate the device.

Graze

Beginning at the 13th level, you are able to target your ranged attacks to cause negative effects on your target. Using your bonus action, you can empower your next shot to target a limb causing different effects. If your attack lands, your target must make a Dexterity saving throw DC = 8 + proficiency bonus + Dexterity modifier or fall under the targetted effect. This effect lasts until your next action where applicable.

Graze Effects
Limb Effect
Head Stunned
Heart Frightened
Arm Disarmed
Leg Prone

Combat Roll

Beginning at the 14th level, during battle you are able to perform a combat role. When you are targeted by an attack, you may use your reaction to impose disadvantage on the attack and move 5ft. to an open space without provoking an attack of opportunity.

Ricochet

Beginning at the 15th level, you may spend your reaction to perform a ricochet shot if you are attacking with a firearm. Upon landing a successful attack, make an attack roll for another enemy within 5ft. of your target.

Midas Touch

Beginning at the 18th level, you are able to perform quick repairs in an instant to your creations. During battle you can return a destroyed mammet or turret to working order by spending two turns working on it. Upon completion, your creation is left with 10 hit points. You are also able to complete maintenance on your Gauss barrel in one turn during battle.

Hypercharge

Beginning at the 20th level, you are able to cause your creations to hypercharge for a number of rounds equal to your Intelligence modifier. The proficiency bonus to your creation's attack and damage rolls is doubled. Your attacks using the guass barrel do not count against its uses before maintenance. You may use hypercharge once before requiring a long rest.

Master of Metal

A Machinist has dedicated their life to the study and production of great mechanical creations. May these machines be marvels of architecture, innovation or war, a Machinist is on the fore front of progress.

Marksman

You have decided to focus on your marksmanship, greatly improving your ability to fight in the field.

Golden Eye

Beginning at the 3rd level, you have designed and manufactured a pair of goggles which greatly assist your perception. While wearing these goggles, you have proficiency on sight based perception checks, can see up to 4 miles in clear conditions and suffer no penalty for ranged attacks made at long range.

Quick Reload

Beginning at the 6th level, ranged weapons you use lose their loading property. Additionally when you roll initiative you may make one attack roll against a target.

Gauss Barrel

At the 11th level, you have developed the Gauss Barrel. While equipped to a firearm, you may use your bonus action to gain advantage on a ranged attack with that firearm. Your Guass Barrel may only fire 3 shots before requiring maintenance during a short rest.

Sniper

Beginning at the 17th level, when you land a critical hit, the damage is tripled. You score a critical hit on a die result 19 or 20.

Tinkerer

You have decided to focus your efforts on the production of miniature turrets. These turrets come in many shapes and sizes and serve specific purposes.

Automated Turrets

Beginning at the 3rd level, you have completed your newest creations, the Automated Rook and Bishop Turrets. You may use your action to deploy or recall a Turret within 30ft. of your position. You may only have one turret deployed at a time. They gain the benefits of your Companion Bond ability.

Sensory Input

Beginning at the 6th level, you have developed a head piece which allows you to see what the turret's camera perceives and hear what the turret is able to hear.

Tripod Stance

Beginning at the 11th level, you have developed stance gear for your turrets. They are able to use their action to use their stance action.


Beginning at the 17th level, your turrets activate their promotion ability for a number of rounds equal to your intelligence modifier rounded down. You may only activate this ability once, its use refreshing on after completing a long rest.

Mammeteer

The Technician has focused their studies on the creation of autonomous creations known as Mammets.

Clockwork Companion

Beginning at the 3rd level, you have mastered the creation of mammets. You have spent a great amount of time and effort building your companion, a metal guardian who will accompany you to the ends of the earth. Your Clockwork Companion gains the benefits of your Companion's Bond ability.

Upgrade

Beginning at the 6th level, and again at the 11th and 17th levels, you select an upgrade from the proceeding list to add to your mammet.

Archer's Upgrade. You build a custom made crossbow for your Mammet. Your Mammet gains proficiency with the hand crossbow and is equipped with one. At the 6th level your hand crossbow deals a bonus 3 damage, this bouns increases to 4 at the 11th level and to 5 at the 17th level.

Barbaric Upgrade. Your Mammet gains an extra 3 hit points for each of your Machinist levels. At the 11th level this bonus is increased to 4, and at the 17th level this bonus is increased to 5.

Fighter Upgrade. You upgrade your mammet's blade. Your Mammet Blade action now deals 1d8+1 slashing damage. At the 11th level your mammet's blade now deals 1d10+2, and at the 17th level it now deals 1d12+3.

Magus Upgrade. You upgrade your mammet to allow it to invoke a certain spell. Select one cantrip and one 1st-level spell from the wizard spell list. Your mammet may cast this spell twice before requiring a long rest. The spells use the mammet's Intelligence as its spell casting ability. The spell casting DC = 8 + your proficiency bonus and the ranged spell attack bonus is your proficiency bonus. At the 11th level your mammet may cast this spell at the 2nd-level and at the 17th level your mammet may cast this spell at the 3rd-level.

Paladin Upgrade. Your Mammet gains the ability to use a shield. You create a custom shield for your mammet and equip it, raising its AC by 2. This bonus is increased to 3 at the 11th level and 4 at the 17th level.

Battle Hardened Puppet

Beginning at the 11th level, your mammet can make two attacks when you command it to use the Attack action.

Battle Bond

Beginning at the 17th level, you have developed an unbreakable bond with your mammet. When you make a ranged or melee weapon attack, you may use your reaction to order your mammet to make a single weapon attack as well.

Way of Rhalgr - Monk Archetype

Those who are students of the Fist of Rhalgr are monks from a distant realm. They spend their days worshiping their god Rhalgr, the god of destruction within their pantheon. To the monks who specialize in the Fist of Rhalgr style, to achieve perfection in martial prowess is the greatest veneration to Rhalgr.

The monks of this powerful style focus on opening chakra gates within themselves and achieving a phenomenon they refer to as Greased Lightning. This state of flow occurs as a Monk strings their blows together into long flowing combinations usually finishing off with a destructive strike in Rhalgr's honour.

Greased Lightning

Beginning at the 3rd level, you can benefit from Greased Lightning. Your onslaught of attacks has reached deadly efficiency, allowing you to enter a state of flow. If you use flurry of blows and successfully attack your target with both unarmed attacks, you may make an attack roll for one more unarmed attack with double the proficiency bonus.

Touch of the Elements

Beginning at the 6th level, you have learned a variety of elemental attunements which dictate your day. When you complete a long rest you may select one of the following boons. You receive the benefits of that element until you next complete a short rest. You may only change your selected benefit after a short rest.

Hands of Earth. You gain proficiency in your wisdom ability checks which you do not already have proficiency in. You may choose to change the damage of your unarmed strikes to poison for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.

Hands of Wind. You gain proficiency in your dexterity ability checks which you do not already have proficiency in. You may change the damage of your unarmed strikes to lightning for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.

Hands of Fire. You gain proficiency in your strength ability checks which you do not already have proficiency in. You may change the damage of your unarmed strikes to fire for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.

Forbidden Chakra

Beginning at the 11th level, you have gained a significant understanding of the Fist of Rhalgr style. After connecting with a successful Greased Lightning strike, you may spend 2 Ki points to deliver a powerful blow.

Dragon Kick. A leaping corkscrew kick aimed at the target's head, dealing 2d8 bludgeoning damage. The target must make a constitution saving throw, on a failed save, your attacks have advantage against that target for a number of rounds equal to your Wisdom modifier.

Elixir Field. You leap into the air above your target and unleash a wave of Ki energy downwards, suspending yourself in the air as you burn all creatures within a 10ft. radius centered on you with raw energy. Affected creatures make a dexterity saving throw, receiving 4d8 radiant damage on a failed save and half as much on a successful save.



Howling Fist. You crash your fist into the ground with tremendous force, causing a shockwave of Ki powered explosions to travel in a 15ft. line in front of you. Affected creatures make a dexterity saving throw, receiving 4d8 fire damage on a failed save and half as much on a successful save.

Tornado Kick. You leap into the air and deliever a series of swift but powerful kicks to your target creating a small localized tempest. The creature makes a strength saving throw receiving 4d8 bludgeoning damage on a failed save and are knocked back 10ft, and half as much on a successful save, with no knockback.

Perfect Balance

Beginning at the 17th level you may use any of the abilities offered by the Forbidden Chakra feature at any time at the cost of 2 extra Ki points. You may only do this once per long rest.


Ninja (Rogue Archetype)

You have chosen to study the art of the ninjas of Doma. These talented fighters have learned to channel the power from the world around them, the heavens, the earth and the hearts of man through the use of mudras or hand gestures. These traditional arts are passed down from master to student, father to son and mother to daughter. Their secrets are closely guarded by the practitioners.

Each mudra carries meaning. The Ten mudras draws power from the heavens, while the Chi mudra draws power from the earth. Jin completes the triangle, drawing power from the hearts of man. Together, these mudras allow the ninja to draw power from the world they live in.

Shukuchi

Beginning at the 3rd level you have learned the secrets of shukuchi. You instantaneously travel a maximum distance of 5ft. per rogue level. You may travel over gaps in the ground, but cannot scale walls using shukuchi. At the 13th level you leave behind an optional 15ft. cube of smoke. You may only use shukuchi when you make a hide ability check or while hidden. You must expend one use of your Ten mudra to use shukuchi.

Ninjutsu

As an action, you may cast ninjutsu by combining mudra together. Beginning at 3rd level you gain access to the mudra 'Ten'. At 9th level you gain access to the mudra 'Chi', and at 13th level you gain access to the mudra 'Jin'. You may use each mudra a number of times equal to half your rogue level rounded down. Your mudra refresh after completing a long rest.

Ninjutsu
Ninjutsu Combination
Fuma Any single mudra
Shadon Any single mudra
Katon Any mudra and Ten
Raiton Any mudra and Chi
Hyoton Any mudra and Jin
Huton One of each of the mudras
Doton One of each of the mudras
Suiton One of each of the mudras

Trick Attack

Beginning at the 13th level you are able to perform a trick attack. When you attack an enemy with a sneak attack, you may expend one use of each mudra to perform a trick attack. On a successful attack roll, the target becomes vulnerable causing all attack rolls to have advantage against that creature for one round, beginning after your action.

Kassatsu

Beginning at the 17th level, once a day as a bonus action, after using a ninjutsu you may use a second ninjutsu which requires one fewer mudra. Kassatsu refreshes after a short rest.

Ninjutsu Spell List

Intelligence is the spell modifier for the following abilities. The spell casting focus for these spells is the caster's hands forming the required mudras. Spells cast through ninjutsu are cast at their base level. To cast ninjutsu at a higher spell level, you may spend the required mudra for the ninjutsu again to increase the spell level by one. You may spend mudra to increase the casting level to a maximum of the 9th level.

Fuma

Performing the Fuma ninjutsu allows you to cast the Ice Knife spell.

Shadon

Performing the Shadon ninjutsu allows you to cast the Darkness spell.

Katon

Performing the Katon ninjutsu allows you to cast the Fireball spell at half the maximum range.

Raiton

Performing the Raiton ninjutsu allows you to cast the Lightning Bolt spell at half the maximum range.

Hyoton

Performing the Hyoton ninjutsu allows you to cast the Ice Storm spell at half the maximum range.

Huton

Performing the Huton ninjutsu allows you to cast the Haste spell on yourself.

Doton

Performing the Doton ninjutsu allows you to cast the Doton spell.

Suiton

Performing the Suiton ninjutsu allows you to cast the Suiton spell.

Doton and Suiton

These two spells are located in the created spells section of this document.

Oath of the Sultansworn - Paladin Archetype

The Sultansworn were once known as fierce warriors who pledged their lives in the defense of the Sultan or Sultana of their land. These steadfast protectors sworn an oath to their rulers and their ideals, becoming paragons of justice in their cities.

Today, paladins who take the oath of the Sultansworn make this oath to protect someone of great importance, being provided with a wide selection of tools to ensure the safety of their charges.

Tenets of the Sultansworn

The ideals of the Sultansworn change alongside the person who they are sworn to protect. These tenets have guided them through this ever changing path.

Shield. Your leader is a beacon who will guide the land to prosperity. Protect them at all costs.

Sword. You are the sword which will protect and enforce their ideals.

Armor. You are the armor that will protect their interests.

Oath Spells

You gain oath spells at the listed paladin levels.

Oath of the Sultansworn Spells
Paladin Level Spells
3rd Heroism, Detect Poison and Disease
5th Calm Emotions, Find Traps
9th Haste, Clairvoyance
13th Fire Shield, Locate Creature
17th Mass Cure Wounds, Legend Lore

Channel Divinity

When you take this oath at the 3rd level, you gain the following two Channel Divinity options.

Cover. As an action you are create an aetherial link with a nearby ally. All damage that ally would take is received by you instead. The link lasts a number of rounds equal to your Charisma ability modifier. You may break the link prematurely as a bonus action. The creature you are linked to must remain within 10ft. of you or the link is broken.

Flash. As an action your body flashes, all enemy creatures within 30ft. of you who can see you must make a Constitution saving throw. On a failed save, the creature is blinded and has disadvantage on all battle actions against targets other than you for a number of rounds equal to your Charisma ability modifier. Targets are not blinded and have disadvantage for half as long rounded down on a successful save.

Aura of Veil

Beginning at the 7th level, allies within 10 ft. of you are protected by a divine veil. As a reaction, you may choose to redirect half the damage an ally would receive to yourself.

At the 18th level, the range of this aura is increased to 30 ft.

Shield Oath

Beginning at the 15th level, your oath of protection has allowed you to block attacks easier. Using your reaction, you may spend one hit die to reduce the attack roll by the result of the roll.

Hallowed Ground

Beginning at the 20th level, you mastered a technique to channel your will into an impregnable barrier. As an action, you create a barrier which blocks all damage for a number of rounds equal to half your Charisma ability modifier rounded down. You may do so once, refreshing after a long rest.


Red Mage

Like a lightning bolt streaking through the battlefield, she makes quick work of foe after foe. At the first sign of danger, the crimson beauty flips over the head of the foe behind her, letting loose a wave of energy as a parting gift.

A confident smrik spreads across the face of the veteran red mage. He unleashes spell after spell in quick succession, drawing on countless elements until his foe is annihilated.

As though a flower amonst a sea of weeds, the red mage leads their allies into battle. With a deep trust that they'll stay at their side, she turns her friends into the perfect dancing partners for this adventure, empowering them to match their grace.

Red Mages have drawn on a multitude of disciplines across the world, mixing black and white magic along with focused swordplay and style. All of these abilities have combined in this alluring mix of talent and flair, creating a hero worthy of becoming legendary.

Crimson Mage

Some fairy tales of Gyr Albania speak of the heroic deeds and daring adventures of mages clothed in crimson. These adventurers are known as Red Mages, and travel the world protecting the good in the world by drawing on both white and black magic, while mixing martial prowess into a flawless battle style.

Its Not About Fame

Their thirst for adventure, flashy style and renowned flair may lead many to believe that a Red Mage becomes an adventurer for the admiration of their fellow man, but that is not the case. Those who take the Red do so in order to take up arms to protect the good in the world and bring wrongdoers to justice. It is their heroic spirit which drives them to action, the garnered fame is just a perk.

Creating a Red Mage

When creating a Red Mage, you must consider why they may be heading out on their adventure. Did they become fed up with the oppressive nature of the world and seek the need to become a hero to the common man? They may have learned of a plot which endangers their home, perhaps the world as a whole and will stop at nothing to end it. Maybe it is simply a need to chase the thrill of adventure and become a hero of legend.

One key consideration to make as a Red Mage is where you came to learn your myriad of skills. Was it through the study of old tomes you discovered in an abandoned warehouse or library? Did you meet a mentor who saw great potential in you and introduced you to the art? Whatever the origin, you wield powerful skills with an artistic flair.

Quick Build

You can make a Red Mage quickly by following these suggestions. First make Charisma your highest ability score, followed by Dexterity. Second take the Folk Hero background. Third take the Fire Bolt, Jolt, Mage Hand and Prestidigitation cantrips, and the first level spells Chromatic Orb and Cure Wounds.

Red Mage

Level Proficiency Bonus Features Flair Points Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Dual Casting 1 4 2 2
2nd +2 Red Mage Style, Style Feature 2 4 3 3
3rd +2 3 4 4 4 2
4th +2 Ability Score Improvement 4 5 5 4 3
5th +3 Extra Attack 4 5 6 4 3 2
6th +3 Style Feature 4 5 7 4 3 3
7th +3 4 5 8 4 3 3 1
8th +3 Ability Score Improvement 4 5 9 4 3 3 2
9th +4 4 5 10 4 3 3 3 1
10th +4 Style Feature 5 6 11 4 3 3 3 2
11th +4 5 6 12 4 3 3 3 2 1
12th +4 Ability Score Improvement 6 6 12 4 3 3 3 2 2
13th +5 6 6 13 4 3 3 3 2 2 1
14th +5 Style Feature 7 6 13 4 3 3 3 2 2 1
15th +5 7 6 14 4 3 3 3 2 2 1 1
16th +5 Ability Score Improvement 8 6 14 4 3 3 3 3 2 1 1
17th +6 8 6 15 4 3 3 3 3 2 1 1 1
18th +6 Battle Flourish 9 6 15 4 3 3 3 3 3 1 1 1
19th +6 Ability Score Improvement 9 6 15 4 3 3 3 3 3 2 1 1
20th +6 Acceleration 10 6 15 4 3 3 3 3 3 2 1 1

Class Features

As a Red Mage, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Red Mage level
  • Hit Points at 1st Level: 8 + your Constituion modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Red Mage level after 1st

Proficiencies


  • Armor: Light armor.
  • Weapons: Simple weapons, Short Swords, Rapiers
  • Tools: Two sets of Artisan's Tools.

  • Saving Throws: Dexterity, Charisma
  • Skills: Choose two from Athletics, Acrobatics, Arcana, History, Insight, Persuasion.

Equipment

You start with the following equipment, in addition to the equipment granted by your background

  • (a) leather or (b) hide
  • (a) a rapier
  • (a) a spellcasting focus
  • (a) an explorer's pack or (b) a dungeoneer's pack

Spell Casting

Level requirement and general description. See chapter 10 of the PHB for the general rules of spellcasting and the end of this document for the Red Mage spell list.

Cantrips

At 1st level, you know 4 cantrips of your choice from the Red Mage spell list. You learn additional Red Mage cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Red Mage table.

Spell Slots

The Red Mage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

Bonus Action Casting

A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven't already taken a bonus action this turn. You can't cast another spell during the same turn, except for a cantrip with a casting time of 1 action. (PHB 202).

Spells Known of 1st Level and Higher

You know 2 1st-level spells of your choice from the Red Mage spell list. The Spells Known column of the Red Mage table shows when you learn more Red Mage spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st, 2nd or 3rd level. Additionally, when you gain a level in this class, you can choose one of the Mage spells you know and replace it with another spell from the Red Mage spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

The spellcasting ability for your Red Mage spells changes depending upon the discipline you select. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Red Mage spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use a magically conductive stone inlaid in a decorative mount other similar equipment as an arcane focus (found in chapter 5 of the player's handbook) for your Red Mage spells.

Ritual Casting

You can cast any Red Mage spell you know as a ritual if that spell has the ritual tag.

Flair Points

At 1st level, you gain access to Flair Points. Certain Red Mage abilities require you to spend flair points from your pool. All expended flair points are recovered after a long rest.

Dual Cast

At 1st level, when you cast a spell that has a casting time of 1 action, you can spend 1 flair point to change the casting time to 1 bonus action for this casting. You may not do so with a spell greater than 4th level.

Combat Style

At 2nd level, you choose a style as a Red Mage. Sword Dancer, Spell Slinger or Battle Rose, all detailed at the end of the class description. Your archetype choice grants you features at the 2nd, 6th, 10th and 14th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.


Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Battle Flourish

At 18th level, when you roll initiative, you recover 1d4 flair points.

Acceleration

At the 20th level, you may cast two spells using Dual Cast, rather than one spell and one cantrip. You may only do this once before requiring a long rest.

Battle with Style

To the Red Mage, battle and adventure are a stage, on which they are the protagonist. As one who has taken the Red, they focus their studies on either their swordplay, magic mastery or creating striking synergy with their allies on the battlefield.

Sword Dancer

You've taken up sword in hand, aiming to weave magic and might into a flawless, deadly dance. Your blade moves like the wind, and you ride the currents perfectly.

Corps-a-corps

At 2nd level, you have mastered the art of approaching a foe with lightning speed and dilevering a powerful strike. To perform Corps-la-corps you spend 1 flair point and select one target within 30ft. of you. You move in a straight line towards that target, stopping at the first creature you encounter in your path. This movement does not provoke attacks of opportunity. You take the attack action against the target, dealing a bonus 1d8 piercing damage if your attack lands.

Heroic Charm

At 6th level, your renaissance man nature has given you an edge in conversation. You may spend one flair point to reroll any charisma based ability check. You gain proficiency in a charisma skill of your choice.

Displacement

At 10th level, you have learned to flow between martial and magic combat effortlessly. By spending 1 flair point after taking the attack action you leap backwards through the air, landing upto 30ft. in a straight line behind you. You are considered to travel over the heads of medium creatures or smaller, but your travel is stopped by creatures larger than this. When you take this action, make a ranged spell attack against the target of your attack action, dealing 2d8 + your Charisma modifier force damage on hit.

Enchanted Blade

At 14th level, your magical power seeps into any weapon you hold. After attuning to a one handed weapon for one hour, magical or not, you are able to summon the weapon to your hand as an action. You may spend one flair point to deal an additional 2d8 force damage on each damage roll when you take the attack action with this weapon. You must declare you are doing so prior to your attack roll.

Spell Slinger

You've decided to master the casting of myriad magicks as a Red Mage. Your studies of the art have granted you the ability to rapidly cast spells at a speed that has never been seen before.

Manification

At 2nd level, as a bonus action you may spend a number of flair points equal to twice the level of a spell you wish to cast, in place of using a spell slot.

Charmed I'm Sure

At 6th level, the trace amounts of magic in your body influence those you come into contact with. You may spend a flair point to gain advantage on a charisma ability check.

Quicksilver Casting

At 10th level, if you deal damage to a target with a cantrip, you may spend one flair point to gain advantage on a ranged spell attack against the target or cause the target to make dexterity saving throws against your spells with disadvantage until the end of your turn.

Liquification

At 14th level, as a bonus action you may spend a spell slot of any level to gain a number of flair points equal to twice the spell slot level. You may not gain flair points over your maximum number of points.

Battle Rose

You've focused on becoming the lead in battle, coming up with various methods to support your allies to be more effective in battle.

Dazzling Diversion

At 2nd level, you have learned to mix magic with your movements to pull the attention of an enemy, allowing your allies to strike. As an action you may spend on flair point to distract a target in melee within 5ft. of yourself. All melee weapon attacks performed by your allies against the target gain advantage until your next turn.

In Good Company

At 6th level, you may spend 1 flair point to tutor your ally in the art of appealing to others. One ally may use your charisma ability modifiers for charisma ability checks for up to 5 minutes. You may only share your charisma ability modifiers once before requiring a short rest.


Embolden

At 10th level, you have learned to fill your allies with fervor using your natural appeal. As an action you may spend 1 flair point to empower all allies within 10ft. of you. Damaging effects from your allies deal an extra 1d8 damage for until the end of your next turn.

Follow My Lead

At 14th level, as a bonus action you may spend 2 flair points to move an ally who is lower in the initiative order than you up in the order, such that they act directly after you. You may use this effect once before requiring a short rest.

Samurai

The young man stands before a ferocious beast, his blade still sheathed the villagers look on in horror as it closes in on its prey. With a smirk the man draws his blade and in a few lightning quick strokes, the beast falls with a thud.

The experienced veteran stands before a group of bandits. Their untrained strikes are easily dodged by the man, as he delivers blow after viscious blow, punishing each of their failed attempts on his life.

A young woman wanders into the city, her identity hidden beneath her shade. She hears of the oppression of the people in the village by the local lord. She nods to herself, knowing she has arrived at yet another town which would be better off without a master.

Far across the churning waves, beneath the rising sun, an island nation gave birth to a prolific style of swordplay. These noble warriors were sworn to their masters as their protectors, willing to give up their lives to see their duty complete. Honour or death was a common ideal for these disciplined soldiers.

Swordsmen of Legend

The Samurai are legendary swordsmen who lived by a code of honour. In service to the lords of their regions, they protected their lands with their lives and enforced their law without question. To do so, the Samurai nourished a timeless style of swordplay which remains mythic in its reputation to this day.

The Power Within

The Samurai draw on inner energies and an unshakeable discipline. These are the tools which the Samurai built their reputation. To take up and master the katana is to enter a league of your own, though not every samurai has been known to wield the blade for a master, some choosing to follow their own code and travel the world.

Creating a Samurai

When creating a Samurai, you have to decide how they became involved in the discipline. Were they born into the tradition, being the son of a samurai or lord? Perhaps they fight in a self-taught style which they continually hone through their travels.

Ontop of their roots as a samurai, you must consider why you fight as a samurai. Are you on a quest on behalf of a lord, or directly protecting their master's lands. Perhaps they cast off their ties to their masters and teachers altogether and travel the world for their own gain, or the protection of the common man.

Quick Build

You can make a Samurai quickly by following these suggestions. First make Strength your highest ability score, following with Wisdom. Second take the Soldier background.

Samurai

Level Proficiency Bonus Features
1st +2 Artful Combat, Unarmoured Defense
2nd +2 Sen, Higanbana, Code of Honour
3rd +2 Samurai Archetype, Archetype Feature
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Samurai Archetype
7th +3 Evasion
8th +3 Ability Score Improvement
9th +4 Studied Disciple
10th +4 Samurai Archetype Feature
11th +4 Forceful Meditation
12th +4 Ability Score Improvement
13th +5 Whispers of the Kami
14th +5 Samurai Archetype Feature
15th +5 Effective Meditation
16th +5 Ability Score Improvement
17th +6 Artisan of Combat
18th +6 Midare Setsugekka
19th +6 Ability Score Improvement
20th +6 Meikyo Shisui

Class Features

As a Samurai, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per Samurai level
  • Hit Points at 1st Level: 10 + your Constituion modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Samurai level after 1st

Proficiencies


  • Armor: Light, Medium Armour
  • Weapons: simple weapons, martial Weapons
  • Tools: None

  • Saving Throws: Strength, Wisdom
  • Skills: Choose two from Athletics, Acrobatics, History, Insight, and Intimidation.

Equipment

You start with the following equipment, in addition to the equipment granted by your background

  • (a) a katana
  • (a) a short bow and 20 arrows
  • (a) an explorer's pack or (b) a dungeoneer's pack
  • a decorative scabard for your katana.

Katanas in Dungeons & Dragons

Samurai are known as masters of the katana, but their key weapon of choice is not listed in the Player's Handbook. As stated in the Dungeon Master's Guide (pg. 41) apply the stats of a longsword to the katana. There are substitutes for many different weapons like this which can be found in the Dungeon Master's Guide.

Artful Combat

Beginning at 1st level, when wielding a versatile weapon with two hands, your weapon attacks score a critical hit on a roll of 19 or 20.

Unarmoured Defense

Also beginning at 1st level, While you are not wearing any armor, your Armor Class equals 10 + your Strength modifier + your Wisdom modifier. You can not use a shield and still gain this benefit.

Sen

Beginning at 2nd level, you are capable of building Sen within your body, three types of energy known as Setsu, Gekko and Ka. You may only hold one charge of each type of Sen in your body at a time. During battle, when you land a melee weapon attack you gain 1 charge of Sen. You may only gain one charge in a round of combat. If you choose to spend a stack of Sen during your action, you may not gain Sen in this way during that round. 5 minutes after battle, your Sen charges fade.

Higanbana

Beginning at the 2nd level, you may spend one Sen charge to perform Higanbana. You unleash a series of feinting strikes with your blade which seem to ignore time. Take the attack action, if you are successful, as a bonus action for the next minute, you may trigger the effect of Higanbana once, dealing 1d10 damage of your weapon type.

Code of Honour

At 2nd level, when performing Charisma ability checks on intelligent creatures which you know have an organized martial background, you have advantage on the check.

Samurai Archetype

At 3rd level, you select a way of the blade. The Iaijatsu focuses on delivering incredibly powerful attacks, the Blademaster, who lures and traps his opponents in counterattacks and the Ronin, who drifts about the battle field, dancing through the fray.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Evasion

Beginning at 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Studied Disciple

At 9th level, you have balanced your might with your mind. You may learn any two skills which fall under Intelligence, Wisdom, or Charisma.


Forceful Meditation

At 11th level, during battle you may forcibly draw Sen into your body. Using your action, you may spend a number of hit die equal to the number Sen charges you wish to recover up to 3 charges. You may only perform Forceful Meditation once, becoming capable of doing so again after a long rest.

Whispers of the Kami

At 13th level, you have learned to attune yourself to the world around you and listen to the spirits which surround you. Select two of the following spells: Augury, Detect Evil and Good, Speak with Dead, or Speak with Plants. You may cast either spell once before requiring a long rest.

Effective Meditation

At 15th level, if you recover hit points during a short rest, you begin the next battle with one Sen charge.

Artisan of Combat

Starting at 17th level, while wielding a versatile weapon with two hands, your weapon attacks score a critical hit on a roll of 18-20.

Midare Setsugekka

At 18th level, you may spend 3 Sen charges to deliver a series of devestating slashes in an instant. As an action you make four attack rolls against a target creature.

Meikyo Shisui

At 20th level, you may turn your body into a conductor for Sen energy. You may freely use Sen charges for 1 minute. You may not use more than 3 Sen charges for one action. You may only use Meikyo Shisui once before requiring a long rest.

Way of the Blade

A Samurai is reknown for their code of honour, their skill with a blade and the effort they put into their training. As a Samurai you must choose a way in which you will master the way of the blade, be a traditional mastery in the Iaijatsu style, or a more defense approach as a Blade Master. Perhaps you have turned from tradition all together and became your own master, a Ronin. No matter the path you've chosen, you wield power.

Iaijatsu Style

You have trained in the traditional Iaijatsu style of swordplay. You are trained in delivering deadly blows with great power and precision.

Enpi

Beginning at 3rd level, you may spend one charge of your Sen to use your attack action as a ranged attack on a target up to 30ft. away by letting loose a blade of energy from your weapon. Your modifiers are applied as normal.

Body of Steel

Starting at 6th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus. In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

Tenka Goken

At 9th level, you may spend 2 sen to deliver a series of attacks with incredible speed and focus. You take the attack action against all creatures in a 15ft. cone in front of you. The Extra Attack ability does not apply to these attacks.

Hissatsu: Kaiten

At the 14th level, you may spend one charge of your Sen prior to making use of an ability which uses Sen. The attack accompanying the Sen ability deals an additional 2d10 damage of your weapon's type.

The Blademaster

A skillful offense may bring awe to a crowd, but it is a flawless defense which willl keep you alive, or so a Blademaster would have you believe. These skilled swordsmen are patient warriors, prefering to dodge and counterattack their foes, rather than rush them down.

Hissatsu: Chiten

Beginning at 3rd level, when a creature fails to hit you with a melee weapon attack, you may use your reaction to make an attack of opportunity.

Hardened Mind

At 6th level, your defensive fighting style and cool head have helped you learn how to best discern the location of traps. You have advantage while making perception checks while looking for traps and hidden passages.


Mind's Eye

At 9th level, when a creature makes a melee weapon attack against you, as a reaction you may spend a number of sen gauge charges to increase your armor class by 1 for each charge spent. You must declare you are doing this before the die result is decided.

Whirling Blades

At the 17th level, you may take two reactions in each round of combat.

Ronin

You have cast off any ties you have to a master and have become a Ronin. Your sense of honour remains, but falls under no man's control. You are your own master and your fighting style has evolved to show this, allowing you to weave through battles with ease.

Hissatsu: Gyoten

At 3rd level, you may spend one charge of your Sen to charge a target creature with lightning speed. Select a creature within 30ft. of you and move in a straight line towards them, stopping if you come in contact with an obstacle. This movement does not provoke attacks of opportunity. After doing so, you may take your attack action, doing so with advantage.

Well Travelled Soul

At 6th level, your travels as a Ronin have granted you a great deal of experience in the world as a traveller. Select a type of terrain you have expertise in travelling across from the following: arctic, coast, desert, forest, grassland, mountain, or swamplands. When making ability checks related to this type of terrain your proficiency bonus is doubled if you are proficient in the skill, or added if you are not proficient. Difficult terrain in this environment does not slow your progress and you are unaffected by this type of difficult terrain during battle.

Hissatsu: Yaten

At 9th level, you may spend one charge of your Sen to deliver a parting blow on a creature. Take your attack action with advantage. After delivering your attack you move straight backwards 10ft. without provoking an attack of opportunity.

Yukikaze

14th level, you've learned to discern holes in your opponents guard, allowing you to make more effective strikes. As a bonus action, you may spend one Sen charge to add up to half your Wisdom modifier, rounded up, to your attack and damage rolls for the remainder of your turn.

Warrior

A Roegadyn woman stands locked in combat with a hobgoblin. With each swing of his blade, she meets with ferocity and powerful blows. The battle rages on, the woman feeding off the ecstasy of battle, receiving succor with each blow she lands.

A man dashes into the heat of battle, his battleax swinging wildly around him. He lets out an earth shaking battle cry as he crushes the ground and all those around him with explosive force.

A lightly armored figure stands at his ally's sides. His powerful voice echoes out across the field, empowering his allies as he leads his comrades into battle, axe drawn and swinging like a tempest of steel and iron.

Like a symbol crash in an orchestra, a warrior is an explosive force which stands out in any situation. Their booming voice, raw strength and powerful strikes are their tools for victory.

Indomitable Forces

The warrior finds their roots in ancient tribes akin to barbarians. These fearless fighters are peerless in their control of a force which they call the inner beast. Warriors often come from tribal backgrounds in which they learn to nurture and control this inner animal, which in turn grants them beast like strength and ferocity. Warrior bands once roamed unsettled lands as nomads, enjoying the boons which nature offers and defending the weak from those who would do them harm.

Unending Rage

Not unlike nature itself, a Warrior has the potential to become a relentless force of destruction. Like a raging forest fire, or an all consuming tidal wave, a warrior can unleash their inner beast to harness its rage. This state of being is known as berserking. While berserking, Warriors continually chase foes and defend allies, using their bloodlust to keep themselves in the battle as a threat.

Creating a Warrior

When creating a Warrior, one must consider their origins as a warrior. Are you a descendant of the ancient tribes from which warriors are able to draw their lineage? Perhaps you were a fledgling adventurer who found a mentor in the form of a former warrior who passed on the secrets of the inner beast. Perhaps you had a natural attunement to the ways of the warrior and have developed your skills without guidance.

You must also consider why you have set out on your life of adventuring? As a warrior, have you decided to seek out dangerous challenges to sharpen your skills or sate the appetite of the hungry beast inside you? Perhaps you have taken up arms in defense of your tribe, a village or a loved one? Warriors set out for any number of reasons.

Quick Build

You can make a Warrior quickly by following these suggestions. First make Strength your highest ability score, following with Constitution. Second take the Outlander background.

Warrior

Level Proficiency Bonus Features Berserks Berserk Damage
1st +2 Fighting Style, Berserk 2 +2
2nd +2 Roaring Voice 2 +2
3rd +2 Warrior Archetype 3 +2
4th +2 Ability Score Improvement 3 +2
5th +3 Extra Attack 3 +2
6th +3 Shattering Call 4 +2
7th +3 Fracture 4 +2
8th +3 Ability Score Improvement 4 +2
9th +4 Warrior Archetype Feature 4 +3
10th +4 Thrill of Battle 4 +3
11th +4 Vengeance 4 +3
12th +4 Ability Score Improvement 5 +3
13th +5 Warrior Archetype Feature 5 +3
14th +5 Inspiring Commander 5 +3
15th +5 Equilibrium 5 +3
16th +5 Ability Score Improvement 5 +3
17th +6 Warrior Archetype Feature 6 +4
18th +6 Holmgang 6 +4
19th +6 Ability Score Improvement 6 +4
20th +6 Infuriate 6 +4

Class Features

As a Warrior, you gain the following class features

Hit Points


  • Hit Dice: 1d12 per Warrior level
  • Hit Points at 1st Level: 12 + your Constituion modifier
  • Hit Points at Higher Levels: 1d12 (or 8) + your Constitution modifier per Warrior level after 1st

Proficiencies


  • Armor: All armor
  • Weapons: simple weapons, martial Weapons
  • Tools: None

  • Saving Throws: Strength, Constitution
  • Skills: Choose two from Animal Handling, Athletics, History, Intimidation, Insight, Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background

  • (a) a martial weapon
  • (a) a short bow and 20 arrows or (b) two hand axes
  • (a) an explorer's pack or (b) a dungeoneer's pack
  • chain mail and a carved wooden idol related to your heritage.

Fighting Style

Beginning at the 1st level, you adopt a particular style of fighting as your specialty, Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Berserk

Beginning at the 1st level you are able to enter a berserk state of mind, riling yourself into an unstoppable rage. While berserking you gain the following effects,

  • you have advantage on Strength checks and saving throws
  • when you make a melee weapon attack using Strength, you gain bonus a bonus to the damage roll that increases as you gain levels as a Warrior, as shown in the Berserk Damage column of the Warrior table.
  • you are able to build stacks of Wrath, gaining one stack of wrath each time you land a melee weapon attack, and a bonus stack of wrath when you gain two stacks of wrath in one attack action.

If you are able to cast spells, you are unable to do so while berserking due to an inability to concentrate.

Your berserk state lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you have not attacked a hostile creature since your last turn or taken damage since then. You can also end your berserk on your turn as a bonus action. For one round after your berserk state ends, you may not use the extra attack ability and your base movement speed is halved due to fatigue.

Once you have gone berserk the number of times shown in for your warrior level level in the Berserks column of the Warrior table, your expended uses of berserk refresh when you finish a long rest.

Wrath

Wrath is the resource used by Warriors to empower their strikes. Different archetypes use up their stacks to unleash different powerful abilities. You gain stacks of wrath while berserking, gaining one stack of wrath at the start of your turn and each time you make a successful attack roll using a melee weapon attack. You may have a maximum of five stacks of Wrath saved. These stacks are lost when Berserk ends.

Roaring Voice

Beginning at the 2nd level you are able to channel your inner beast to speak with a great bellowing voice. As a bonus action you are able to cast the Thaumaturgy cantrip on yourself to increase the volume of your voice up to 3 times its regular volume.

Warrior Archetype

At 3rd level, you select the tradition under which your warrior has trained. The Defiant tradition focus on restraining the inner beast of the warrior, and letting its power out only when needed. The Reckless tradition focuses on allowing the inner beast to run wild, fighting alongside its power to lay your enemies low. The Marauder has turned from harnessing their inner beast to become fierce fighters on their own power.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Shattering Call

Beginning at the 6th level, while you are under the effects of Roaring Voice, you are able to weaken the force of will of a target creature. The target of shattering call has disadvantage on charisma checks and saving throws. You may use shattering call three times and your expended uses of shattering call refresh when you finish a long rest.

Fracture

Beginning at the 7th level, you have learned to use your weapons outside of their intended purpose. You are able to inflict blunt damage with any melee weapon attack. Additionally, you may use spend one stack of wrath to deal an additional 1d6 damage on a melee weapon attack. You may spend an additional two or four stacks of wrath, dealing an additional 1d6 damage during your next turn or the your next two turns respectively. You must declare you are using this effect prior to the attack roll.

Thrill of Battle

Beginning at the 10th level, as a bonus action you may spend 3 stacks of Wrath to receive 1d12 temporary hit points. You may use thrill of battle three times, your expended uses refresh when you finish a short or long rest.

Vengeance

Beginning at the 11th level, as an action you may spend 3 stacks of wrath to invoke vengeance. For a number of rounds equal to your constitution modifier, you receive 1d6 less damage on all damage rolls against you. Additionally, enemies who attack you under this effect receive 2d4 force damage. You may use this effect three times, your expended uses of vengeance refresh when you finish a long rest.

Inspiring Commander

Beginning at the 14th level, while under the effect of roaring voice, you may use your powerful voice to inspire an ally, giving them advantage on a strength, dexterity and charisma ability checks for one minute. You may use inspiring commander three times. Your expended uses refresh when you finish a long rest.

Equilibrium

Beginning at the 15th level, you are able to bring succor to yourself through incredibly quick and efficient meditation. In seconds you are able to soothe your inner beast to heal yourself. As a bonus action you may spend 4 stacks of wrath to use up to half of your hit dice and recover hit points as if you were taking a short rest using the expended dice.

Holmgang

Beginning at the 18th level, as a bonus action you are able to bind yourself to another creature. The target of holmgang must be within 10ft. of you and pass a Strength DC = 10 + Strength Modifier. On a failed save, the target creature is dragged directly within 5ft. of you. Holmgang lasts for a number of rounds equal to your strength ability modifier. While Holmgang is active, your base walking speed is 0ft. and the affected creature may not move outside of a 5ft. radius of you. Additionally, while Holmgang is active, your hit points cannot fall below 1. You may use holmgang once, becoming able to activate holmgang again after completing a long rest.

Infuriate

Beginning at the 20th level, you may gain 5 stacks of wrath as a bonus action. Infuriate may only be used once, you are able to use infuriate again after completing a short or long rest.

The Beast Within

Warriors believe there is a beast within all the hearts of man. It is from this beastial force that they derive their power. There are two traditional approaches to working alongside one's inner beast. The Defiant tradition has the warrior stand in opposition to the destructive forces of the inner beast, while The Reckless tradition sees the warrior allow this beast to run wild, directing the destructive forces unmitigated.

The Defiant

A warrior who has cut their teeth under the defiant tradition has tamed the beast within their heart, and gained great control over it. They channel the strength from this force only when it is needed, and are able to fight defensively with the help of such forces. Finding succor in the destruction of their foes and defense of their friends sees a defiant warrior become a powerful ally.

Storm's Path

Beginning at the 3rd level, you may spend two stacks of wrath to activate Storm's Path. Prior to your attack roll declare that you are using Storm's Path and lose the required stacks. On a successful melee weapon attack, the target creature makes a Strength DC = 8 + proficiency bonus + Strength modifier. On a failed save, you recover 1d8 hit points and the target creature has disadvantage on all attacks for one round beginning at the end of the warrior's turn. This attack does not generate a stack of wrath.

Inner Beast

Beginning at the 9th level, you may spend five stacks of wrath to use inner beast as an action. You make a melee weapon attack against a target creature. On a successful attack roll you deal your normal weapon as well as recover hit points equal to 2d8+6 hit points and deal equal bonus damage. The next two attack rolls against you have disadvantage. This attack does not generate a stack of wrath.



The Beast's Breath

Beginning at the 13th level, while under the effect of roaring voice you are able to cast Thunderwave at the second level using two stacks of wrath. For each extra stack of wrath you spend, Thunderwave is cast at a higher spell casting level.

Steel Cyclone

Beginning at the 17th level, you may spend five stacks of wrath to us steel cyclone as an action. Make an attack and damage roll against all creatures within 5 ft. of you. You recover hit points equal to #d6, where number is the number of creatures you strike. Creatures who are damaged have disadvantage against targets other than you for one round beginning immediately.

The Reckless

A warrior of the Reckless Tradition has grown alongside their inner beast. They allow this force to take over and push their bodies to incredible feats of strength. They fight without care for their own safety, allowing bloodlust to take over. A reckless warrior's inner beast is hungry, and they allow this overwhelming force to feed without a thought of reserve.

Storm's Eye

Beginning at the 3rd level, you may spend two stacks of wrath to activate Storm's Eye. Prior to your attack roll declare that you are using Storm's Eye and lose the required stacks. On a successful melee weapon attack, the target creature makes a Strength DC = 8 + proficiency bonus + Strength modifier. On a failed save, you have advantage on all attacks against that creature for one round beginning at the end of the warrior's turn. This attack does not generate a stack of wrath.

Fell Cleave

Beginning at the 9th level, you may spend five stacks of wrath to use Fell Cleave as an action. Make an attack roll against a single creature within melee weapon range. This attack has a critical range of 16-20. You may spend up to half your hit die and roll them to add the result as bonus damage to your damage roll. This attack does not generate a stack of wrath

The Beast's Shout

Beginning at the 13th level, while under the effect of roaring voice you are able to cast Shatter at the second level using two stacks of wrath. For each extra stack of wrath you spend, Shatter is cast at a higher spell casting level.

Decimate

Beginning at the 17th level, you may spend five stacks of wrath use decimate as an action. Make an attack roll against all creatures within 10 ft. of you. You may spend up to a quarter of your hit die and roll them to add the result as bonus damage to your damage roll on all successful attacks. This does not genereate any stacks of wrath.


The Marauder

Some warriors choose to walk away from their inner beast, or try as they may, never make contact with this ferocious being within their hearts. Despite the abandonment or loss of their inner beast, a Marauder has trained extensively to compentsate for these losses. Marauders fight with the same ferocity as those with their beasts intact, but only look to themselves as the source of power.

Blood Bath

Beginning at the 3rd level, you are able to enter a blood lust. As a bonus action you may spend four stacks of wrath, you recover 1d4 hit points each time you complete a successful attack roll. This effect lasts for a number of rounds equal to your strength ability modifier and may only be activated once, your expended use refreshes when you finish a short or long rest.

Butcher's Block

Beginning at the 9th level, you may spend five stacks of wrath use butcher's block as an action. Make a melee weapon attack roll. Your single attack roll counts for two damage rolls of your weapon and activates Blood Bath twice. This attack does not generate stacks of wrath.

Empowering Howl

Beginning at the 13th level, while under the effect of roaring voice you are able to cast Heroism at the second level using two stacks of wrath. For each extra stack of wrath you spend, Heroism is cast at a higher spell casting level.

Overpower

Beginning at the 17th level, at the cost of 5 stacks of wrath, you may cast Destructive Wave at the 5th level. Strength is the spell casting modifier for this spell.


White Mage

A quiet and well groomed man waves his cane around himself, drawing in magical energy from the land and calling forth it's power. With a flick of his wrist the land parted and erupted sending his foe toppling to the ground.

A gentle young woman rushes to their ally's side. Through prayer and reverence for the land, it's power is shared with her, allowing her to close the wounds of her dying friend.

A stern heavily robed figure approached the abomination, raised from the dead. Calling for shining light, she banishes the undead back to the abyss.

Serene and elegant, the White Mages commune with the world around them, borrowing power from elementals present throughout the word. They are level headed, respectful spell casters who are aware that overstepping one's bounds in the world of magic can lead to calamity, and seek to keep order within the magic world while mending the wounds of those around them.

One with the land

White Mage's strength stems from an art they refer to as conjury. Conjury calls upon the elements of earth, wind, and water and concentrates them to a potency at which spells can be weaved. Through practiced meditation on the essences of creation, conjurers draw forth and absorb magic from their immediate surroundings. A wand or cane made from unworked wood is then utilized to focus the magical energy until it manifests as the desired spell. Versed also in magicks that restore and strengthen, White Mages are regarded as accomplished healers.

Patrons of Light

White Mages find their roots in a society which revered nature as an ally, borrowing the power of the land and elementals to soothe wounds and protect from the wicked. Over time, the White Mages of the past overused this power causing the elementals to act out and smite the land, alongside the damage wrought by the opposing Black Mages, the world fell into a dark age. Today White Mages are few and far between, practicing the forbidden art to wield the powers of nature and light to drive off evil in protection of the world again.

Creating a White Mage

When creating a White Mage one must question how they came into the art of conjury and the profession of White Mage. Did a kindly mentor take you under their wing? Did your studies of magic from the past lead you to discovering how to draw power from the world you lived in? Perhaps the elementals which inhabit the land reached out to you and their whispers guided you to the path of a White Mage. Nonetheless a White Mage's role in the world is that of a protector, soothing the wounds of those who need it most, settling enraged elementals and driving the beings who bring destruction back from hence they came.

The White Mage

Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Soothe Sayer 4 2 2
2nd +2 Magical Discipline, Intervention 4 3 3
3rd +2 4 4 4 2
4th +2 Ability Score Improvement 5 5 4 3
5th +3 5 6 4 3 2
6th +3 Discipline Feature 5 7 4 3 3
7th +3 5 8 4 3 3 1
8th +3 Ability Score Improvement 6 9 4 3 3 2
9th +4 6 10 4 3 3 3 1
10th +4 Discipline Feature 6 11 4 3 3 3 2
11th +4 6 12 4 3 3 3 2 1
12th +4 Ability Score Improvement 6 12 4 3 3 3 2 1
13th +5 6 13 4 3 3 3 2 1 1
14th +5 Discipline Feature 6 13 4 3 3 3 2 1 1
15th +5 6 14 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 6 14 4 3 3 3 2 1 1 1
17th +6 6 15 4 3 3 3 2 1 1 1 1
18th +6 Conservation of Life 6 15 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 6 15 4 3 3 3 3 2 1 1 1
20th +6 Worldly Bond 6 15 4 3 3 3 3 2 2 1 1

Quick Build

You can make a White Mage quickly by following these suggestions. First make Wisdom your highest ability score, following with Charisma. Second select the Healer discipline. Third take the Acolyte background. Fourth, take the Guidance, Light Sacred Flame, and Spare the Dying cantrips and the first level spells Cure Wounds and Heroism.

Class Features

As a White Mage, you gain the following class features

Hit Points


  • Hit Dice: 1d6 per White Mage level
  • Hit Points at 1st Level: 6 + your Constituion modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constituion modifier per White Mage level after 1st

Proficiencies


  • Armor: None
  • Weapons: Daggers, Darts, Slings, Quarter Staffs, Light Crossbows
  • Tools: None

  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from Arcana, Deception, Insight, Persuasion, History, Religion, Medicine.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • a dagger
  • a spell casting focus (a cane, staff, wand or similar object)
  • (a) an explorer's pack or (b) a scholar's pack

Spell Casting

Level requirement and general description. See chapter 10 of the PHB for the general rules of spellcasting and the end of this document for the White Mage spell list.

Cantrips

At 1st level, you know 4 cantrips of your choice from the White Mage spell list. You learn additional White Mage cantrips of your choice at higher levels, as shown in the Cantrips Known column of the White Mage table.

Spell Slots

The White Mage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level and Higher

You know 3 1st-level spells of your choice from the White Mage spell list. The Spells Known column of the Mage table shows when you learn more White Mage spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st, 2nd or 3rd level. Additionally, when you gain a level in this class, you can choose one of the White Mage spells you know and replace it with another spell from the Mage spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

The spellcasting ability for your White Mage spells changes depending upon the discipline you select. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a White Mage spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Spellcasting Focus

You can use a rod, cane, wand or other similar equipment as an arcane focus (found in chapter 5 of the player's handbook) for your White Mage spells.

Ritual Casting

You can cast any White Mage spell you know as a ritual if that spell has the ritual tag.

Soothe Sayer

Starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.


Conjury Discipline

At 2nd level, you choose the discipline you belong to as a White Mage. Elementalist, Spirit Master, or Ampdapori, all detailed at the end of the class description. Your archetype choice grants you features at the 1st, 6th, 10th and 14th level.

Confession

Beginning at 2nd level, each time you cast a spell which restores hitpoints to a creature during combat, you gain a charge of holy energy in your body known as Confession. You may spend charges of Confession to make use of various White Mage abilities. You may only gain one charge of Confession from each spell cast. You may not hold more than three Confession charges in your body. If your hit points are reduced to 0 and you fall unconscious, you lose all Confession charges held in your body. You lose all Confession charges upon completing a long rest.

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Conservation of Life

Beginning at the 18th level, when your hit points are reduced to 0 and you fall unconscious, you release a pulse of healing energy. All allies, excluding yourself, within a 30ft. radius are healed for 2d8 + your Wisdom ability modifier hit points. This is unaffected by Touch of the Padjal. This effect only occurs once, refreshing after a long rest.

Graceful Healer

Beginning at the 20th level, you gain two Confession charges when you roll for initiative at the beginning of battle.

The Protectors of the Future

The White Mages goal in life is to safeguard the future through the use of the inherent magic hidden within the land. This has lead to three paths which a white mage chooses between to help focus what power they draw forth. An elementalist uses the power of nature to control earth, wind and water in defense of the land. The spirit master uses the essence of the world alongside the magic within their allies to bring forth powerful healing spells. The Ampdapori makes use of the power of light to bring forth a powerful advantage against blasphemous invaders to their realm.

Elementalist

White Mages who choose to focus on manipulating the elements around them come to be known as elementalists. They are able to work very closely with the elementals living across the land to borrow their strength and knowledge, turning the world itself into an ally.

Expanded Spell List
Spell Level Spell
1st Earth Tremor, Thunderwave
2nd Earthbind, Maximilian's Earthen Grasp
3rd Erupting Earth, Melf's Minute Meteors
4th Stoneskin, Watery Sphere
5th Conjure Elemental, Control Wind

Elemental Aid

Beginning at the 2nd level, as a reaction you may spend a Confession charge to call on aid from the elementals to resist your enemies. For your next saving throw, you gain advantage on Strength and Dexterity saving throws.

Eyes of the Elementals

Beginning at the 6th level, you may commune with the elementals in the surrounding area. You gain a mental map of an area of 2 mile radius centered on you. You must spend 15 minutes meditating while elementals share this information about the surrounding area with you. You may only commune with the elementals in this way once, your ability to do so refreshing after a long rest.

Attuned Resistance

Beginning at the 10th level, you have developed an innate resistance to elemental magic. You have resistance to cold, fire and lightning damage.

Elemental Conversion

Beginning at the 14th level, you are able to convert your Confession charges into raw elemental energy. You may spend a number of Confession charges equal to the spell level of a spell you know which does not restore hit points to a creature and use the Confession charges in place of a spell slot.

Spirit Master

A Spirit Master is a White Mage who has focused their efforts into becoming master healers. They are steadfast allies who provide a great deal of support to those around them. Drawing power from the land and the spirits who inhabit it, a Spirit Master is able to unleash increadibly potent healing and support spells. They have taken on the role to soothe the wounds of those who protect the world and those who need protecting.

Expanded Spell List
Spell Level Spell
1st Heroism, Sanctuary
2nd Enhance Ability, Protection from Poison
3rd Beacon of Hope, Revivify
4th Regen, Tetragrammaton
5th Assize, Mass Cure Wounds

Shroud of Saints

Beginning at the 2nd level, as a bonus action you may spend a Confession charge to shroud yourself in light. Melee and ranged attacks against you have disadvantage until your next action.

Surging Succor

Beginning at the 6th level, you may spend a Confession charge to cause the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.

Clerical Smite

Beginning at the 10th level, you may spend a Confession charge to cast a healing spell on a target creature and deal radiant damage instead of healing if the total amount of hit points recovered is decided through rolling dice. This effect may not be used with spells greater than the 5th level.

Touch of the Padjal

Beginning at the 14th level, you may spend a Confession charge when you cast a healing spell. When you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12. You do not gain a Confession charge after this healing spell.


Ampdapori

Some White Mages focus on the role of repelling those who do not belong in the world from it, relying on light and holy magic to drive the undead and fiends from the world through destruction. An Ampdapori White Mage has taken up arms for this very purpose, using a mix of healing magic and holy magic to smite out blasphemous creatures from the land.

Expanded Spell List
Spell Level Spell
1st Banish, Bless
2nd Moonbeam, Sleep
3rd Daylight, Spirit Guardians
4th Banishment, Wall of Fire
5th Holy, Hallow

Light's Blessing

Beginning at the 2nd level, if you are unarmoured, your armour class increases by 1 for each charge of Confession you hold in your body. While you hold a Confession charge in your body, you have resistance to necrotic damage.

Inquisitor's Light

Beginning at the 6th level, you may spend 15 minutes communing with the elementals to learn the location of any undead or fiend creatures within a 1 mile radius. You may only do this once before, your ability to do so refreshing after a long rest.

Ampdapori Protection

Beginning at the 10th level, as an action you may spend a Confession charge to grant necrotic resistance to your allies for a number of rounds equal to your Wisdom modifier. All allies within a 15ft. radius centered on you gain this resistance. You may only use this ability once, use of this ability refreshing after a long rest.

Purge

Beginning at the 14th level, you may spend one Confession charge to gain advantage on spells cast against undead and fiend creatures. On a successful spell against an undead or fiend target, you deal a bonus 4d6 radiant damage. At the 17th level this bonus damage is increased to 6d6.


Bonus Class: Blue Mage

After careful preparation and intensive study, a man wearing blue robes makes careful notes of a dangerous beast just outside of the reach of an arrow. When their study is complete they make the call and their allies strike out against the beast, listening to the insights the researcher had found.

A woman wearing tough leather armour mixed with long following lengths of blue fabric skillfully strikes out with the scimitar. With grace and power, the woman unleashes one of the many monstrous souls she's absrobed, shrouding their foe in flames.

The Blue Mage is a curious soul who has entwined their life with that of the monsters and beasts who roam the world. Whether writing a chronical of all the monsters in the world, or stealing their powers to defend their homes from the beasts, Blue Mages make for clever, viscious and dependable allies who can find a place of comfort anywhere on the battle field.

Ode to Monsters

The Blue Mage's trademark ability is their uncanny mastery over the souls of monsters. Lore Keepers craft their magic to mimic the skills of monsters, appearing as beast mages, while Fell Guards go a step forward and absorb the life force of monsters and use it to fuel their magic. Regardless of approach, Blue Mages are renowned for fighting like monsters, unsettling their enemies and at times even their allies.

The Azure Soul

The Blue Mage has taken part in sacred rites to open their very soul up to monstrous energies. Fell Guards and to a lesser degree Lore Keepers, are at risk of allowthing their ery souls to be corruptted by letting the essence of monsters into their bodies. Using this essence the Blue Mage is able to fuel what they call their Azure Soul.

Creating a Blue Mage

When creating a Blue Mage one must consider how you came to know of Blue Magic. Did you meet a strange wanderer who assisted you in the rites? Perhaps you encountered a legendary beast when at a young age, affecting you in unforeseen ways. You must also consider the role that you will serve in the world in relation to monsters. Are your pursuits scholarly or are they of a more protective nature? Perhaps you seek out rare monsters to better yourself as a warrior.

Disclaimer

The Blue Mage is a class which will require the player and Dungeon Master to work together so that it works properly. If your DM doesn't want to go through the work of managing monster links, that's alright. Use the spells known progression of the sorcerer from the Player's Handbook and pick from the spell list as you normally would.

The Blue Mage

Level Proficiency Bonus Features Monster Links Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Azure Lore, Monster Tracker, Blue Mage Origin 2 4 2
2nd +2 Libra 2 4 3
3rd +2 3 4 4 2
4th +2 Ability Score Improvement 3 5 4 3
5th +3 4 5 4 3 2
6th +3 Origin Feature 4 5 4 3 3
7th +3 5 5 4 3 3 1
8th +3 Ability Score Improvement 5 6 4 3 3 2
9th +4 6 6 4 3 3 3 1
10th +4 Origin Feature 6 6 4 3 3 3 2
11th +4 7 6 4 3 3 3 2 1
12th +4 Ability Score Improvement 7 6 4 3 3 3 2 1
13th +5 8 6 4 3 3 3 2 1 1
14th +5 Origin Feature 8 6 4 3 3 3 2 1 1
15th +5 9 6 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 9 6 4 3 3 3 2 1 1 1
17th +6 10 6 4 3 3 3 2 1 1 1 1
18th +6 Azure Hold 10 6 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 10 6 4 3 3 3 3 2 1 1 1
20th +6 Azure Specialist 10 6 4 3 3 3 3 2 2 1 1

Quick Build

You can make a Blue Mage quickly by following these suggestions. First make Intelligence your highest ability score, following with Dexterity. Second take the Sage background. Third select the Lore Keeper origin. Fourth, select the Auroch and Drake monster links.

Class Features

As a Blue Mage, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Blue Mage level
  • Hit Points at 1st Level: 8 + your Constituion modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constituion modifier per Blue Mage level after 1st

Proficiencies


  • Armor: Light Armour
  • Weapons: Simple Weapons, Long Swords, Scimitars, Short Swords.
  • Tools: None

  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose two from Athletics, Arcana, History, Nature, Animal Handling, Perception, Suvival, Intimidation.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • a dagger
  • a (a) longsword or (b) scimitar
  • a set of clothes
  • a components pouch
  • (b) leather armour
  • (a) an explorer's pack or (b) a scholar's pack

Azure Lore

Your experience in the field of magic, monsters and their abilities has granted you spellcasting abilities. See chapter 10 of the PHB for the general rules of spellcasting and the end of this document for the Blue Mage spell list.

Cantrips

At 1st level, you know 4 cantrips of your choice from the Blue Mage spell list. You learn additional Blue Mage cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Blue Mage table.

Spell Slots

The Blue Mage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level and Higher

You know all spells attached to the monster links you are currently accessing. You may only know spells for which you have spell slots which can be used to cast them. If a monster link has spells with two different spell levels and you lack access to one of them, you learnt he spell when you reach the appropriate level. As you level up, you may select more monster links as indicated by the Blue Mage class table. When you complete a long rest you may switch one monster link you are using with another one you have formed.

As a Blue Mage, your powers revolve around monsters and forming monster links. The two different styles of Blue Mage pull this off in different ways:

  • The Lore Keeper is a researcher who is able to form monster links through extensive study. If they have a relevant tome that is focused on the monster, they can study that tome for 8 hours to become familiar enough with them that they are able to mimic their abilities through magic. Alternately they are able to achieve the same effect through using the Libra ability and studying them in person. If a battle occurs, afterwards they can review their notes and form a link then.
  • The Fell Guard is an adventurer who needs to absorb the essence of the monster whom they want to form a monster link with. After using Libra to understand their target, they can either defeat the monster and absorb their life essence as it leaves their body, or can convince an intelligent monster to share some of their essence with them to form the link.

Spellcasting Ability

Intelligence is your spellcasting ability for your Blue Mage spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Blue Mage spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting

You can cast any Blue Mage spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus

You can use a one handed, bladed weapon as a spell casting focus for your blue mage spells.


Blue Mage Origin

At 1st level, choose a Blue Mage origin, which describes how you came to study monsters intently and harness their power: the Lore Keeper or the Beast Keeper. Both of these origins are detailed at the end of the class description.

Your choice grants you features when you choose it at 1st level, and again at the 6th, 10th, 14, and 18th level.

Monster Tracker

Also at 1st level, you've become experienced in the tricks of the trade as a Blue Mage, becoming more effective at seeking monsters you hope to meet. Wehn you make an ability check to search an area for monsters, add your proficiency bonus to the roll. If you are proficient in the skill you are using to search, doulbe the profienciency bonus instead.

Libra

Starting at the 2nd level, as an expert on monsters and beasts, you are able discern certain traits about monsters you encounter. If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • Strength Score
  • Dexterity Score
  • Consitution Score
  • Armor Class
  • Current hit points
  • Total class levels (if any)

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Azure Hold

Starting at the 18th level, when a monster or beast attempts to disengage from you during combat, as a reaction you can attempt to stop them by imposing your will upon them. The creature must make a Wisdom saving throw against your Spell Save DC. On a failure, the creature is unable to leave your melee attack range.

Azure Specialist

Beginning at the 20th level, you may change your monster links at the end of a short rest.

Alternative Blue Mage Rules

If you are playing without monster links, use the following feature:

  • Monstrous Stamina

  • Beginning at the 20th level, when your hit points are reduced to 0 and you are not killed outright, you instead are left with 1 hit point. Then you are healed for 2d10 + your Intelligence ability modifier. This effect may only activate once, refreshing after completing a long rest.

A Dangerous Business

A Blue Mage is an curious soul who wants to harness the powers that most people in the world fear. Be it the power of a dragon's fire breath, climbing ability of a spider or the nauseating power of a Morbol, the Blue Mage is able to make use of the strengths of beasts across the land and wield them as their own. A Lore Keeper is a researcher who is fascinated by the raw power of monsters and has learned to emulate their powers through observation and study. A Fell Guard is a Blue Mage who travels around combating monsters, using their talents to keep them at bay.

Lore Keeper

You have taken on the duty of becoming a Lore Keeper, researchers who seek out and chronicle the monsters of the world to the finest details possible. In doing so you've learned to create magical bonds which allow you to borrow their power or emulate their magical effects. Be it the fiery breath of a drake or the climbing ability of a spider, you know how to cast spells which pay homage to the beasts you've dedicated yourself to.

Research Tools

Starting at 1st level, you gain proficiency in the Investigation skill. When you make ability checks in regards to researching beasts and monsters you double your proficiency bonus for the roll.

Quick Assessment

Beginning at the 6th level, as an action you are able to use Libra during combat on a creature that is within 30ft. of you.

Deep Assessment

Beginning at the 10th level, when you use the Libra action you may learn up to 3 pieces of information about the target. You may learn additional types of information as well, including:

  • Damage resistances
  • Damage vulnerbilities
  • Damage immunities.

Ace Tutor

Beginning at the 14th level, you are able to read the subtle movements of monsters and beasts from afar. As an action you can offer advice on how to approach a beast or monster within 30ft of you, that you have used Libra on. Until your next turn, your allies have advantage on attack rolls against that creature.

Fell Guard

Fell Guard Blue Mages are adventurers who travel the world battling monsters and beasts, bathing in their essence to absorb their power and use it to further defend the world from those same beasts. The exposure to this monstrous power, sometimes referred to as fell energy, comes at a risk. Fell Guard must balance the number of monsters whose energy they tap into or else they'll lose themselves to the power. Walking the line between monster and man, these magical warriors take major risks to protect the world.

Strategic Preparations

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.

Choose a type of favored enemy: Aberrations, Beasts, Celestials, constructs, dragons, elementals, fey, Fiends, Giants, Monstrosities, oozes, Plants, or Undead.

You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence Checks to recall information about them.

When you gain this feature, you also learn one Language of your choice that is spoken by your favored enemies, if they speak one at all.

You choose one additional favored enemy, as well as an associated Language, at 6th level. As you gain levels, your choices should reflect the types of Monsters you have encountered on your adventures.

Extra Attack

Beginning at the 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Azure Corruption

Beginning at the 10th level, your body's physiology has been effected by the monstrous energies you have absorbed. Your body has developed a natural resistance to two damage types from the following: Acid, Cold, Fire, Lightning, Poison, or Thunder. Additionally you gain proficiency in either Strength or Dexterity saving throws to reflect the monstrous enhancements to your body. You may not change the saving throw you've gained advantage in it through this feature.

Fell Hunt

Beginning at the 14th level, you become an expert at defeating your favoured enemies. Once on each of your turns, you can add your Intelligence modifier to the Attack roll or the damage roll of an Attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.


Bonus Class: Dancer

The light of the room dims, and the spotlights focus on the lightly dressed woman who makes her way across the stage. With a large smile, she moves effortless along with the music, filling everyone's hearts with joy and pushing them to stay determined in whatever challenges they have.

Amid the chaos of the battlefield a maiden expertly slides in and out of combat, soothing her allies' wounds and empowering their wills to continue fighting.

Dressed in fine clothing with their trusty blade at their side, the seemingly sweet woman dances through a group of would-be assailants behind her establishment, cutting them down with ease wielding her signature scimitar.

Dancers have harnessed magics and arts, combining them into a spectacle which turns the battlefield into a show, and it is by their graceful movements which which their allies are guided to a happy conclusion.

Of Silk and Steel

Dancers draw from many different sources and backgrounds, combining them into a single package which covers a wide variety of situations. Using small weapons to pick away at their unwitting foes as their dances debilitate their marks while filling their allies with power. Though a rarity on the battle field few forget the sight of a skilled dancer at work.

Ornaments of Power

Dancers perform their magical feats not through a stave or rod, but rather specially made jewelry worn on the wrists and ankles. As they dance around the battle field they move their bodies in specific patterns to manipulate the magical power within their bodies and to gather residual magic in the environment. Once they've gathered the required magic they must keep moving to keep their spell active, channeling the magic further.

Creating a Dancer

Dancers are passionate people dedicated to their craft. Spending years practicing has gifted them with the ability to weave spells and their passions together into a gorgeous display of skill. When creating a Dancer, you must consider where they have honed their craft. Did they pick up the profession naturally, teaching themselves over long hours, or did they study beneath some kind of mentor? One must consider their motivations, does your Dancer seek fame and fortune, or do they want to bring the gifts of joy to the masses. Perhaps they are going on their journey in an attempt to hone their craft even further.

The Dancer

Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Dance Magic 4 2 2
2nd +2 Dancer Archetype, Dazzling Dance 4 3 3
3rd +2 4 4 4 2
4th +2 Ability Score Improvement 5 5 4 3
5th +3 Uncanny Dodge 5 6 4 3 2
6th +3 Archetype Feature 5 7 4 3 3
7th +3 5 8 4 3 3 1
8th +3 Ability Score Improvement 6 9 4 3 3 2
9th +4 6 10 4 3 3 3 1
10th +4 Archetype Feature 6 11 4 3 3 3 2
11th +4 Evasion 6 12 4 3 3 3 2 1
12th +4 Ability Score Improvement 6 12 4 3 3 3 2 1
13th +5 6 13 4 3 3 3 2 1 1
14th +5 Archetype Feature 6 13 4 3 3 3 2 1 1
15th +5 6 14 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 6 14 4 3 3 3 2 1 1 1
17th +6 6 15 4 3 3 3 2 1 1 1 1
18th +6 Stage Presence 6 15 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 6 15 4 3 3 3 3 2 1 1 1
20th +6 Rhythmic Heart 6 15 4 3 3 3 3 2 2 1 1

Quick Build

You can make a Dancer quickly by following these suggestions. First make Charisma your highest ability score, following with Dexterity. Second take the Entertainer background. Third, take the Dancing Lights, Gust, Resistance and Truestrike cantrips and the first level spells Cure Wounds and Maximillian's Earthen Grasp.

Class Features

As a Dancer, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Dancer level
  • Hit Points at 1st Level: 8 + your Constituion modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constituion modifier per Dancer level after 1st

Proficiencies


  • Armor: None
  • Weapons: Daggers, Sickles, Darts, Light Crossbows, Whips.
  • Tools: None

  • Saving Throws: Dexterity, Charisma
  • Skills: Choose two from Acrobatics, Deception, Insight, Perception, Performance, and Persuasion.


Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • a dagger
  • a (a) whip or (b) scimitar
  • a set of bracelets and anklets for spell casting
  • a set of clothes
  • a (a) costume or (b) light armour
  • (a) an explorer's pack or (b) a entertainer's pack

Dance Magic

Beginning at the 1st level, as a Dancer, when you cast a Dancer spell you do not have to fulfill the verbal component of the spell. You must spend 10ft. of movement alongside your spell slot to cast a spell or to maintain a spell. See chapter 10 of the PHB for the general rules of spellcasting and the end of this document for the Dancer spell list.

Cantrips

At 1st level, you know 4 cantrips of your choice from the Dancer spell list. You learn additional Dancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Dancer table.

Spell Slots

The Dancer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level and Higher

You know 2 1st-level spells of your choice from the Dancer spell list. The Spells Known column of the Dancer table shows when you learn more Dancer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st, 2nd or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the Dancer spells you know and replace it with another spell from the Dancer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your Dancer spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Dancer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use a specially made bracelets, bangles or other similar jewelry as an arcane focus (found in chapter 5 of the player's handbook) for your Dancer spells.

Ritual Casting

You can cast any Dancer spell you know as a ritual if that spell has the ritual tag.

Dance Style

Beginning at the 1st level, you select one dance from the following as your core style. You gain the associated benefit at all times. You cannot change this style.

Samba

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Jig

Your base movement speed is increased by 5ft.

Waltz

While you are unarmoured, you gain a +1 bonus to AC.

Flourish

When you engage in two-weapon fighting, you can add your ability modifier to the damage of lhe second attack.



Dancer Archetype

At 2nd level, you choose a style which dictates your growth as a dancer. The exoctic mixes bladework into their dance moves, mixing martial prowess with grace, the

Dazzling Dance

Also at 2nd level, as you fight you build towards empowering your movements further. You build 1 charge of dazzling dance within your body each time you attempt to make a melee weapon attack. You can not hold more than 4 charges of Dazzling Dance in your body at once and your charges dissipate after a short or long rest. Additionally, you may take the disengage action as a bonus action.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Uncanny Dodge

Starting at the 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Evasion

Beginning at the 11th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Stage Presence

Beginning at the 18th level, you've become so accustomed to performing both for crowds and amongst the chaos of the battlefield, you are rarely caught unaware of your surroundings and can protect yourself from the tricks of assailants. Attackers cannot attack you with advantage unless you are under the conditions: grappled, incapcitated, paralyzed or petrified. Additionally when knocked prone, it only costs 5ft. of movement to get back up.

Rythmic Heart

Beginning at the 20th level, when you roll initiative you gain 2 Dazzling Dance charges.

What about Silence?

Most spellcasters shudder at the thought of being silenced as their spells require a verbal component nearly every time. As a Dancer you are able to for go the Verbal component, but that does not mean you're free from having your spells blocked. Instead, any effects which would drop your movement speed to 0ft. will instead cause your spells to be blocked.

The World Stage

A Dancer who has chosen a life of adventure is an ambitious master of their art. As they travel they will learn new and innovative ways to work their passion into their journey across the land. The paragon seeks overall mastery of dance, while the Peace Bringer hopes to relieve their allies. The Exotic Wonder seeks to mix their dances with martial expertise. No matter the role a Dancer finds themselves in, you can be certain they are pouring their heart into every action they take and choice they make.

Paragon

You've devoted your training to dancing as an art form itself, staying a purist of dance. Your singular focus will allow you to reach mastery few ever hope to achieve in your discipline.

Inspiring Salsa

Beginning at the 2nd level, as a bonus action you can spend up to 2 Dazzling Dance charges to inspire an ally within 5ft. of you. Your ally may add a bonus to any attack roll, saving throw or ability check they make equal to twice the number of charges used to inspire them one time. At 10th level you may spend any number of Dazzling Dance charges in the same way.

A Step Ahead

Beginning at the 6th level, when you are the target of a weapon roll attack, as a reaction you may spend up to all of your Dazzling Dance charges to increase your AC by a number equal to the charges spent. This will last until the start of your next turn.

Unshakable

Beginning at the 10th level, when you make a concentration check you may spend a Dazzling Dance charge to roll with advantage.

Forte Fusion

Beginning at the 14th level, you have learned how to mix known dances into new exciting combinations. You are able to cast a second spell which requires concentration without ending the first. To do so you use your action to spend 1 Dazzling Dance charge to cast the second spell alongside the required spell slot. Each turn you concentrate on the second spell, you must use your action to spend another Dazzling Dance charge and spend 10ft. of movement for each spell.

Peace Bringer

You've learned to effectively wield restorative spells while dancing across the battle field. Offering relief and joy in even the worst battle fields.

Succor Stepping

Starting at 2nd level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, if you spend 1 Dazzling Dance charge the creature regains additional hit points equal to 2 + the spell's level.


Refreshing Round

Beginning at the 6th level, you may spend a Dazzling Dance charge to cause the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.

Safe Haven Hop

Beginning at the 10th level, you may select Aura of Life, Aura of Purity or Aura of Vitality and cast it without spending a spell slot. You may do so a number of times equal to half your spell casting modifier rounded down, these uses refresh after completing a long rest.

The Solace Swing

Beginning at the 14th level, you may spend a Dazzling Dance charge when you cast a healing spell. When you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.

Exotic Wonder

You've trained in an exotic dancing style which incorporates weapons into your routines. You mix martial knowledge with graceful steps to create an awe inspiring dance which devestates your foes.

Bonus Proficiencies

When you take the Exotic archetype you gain proficiency with scimitars and light armour.

Lashing Swing

Beginning at the 2nd level, as a bonus action you may spend any number of Dazzling Dance charges and add that number as a bonus to your next melee weapon attack roll.

Double Step

Beginning at the 6th level, prior to making a melee weapon attack on your turn, you may spend 1 Dazzling Dance charge to make two melee weapon attacks when taking the attack action.

Flawless Flow

Beginning at the 10th level, you may make a melee weapon attack as a bonus action after casting a spell.

Lamia Bite

Beginning at the 14th level, you may spend 4 Dazzling Dance charges prior to making a weapon attack. Doing so increases the critical hit range of your attack rolls for the remainder of the turn, lowering the threshold by 4.

Chapter 2: Spells

This chapter describes the spell lists of the classes available in this partner guide to the Dungeons & Dragons Player's Handbook. Please consult the player's handbook for spell descriptions. Spells custom created for the classes will be detailed at the end of the chapter and are marked in italics within the document.

Note: Spells from Xanathar's Guide to everything are bolded, and spells created for this document are italicized.

Arcanist Spells

Cantrips (0 Level)

Acid Splash
Blade Ward
Dancing Lights
Friends
Light
Infestation
Mage Hand
Magic Stone
Mending
Message
Minor Illusion
Poison Spray
Prestidigitation
Thunderclap
True Strike

1st Level

Bane
Catapult
Charm Person
Chaos Bolt
Chromatic Orb
Color Spray
Comprehend Languages (Ritual)
Cure Wounds
Detect Magic (Ritual)
Detect Poison and Disease (Ritual)
Disguise Self
False Life
Feather Fall
Fog Cloud
Healing Word
Hex
Identify (Ritual)
Illusory Script
Inflict Wounds
Jump
Mage Armor
Magic Missile
Protection from Evil and Good
Ray of Sickness
Shield
Silent Image
Sleep
Witch Bolt


2nd Level

Alter Self
Blindness/Deafness
Calm Emotions
Crown of Madness
Darkness
Darkvision
Detect Thoughts
Enhance Ability
Hold Person
Invisibility
Melf's Acid Arrow
Mind Spike
Mirror Image
Misty Step
Phantasmal Force
Protection from Poison
Ray of Enfeeblement
See Invisibility
Skywrite
Spider Climb
Suggestion

3rd Level

Bestow Curse
Catnap
Clairvoyance
Counterspell
Daylight
Dispel Magic
Fear
Feign Death (Ritual)
Gaseous Form
Haste
Hypnotic Pattern
Magic Circle
Major Image
Melf's Minute Meteors
Slow
Stinking Cloud
Tongues
Vampiric Touch

4th Level

Arcane Eye
Blight
Confusion
Dominate Beast
Freedom of Movement
Greater Invisibility
Hallucinatory Terrain
Locate Creature
Phantasmal Killer
Polymorph
Vitriolic Sphere

5th Level

Cloudkill
Conjure Elemental
Contagion
Dominate Person
Enervation
Geas
Hold Monster
Insect Plague
Legend Lore
Modify Memory
Planar Binding
Raise Dead
Scrying
Seeming
Skill Empowerment
Synaptic Static
Wall of Force

6th Level

Arcane Gate
Circle of Death
Disintegrate
Eyebite
Harm
Heal
Mass Suggestion
Mental Prison
Primordial Ward
Programmed Illusion
True Seeing

7th Level

Crown of Stars
Etherealness
Finger of Death
Forcecage
Mirage Arcane
Plane Shift
Prismatic Spray
Resurrection
Reverse Gravity
Symbol
Teleport

8th Level

Antimagic Field
Dominate Monster
Feeblemind
Illusory Dragon
Mind Blank
Power Word Stun


9th Level

Astral Projection
Foresight
Gate
Invulnerbility
Mass Heal
Power Word Kill
Prismatic Wall
Psychic Scream
Time Stop
True Resurrection
Wish

Astrologian Spells

Cantrips

Bladeward
Dancing Lights
Guidance
Light
Magic Stone
Message
Resistance
Sacred Flame
True Strike
Word of Radiance

Level 1

Absorb Elements
Bane
Bless
Ceremony
Comprehend Languages
Cure Wounds
Detect Magic (Ritual)
Detect Poison and Disease
Divine Favor
Faerie Fire
False Life
Guiding Bolt
Healing Word
Heroism
Inflict Wounds
Magic Missile
Silent Image
Sleep
Unseen Servant

Level 2

Aid
Augury
Blindness/Deafness
Blur
Calm Emotions
Darkness
Detect Thoughts
Enhance Ability
Gentle Repose
Healing Spirit
Hold Person
Knock
Lesser Restoration
Levitate

Locate Object
Magic Weapon
Magic Mouth
Mind Spike
Silence
Suggestion
Zone of Truth

Level 3

Bestow Curse
Catnap
Clairvoyance
Daylight
Dispel Magic
Fear
Feign Death
Fly
Haste
Hypnotic Pattern
Life Transference
Mass Healing Word
Melf's Minute Meteors
Remove Curse
Revivify
Sending
Slow

Level 4

Banishment
Confusion
Death Ward
Dimension Door
Divination
Freedom of Movement
Hallucinatory Terrain
Locate Creature
Otiluke's Resilient Sphere
Sickening Radiance

Level 5

Collective Unconscious
Dawn
Dream
Geas
Gravity
Greater Restoration
Hold Monster
Legend Lore
Mass Cure Wounds
Rary's Telepathic Bond
Scrying
Teleportation Circle (Ritual)
Wall of Light

Level 6

Eyebite
Find the Path
Heal
Mass Suggestions
Primordial Ward
Scatter
Sunbeam
True Seeing

Level 7

Crown of Stars
Etherealness
Plane Shift
Regeneration
Resurrection
Reverse Gravity
Symbol

Level 8

Antimagic Field
Celestial Opposition
Feeblemind
Mind Blank
Power Word Stun
Sunburst

Level 9

Astral Projection
Foresight
Invulnerability
Mass Heal
Meteor Swarm
True Resurrection
Wish

Black Mage Spells

Cantrips

Acid Splash
Blade Ward
Chill Touch
Control Flames
Create Bonfire
Dancing Lights
Fire Bolt
Friends
Frostbite
Light
Mage Hand
Mending
Message
Minor Illusion
Poison Spray
Prestidigitation
Ray of Frost
Shocking Grasp
Thunderclap
Toll the Dead
True Strike

1st level

Absorb Elements
Burning Hands
Cause Fear
Chaos Bolt
Chromatic Orb Color Spray
Comprehend Languages (Ritual)
Detect Magic (Ritual)
Disguise Self
Expeditious Retreat
False Life
Feather Fall

Fog Cloud
Jump
Mage Armor
Magic Missile
Protection from Evil and Good
Ray of Sickness
Shield
Silent Image
Sleep
Thunderwave
Unseen Servant (Ritual)

2nd level

Alter Self
Blur
Crown of Madness
Darkness
Darkvision
Detect Thoughts
Enhance Ability
Hold Person
Invisibility
Knock
Levitate
Locate Object
Mirror Image
Misty Step
Phantasmal Force
Pyrotechnics
Ray of Enfeeblement
Scorching Ray
See Invisibility
Shadow Blade
Shatter
Suggestion

3rd level

Animate Dead
Blink
Clairvoyance
Counterspell
Dispel Magic
Fear
Fireball
Fly
Haste
Lightning Bolt
Major Image
Summon Lesser Demons
Thunderstep
Tongues

4th level

Blight
Charm Monster
Dimension Door Dominate Beast
Greater Invisibility
Hypnotic Pattern
Ice Storm
Locate Creature
Polymorph
Shadow of Moil
Wall of Fire

5th level

Animate Objects
Cloudkill
Creation
Dance Macabre
Dominate Person
Enervation
Far Step
Hold Monster
Legend Lore
Negative Energy Flood
Scrying
Telekinesis
Teleportation Circle

6th level

Arcane Gate
Chain Lightning
Circle of Death
Disintegrate
Eyebite
Globe of Invulnerbility
Investiture of Flame
Investiture of Ice
Mass Suggestion
Mental Prison
Otiluke's Freezing Sphere
Primordial Ward
Soul Cage
Sunbeam
True Seeing
Wall of Ice

7th level

Delayed Blast Fireball
Etherealness
Finger of Death
Fire Storm
Forcecage
Mirage Arcane
Plane Shift
Power Word Pain
Prismatic Spray
Reverse Gravity
Symbol
Teleport

8th level

Abi-Dalzim's Horrid Wilting
Dominate Monster
Feeblemind
Incendiary Cloud
Maddening Darkness
Power Word Stun
Sunburst

9th level

Flare
Gate
Meteor Swarm
Power Word Kill
Time Stop
Wish

Blue Mage Spells

Cantrips

Acid Splash
Chill Touch
Dancing Lights
Fire Bolt
Frostbite
Gust
Infestation
Message
Minor Illusion
Mold Earth
Poison Spray
Prestidigitation
Primal Savagery
Ray of Frost
Resistance
Shocking Grasp
Thunder Clap
True Strike

Level 1

Absorb Elements
Animal Friendship
Armor of Agathys
Bane
Beast Bond
Burning Hands
Catapult
Cause Fear
Detect Magic
Detect Poison and Disease
Earth Tremor
Ensnaring Strike
Entangle
Expeditious Retreat
Faerie Fire
Feather Fall
Grease
Guiding Bolt
Heroism
Hex
Ice Knife
Jump
Longstrider
Ray of Sickness
Shield
Sleep
Speak with Animals
Thunderwave
Witch Bolt
Zephyr Strike


Level 2

Aganazzar's Scorcher
Alter Self
Animal Messenger
Barkskin
Beast Sense
Blindness/Deafness
Blur
Darkness
Darkvision
Dragon's Breath
Dust Deveil
Earthbind
Enhance Ability
Find Traps
Flame Blade
Gust of Wind
Healing Spirit
Heat Metal
Hold Person
Invisibility
Levitate
Locate Animals or Plants
Maximillian's Earthen Grasp
Melf's Acid Arrow
Misty Step
Pass without Trace
Protection from Poison
Ray of Enfeeblement
Scorching Ray
See Invisibilty
Shatter
Snilloc's Snowball Swarm
Spider Climb
Spike Growth
Warding Wind
Web

Level 3

Catnap
Daylight
Erupting Earth
Fear
Feign Death
Fireball
Fly
Haste
Hypnotic Pattern
Lightning Bolt
Melf's Minute Meteors
Plant Growth
Sleet Storm
Slow
Speak with Plants
Stinking Cloud
Thunder Step
Tidal Wave
Vampiric Touch
Wall of Sand
Wall of Water
Water Breathing
Wind Wall

Level 4

Blight
Confusion
Fire Shield
Giant Insect
Grasping Vine
Greater Invisibility
Guardian of Nature
Ice Storm
Locate Creature
Otiluke's Resilient Sphere
Polymorph
Stone Shape
Stoneskin
Storm Sphere
Vitriolic Sphere
Wall of Fire
Watery Sphere

Level 5

Cloudkill
Cone of Cold
Contagion
Control Winds
Destructive Wave
Enervation
Immolation
Insect Plague
Maelstrom
Skill Empowerment
Tree Stride
Wall of Stone

Level 6

Chain Lightning
Eyebite
Flesh to Stone
Globe of Invulnerbility
Move Earth
Otiluke's Freezing Sphere
True Seeing
Wall of Ice
Wind Walk

Level 7

Delayed Blast Fireball
Etherealness
Fire Storm
Power Word Pain
Prismatic Spray
Regenerate
Sequester

Level 8

Abi-Dalzim's Horrid Wilting
Control Weather
Earthquake
Incendiary Cloud
Power Word Stun
Tsunami


Level 9

Meteor Swarm
Prismatic Wall
Storm of Vengeance
Weird

Dancer Spells

Cantrips

Dancing Lights
Friends
Guidance
Gust
Prestidigitation
Resistance
Spare the Dying
Toll the Dead
True Strike
Word of Radiance

Level 1

Bane
Bless
Cause Fear
Compelled Duel
Cure Wounds
Detect Evil and Good
Expeditious Retreat
Faerie Fire
Fog Cloud
Healing Word
Heroism
Hex
Protection from Evil and Good
Shield of Faith
Silent Image
Witch Bolt

Level 2

Barkskin
Blur
Calm Emotions
Charm Person
Crown of Madness
Dust Devil
Earthbind
Enhance Ability
Enlarge/Reduce
Gust of Wind
Hold Person
Invisibility
Lesser Restoration
Levitate
Magic Weapon
Maximilian's Earthen Grasp
Skywrite
Spike Growth
Warding Wind
Web

Level 3

Bestow Curse
Blink
Clairvoyance
Dispel Magic
Elemental Weapon
Fear
Fly
Gaesous Form
Haste
Hypnotic Pattern
Major Image
Mass Healing Word
Melf's Minute Meteors
Mass Healing Word
Remove Curse
Revivify
Slow
Wall of Sand
Wind Wall

Level 4

Arcane Eye
Banishment
Compulsion
Confusion
Dominate Beast
Greater Invisibility
Otiluke's Resilient Sphere
Polymorph
Stone Shape
Stoneskin
Storm Sphere

Level 5

Animate Objects
Circle of Power
Control Winds
Dawn
Dispel Evil and Good
Dominate Person
Far Step
Greater Restoration
Hold Monster
Mislead
Skill Empowerment
Telekinesis
Tree Stride
Wall of Stone


Level 6

Arcane Gate
Blade Barrier
Eyebite
Flesh to Stone
Globe of Invulnerbility
Heal
Investiture of Stone
Investiture of Wind
Mental Prison
Move Earth
Otto's Irresistible Dance
Primordial Ward
Wall of Thorns
Wind Walk

Level 7

Project Image
Resurrection
Reverse Gravity
Whirlwind

Level 8

Antimagic Field
Dominate Monster
Earthquake
Glibness
Maze

Level 9

Gate
Invulnerability
Mass Heal
True Polymorph
Weird

Red Mage Spells

Cantrips

Blade Ward
Booming Blade
Dancing Lights
Fire Bolt
Gust
Jolt
Light
Lightning Lure
Mage Hand
Message
Mold Earth
Prestidigitation
Produce Flame
Ray of Frost
Resistance
Shocking Grasp
Sword Burst
Thunderclap
True Strike

1st Level

Absorb Elements
Burning Hands
Charm Person
Chromatic Orb
Cure Wounds
Detect Magic (Ritual)
Earth Tremor
Faerie Fire
Feather Fall
Healing Word
Heroism
Jump
Mage Armor
Magic Missile
Sleep
Thunderwave
Witch Bolt
Zephyr Strike

2nd Level

Aganazzar's Scorcher
Alter Self
Arcane Lock
Blindness/Deafness
Calm Emotions
Continual Flame
Darkvision
Dust Devil
Earthbind
Enhance Ability
Flame Blade
Flaming Sphere
Gust of Wind
Levitate
Locate Object
Magic Weapon
Maximillian's Earthen Grasp
Misty Step
Pyrotechnics
Scorching Ray
See Invisibility
Shatter
Silence (Ritual)
Spider Climb
Warding Wind


3rd Level

Call Lightning
Counterspell
Dispel Magic
Elemental Weapon
Erupting Earth
Fireball
Fly
Hypnotic Pattern
Lightning Bolt
Magic Circle
Mass Healing Word
Melf's Minute Meteors
Slow
Speak with Dead
Speak with Plants
Water Breathing (Ritual)
Water Walking (Ritual)

4th Level

Arcance Eye
Confusion
Dimension Door
Elemental Bane
Fire Shield
Locate Creature
Stone Shape
Stoneskin
Storm Sphere
Wall of Fire

5th Level

Contact Other Plane (Ritual)
Destructive Wave
Dream
Geas
Legend Lore
Mass Cure Wounds
Scrying
Steel Wind Strike
Teleportation Circle
Wall of Force

6th Level

Arcane Gate
Blade Barrier
Eyebite
Flesh to Stone
Move Earth
Wind Walk

7th Level

Prismatic Spray
Regenerate
Resurrection
Whirlwind

8th Level

Antimagic Field
Control Weather
Earthquake
Incendiary Cloud
Sunburst

9th Level

Mass Heal
Meteor Swarm
Power Word Heal
Storm of Vengeance
True Resurrection

White Mage Spells

Cantrips

Guidance
Gust
Light
Mending
Mold Earth
Resistance
Sacred Flame
Shape Water
Spare the Dying
Thaumaturgy
Thunderclap
Word of Radiance

1st level

Bane
Ceremony
Command
Create or Destroy Water
Cure Wounds
Detect Evil and Good
Detect Magic (Ritual)
Detect Poison and Disease (Ritual)
Guiding Bolt
Healing Word
Inflict Wounds
Protection from Evil and Good
Purify Food and Drink (Ritual)
Shield of Faith

2nd level

Aid Augury (Ritual)
Blindness/Deafness
Calm Emotions
Continual Flame
Dust Devil
Find Traps
Gentle Repose (Ritual)
Gust of Wind
Hold Person
Lesser Restoration
Life Transference
Locate Object
Prayer of Healing
Silence (Ritual)
Spiritual Weapon
Warding Bond
Warding Wind
Zone of Truth


3rd level

Animate Dead
Bestow Curse
Catnap
Clairvoyance
Create Food and Water
Dispel Magic
Feign Death
Glyph of Wardning
Magic Circle
Mass Healing Ward
Meld into Stone (Ritual)
Protection from Energy Remove Curse
Sending
Speak with Dead
Spirit Guardians
Tidal Wave
Tongues
Wall of Sand
Wall of Water
Water Walk (Ritual)

4th level

Control Water
Death Ward
Divination (Ritual)
Freedom of Movement
Guardians of Faith
Guardian of Nature
Locate Creature
Sickening Radiance
Stone Shape

5th level

Commune (Ritual)
Contagion
Dawn
Dispel Evil and Good
Flame Strike
Geas
Greater Restoration
Holy Weapon
Insect Plague
Legend Lore
Mass Cure Wounds
Planar Binding
Raise Dead
Scrying
Wall of Stone
Wrath of Nature

6th level

Blade Barrier
Bones of the Earth
Create Undead
Find the Path
Flesh to Stone
Forbiddance
Harm
Heal
Heroes' Feast
Investiture of Stone
Investiture of Wind
Move Earth
Planar Ally
True Seeing
Word of Recall

7th level

Conjure Celestial
Crown of Stars
Divine Word
Etherealness
Fire Storm
Plane Shift
Regenerate
Resurrection
Symbol
Whirlwind

8th level

Antimagic Field
Control Weather
Earthquake
Holy Aura
Mighty Fortress

9th level

Astral Projection
Gate
Mass Heal
True Resurrection


Created Spells

Assize

5th-level evocation


  • Casting Time: 1 action
  • Range: 60ft.
  • Components: V, S
  • Duration: Instantaneous

An eruption of energy from your body soothes allies and wounds enemies. All allies within 60ft. recover 3d8 hit points and all enemies within 60ft. must make a wisdom saving throw. They take 4d4 radiant damage, and half as much on a successful save. You may reverse which die affect healing and which die deal radiant damage, but must make this distinction before rolling.

Banish

1st-level evocation


  • Casting Time: 1 action
  • Range: 120ft.
  • Components: V, S
  • Duration: Instantaneous

Light energy converges on a creature you can see within range. The creature makes a dexterity saving throw. This energy erupts with great force, searing the target creature with 3d6 radiant damage on a failed save and half as much on a successful save.

Celestial Opposition

8th-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: concentration, 1 minute

You release a massive amount of astral energy in a 30ft. radius globe centered on you. The inside of the globe is dimly lit, and filled with softly glowing lights which map the starry sky. On this release, all enemies coming in contact with the sphere are star struck and must make a wisdom saving throw. Enemies take 6d8 force damage and are stunned for 1d4 rounds on a failed saved, and half the damage is taken and they resist becoming stunned on a success.

Collective Unconscious

5th-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: concentration, 1 minute

You create a magical barrier around yourself. The barrier is 10ft. in radius and spherical. All allies within 10ft. of you are healed immediately for 3d8. As long as they remain in the barrier, their AC receives a +1 bonus and each time they start their turn within the barrier they are healed for 1d6.

Doton

4th-level evocation


  • Casting Time: 1 action
  • Range: 30ft.
  • Components: V, S
  • Duration: 1 minute

You draw out the energies of Ten to create a circle of corrupted earth on the ground centered at a point of your choosing within range. The circle has a radius of 10ft. and is considered to be difficult terrain for all creatures except for you. Creatures take 4d4 necrotic damage for every 5ft. they travel within Doton. When Doton appears, all creatures within the ring make a Dexterity saving throw, taking 4d4 necrotic damage and half as much on a failed save. You are unaffected by this damage.

At Higher Levels Creatures take 1d4 more necrotic damage for each casting level above four.

Flare

9th-level Evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instaneous

You select a target within range, and create a point of energy on their body. Fiery energy explodes from their location in a 40ft. globe, incinerating all creatures within the globe. All affected creatures make a Dexterity saving throw, taking 20d6 fire damage and 20d6 force damage on a failed saving throw and half as much on a success.

Gravity

5th-level evocation


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S
  • Duration: Instantaneous

You conjure the energies of the stars through your arcane focus to temporarily create a small, dense celestial body at a point in space within range. A spherical gravitational field appears around the body with 20ft. radius and produces a pulsing sound. Each creature within the field must make a Dexterity saving throw. A target takes 10d6 force damage on a failed save, and half as much on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.

Holy

5th-level evocation


  • Casting Time: 1 action
  • Range: self
  • Components: V, S
  • Duration: Instantaneous

You let loose an orb of radiant energy which floats above you for a moment before exploding with great force in a 10ft radius. All creatures within range must make a Constitution saving throw. Creatures take 6d8 radiant damage and are stunned for one round on a failed save, and take half as much and resist the stun effect on a successful save.

Jolt

evocation cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

A shard of crystalized aether streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 force damage.

The spell creates more than one shard when you reach higher levels: two shards at 5th level, three shards at 11th level, and four shards at 17th level. You can direct the shards at the same target or at different ones. Make a separate attack roll for each shard.

Lustrate

4th-level evocation


  • Casting Time: 1 action
  • Range: 30 ft.
  • Components: V, S
  • Duration: Instantaneous

You may cast this spell as an action or as a reaction. This spell cannot be used in tandem with Adloqiuem (Nymian Scholar feature). A target you can see within range is invigorated by a burst of soothing magic. They recover hit points equal to 5d8.

Regen

4th-level enchantment


  • Casting Time: 1 action
  • Range: 60ft.
  • Components: V, S
  • Duration: 1 minute

The target's body is enchanted with a blessing which repairs damage to their body over time. For the duration, the creature regains 1d6 hit points at the start of its turn.

Sacred Soil

4th-level evocation


  • Casting Time: 1 action
  • Range: 30 ft.
  • Components: V,S
  • Duration: Concentration, up to 1 minute

You create a 10ft. radius dome of protective magic to shield your allies from harm centered on a location within range. When an ally within the dome takes damage, the damage is reduced by 1d6.

Suiton

4th-level evocation


  • Casting Time: 1 action
  • Range: 30ft.
  • Components: V, S
  • Duration: Instantaneous

You draw out the energies of Jin to cause a powerful geyser of water to explode from the ground beneath a target location in a 5 ft. radius circle. Each creatures inside the geyser must make a dexterity saving throw. A creature takes 4d6 bludgeoning damage and 4d6 cold damage, and half as much on a successful save. Additionally, you cast invisibility on yourself at the 2nd level.

At Higher Levels When you cast Suiton at higher levels, you deal 1d6 more bludgeoning damage and for each level above the 4th level.

Tetragammaton

4th-level evocation


  • Casting Time: 1 action
  • Range: 60ft.
  • Components: V, S
  • Duration: Instantaneous

You may cast this spell as an action or a reaction. A creature within range you can see is healed for 3d8 hit points instantaneously.

Appendix A: Carbuncles


Emerald Carbuncle

Small Elemental, unalligned


  • Armor Class 12
  • Hit Points 10(2d6 + 2)
  • Speed 25ft.

STR DEX CON INT WIS CHA
10 (+0) 13 (+2) 8 (-1) 4 (-3) 12 (+1) 10 (0)

  • Senses passive Perception 15
  • Languages understands the languages of its summoner but cannot speak.
  • Challenge 1/4 (400 XP)

Actions

Gust. Ranged Magical Attack: +4 to hit, reach 30ft., one target. Hit 5 (1d6 + 2)

Back Draft (Recharge 5-6). Melee Magical Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2). When a creature is damaged by Back Draft they must make a DC 15 Strength save. On a failed save, they are knocked back 10ft, and are not knocked back when successful.



Topaz Carbuncle

Small Elemental, unalligned


  • Armor Class 14
  • Hit Points 20(2d10 + 6)
  • Speed 25ft.

STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 14 (+2) 4 (-3) 12 (+1) 10 (0)

  • Senses passive Perception 15
  • Languages understands the languages of its summoner but cannot speak.
  • Challenge 1/4 (400 XP)

Actions

Gouge. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2). A creature struck by Gouge must make a DC 13 Wisdom saving throw. On a failed save, the creature has disadvantage on actions taken against targets other than Topaz Carbuncle during their next action.

Curl (Recharge 5-6). Topaz Carbuncle increases its AC by 2 for 1d4 rounds.

Appendix B: Egis


Ifrit-Egi

Small Elemental, unalligned


  • Armor Class 12
  • Hit Points 10(1d8 + 4)
  • Speed hover 25ft.

STR DEX CON INT WIS CHA
12 (+1) 13 (+2) 8 (-1) 4 (-3) 12 (+1) 12 (+1)

  • Senses passive Perception 16
  • Languages understands the languages of its summoner but cannot speak.
  • Challenge 1/4 (400 XP)

Actions

Burning Strike. Melee Weapon Attack: +1 to hit, reach 5ft., one target. Hit 4 (1d6 + 1) slashing damage.

Flame Crush (Recharge 5-6). Melee Attack: +1 to hit, reach 5ft., one target. Hit 4 (1d6 + 1) fire damage. This attack targets all enemies within range.

Enkindle

Inferno. Ifrit-Egi releases an explosive pillar of fire around itself in a 30ft. radius, severely burning all creatures in range. All affected creatures must make a dexterity save, receiving 6d10 fire damage on a failed save and half as much on a successful save.



Titan-Egi

Small Elemental, unalligned


  • Armor Class 15
  • Hit Points 15(1d10 + 7)
  • Speed hover 25ft.

STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 14 (+2) 4 (-3) 12 (+1) 10 (0)

  • Senses passive Perception 15
  • Languages understands the languages of its summoner but cannot speak.
  • Challenge 1/4 (400 XP)

Actions

Rock Buster. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) bludgeoning damage.

Landslide (Recharge 5-6). Melee Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) bludgeoning damage. A creature targeted by Landslide must make a strength saving throw (DC 15). On a failed save, the targeted creature is knocked back up to 15ft.

Enkindle

Earthen Fury. Titan-Egi instantaneously pulverizes the land around it. Turning a 30ft. radius circle of land into a swampy mire. This is considered difficult terrain and all creatures who begin their turn in the mire receive 4d8 poison damage. The area remains for a number of turns equal to your Intelligence modifier.


Garuda-Egi

Small Elemental, unalligned


  • Armor Class 10
  • Hit Points 8(1d6 + 4)
  • Speed hover 25ft.

STR DEX CON INT WIS CHA
10 (0) 12 (+1) 14 (+2) 4 (-3) 12 (+1) 14 (+2)

  • Senses passive Perception 15
  • Languages understands the languages of its summoner but cannot speak.
  • Challenge 1/4 (400 XP)

Actions

Wind Blade. Magical Ranged Attack: +4 to hit, reach 30ft., one target. Hit 5 (1d6 + 2) thunder damage.

Aerial Slash (Recharge 5-6). A target creature within 30ft. of Garuda-Egi becomes the center point of a massive burst of wind energy. All creatures within 10ft. must make a dexterity saving throw (DC 14). On a failed saved the creature takes 1d6 thunder damage and half as much on a successful save.

Enkindle

Aerial Blast. Garuda-Egi unleashes a thunderous burst of energy in a 20ft. circle within 30ft. of Garuda-Egi. This massive tornado persists for a moment, dealing 6d12 thunder damage. All creatures within range must make a strength save. On a failed save all creatures are knocked back 20ft. from the point of origin.

Appendix C: Nymian Fey


Eos

Small Fey, unalligned


  • Armor Class 12
  • Hit Points 10(1d6 + 6)
  • Speed Fly 30ft.

STR DEX CON INT WIS CHA
10 (+0) 13 (+2) 8 (-1) 12 (+1) 13 (+1) 10 (0)

  • Senses passive Perception 16
  • Languages understands the languages of its summoner but cannot speak.
  • Challenge 1/4 (400 XP)

Innate Spellcasting. Eos's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately ast the following spells, requiring no material components:

At Will: light

2/day each: cure wounds, healing word

1/day: aid


Actions

Unarmed. Melee Attack: +4 to hit, reach 5ft., one target. Hit 1 bludgeoning damage.



Selene

Small Fey, unalligned


  • Armor Class 12
  • Hit Points 10(1d6 + 6)
  • Speed Fly 30ft.

STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 8 (-1) 12 (+1) 13 (+1) 10 (0)

  • Senses passive Perception 15
  • Languages understands the languages of its summoner but cannot speak.
  • Challenge 1/4 (400 XP)

Innate Spellcasting. Eos's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately ast the following spells, requiring no material components:

At Will: dancing lights

2/day: healing word

1/day: magic missile


Actions

Unarmed. Melee Attack: +4 to hit, reach 5ft., one target. Hit 1 bludgeoning damage.

Fey Lance. Ranged Magical Attack: +4 to hit, range 30ft., one target. Hit 5 (1d6+1) radiant damage.

Appendix D: Turrets and Machinist Arms


Rook Autoturret

Small construct, unalligned


  • Armor Class 14 (natural armor)
  • Hit Points 15(1d8)
  • Speed fly 50 ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 (0) 1 (-5) 3 (-4) 1 (-5)

  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned
  • Senses passive Perception 16
  • Languages ---
  • Challenge 1/4 (50 XP)

Actions

Auto-fire. Ranged attack: +3 to hit, range 60ft., one target. Hit 4 (1d6) piercing damage.

Stance

Root Stance. As an action the Rook Autoturret releases tripod legs into the ground rooting it in place. The turret now automatically fails all Dexterity saves and it's speed becomes 0 ft. The turret must use an action to retract its tripod legs and leave its stance. The Rook Autoturret doubles the proficiency bonus it receives from Companion Bond on its attack and damage rolls.

Promotion

Muscle Stimulator. Rook Autoturret releases a field of stimulating energy around itself. Allied creatures within 20ft. of Rook Autoturret deal 2d6 bonus damage when they make a melee or ranged weapon attack.


Bishop Autoturret

Small construct, unalligned


  • Armor Class 14 (natural armor)
  • Hit Points 15(1d8)
  • Speed fly 50 ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 (0) 1 (-5) 3 (-4) 1 (-5)

  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned
  • Senses passive Perception 16
  • Languages ---
  • Challenge 1/4 (50 XP)

Actions

Area Shock. All creatures within 5ft. of the Bishop Autoturret must make a Dexterity saving throw (DC = 8 + your proficiency bonus), taking 1d6 lightning damage on a failed saved, and half as much on a successful save.

Single Shock. Magical Ranged Attack: +3 to hit, range 20ft., one target. Hit 4 (1d6) lightning damage.

Stance

Barrier Stance. As an action the Bishop Autoturret releases tripod legs into the ground rooting it in place. The turret now automatically fails all Dexterity saves and it's speed becomes 0 ft. The turret must use an action to retract its tripod legs and leave its stance. The Bishop Autoturret creates a circular barrier of lightning energy, 10ft. in radius centered on itself. Any creature that attempts to pass through the barrier must make a DC 14 Constitution check. On a failed check, the creature takes 2d6 lightning damage and is paralyzed for one round. On a successful save, half damage is taken and the creature is not paralyzed.

Promotion

Mana Capacitor. Bishop Autoturret releases a field of aether amplifying energy around itself. Allied creatures within 20ft. of Bishop Autoturrent gain +3 to their spell save DC and ranged spell attack bonus.



Mammet Companion

Small construct, unalligned


  • Armor Class 11 (natural armor)
  • Hit Points 10 (1d10)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 10 (0) 9 (-1) 10 (0) 9 (-1)

  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned
  • Senses passive Perception 16
  • Languages Same languages as its creator.
  • Challenge 1/4 (50 XP)

Actions

Mammet Blade. Melee attack: +3 to hit, range 5ft., one target. Hit 5 (1d6+1) slashing damage.


Firearms
Item Cost Damage Weight Properties
Martial Ranged Weapon
Pistol 250gp 1d10 piercing 3lb. Ammunition (range 30ft./90ft.), loading
Revolver - 2d8 piercing 3lb. Ammunition (range 40ft./120ft.), reload (6 shots)
Musket 500gp 1d12 piercing 10lb. Ammunition (range 40ft./120ft.), loading, two-handed
Rifle, hunting - 2d10 piercing 8lb. Ammunition (range 80ft./240ft.), reload (5 shots), two-handed
Bullets (10) 3gp 2lb.
Wildfire Bomb 50gp 5d6 fire 1lb. Thrown (range 30ft./60ft.), 20ft. radius, Dex DC 15.

The Machinist doesn't have access to weapons with the reload properties due to the relative strength of them as a weapon. Ask your DM about making use of these weapons in your campaign. I suggest avoiding them.

From here on is a collection of example monster links. The guidelines I intended for monster links are as follows:

  • Common and Uncommon monsters and beasts in your world are associated with spells leveled 1 through 5.
  • Rare and Legendary creatures, along with generally just powerful beasts would be associated with spells leveled 6 through 9.
  • Links for Common and Uncommon monsters have two spells from their range associated with them while links for rare, legendary and powerful creatures have one spell from their suggested spell level range attached to them, and to the DM's discretion a second spell from the lower tier.
  • Following these guidelines, the Blue Mage will know approximately 18 spells when they have all 10 monster links equipped.

I have provided a mix of monster links that are intended for use for the earlier levels of play, covering a few monster options for spell levels 1 through 5.

Auroch

Spells learned: Earth Tremor and Heroism

Aurochs could be substituted for any large sized, cloven hooved beasts that the party encounters.

Sheep

Spells learned: Sleep, Speak with Animals

Sheep can be subsituted for any midsized, peaceful beast the party encounters. Something along the lines of farm animals and such.

Will-O-Wisp

Spells learned: Absorb Elements, Chromatic Orb

Drake

Spells learned: Burning Hands, Longstrider

Drakes could be subbed out for any kind of fire based lizard/creature which moves fairly quick.

Frogs

Spells learned: Jump, Ensnaring Strike


Anala

Spells learned: Flame Blade, Scorching Ray

An Azer in the Dungeons and Dragons universe could be a good substitute for this one.

Giant Eagle

Spells learned: Dust Devil, Gust of Wind

Bats

Spells learned: Darkness, Darkvision

Other noctournal creatures could also fill this role. Use your discretion.

Coblyn

Spells learned: Shatter, Thunderwave

Spider

Spells learned: Spider Climb, Web

Ettercaps and other spiderlike humanoids could work well in creating this monster link as well!

Poisonous Snakes

Spells Learned: Protection from Poison, Melf's Acid Arrow

Any kind of poisonous monster could fill this roll and award the Blue Mage these spells. From CR 2 Gelatinous Cubes, Poisonous Snakes and Ochre Jelly all come to mind.

Winter Wolf

Spells learned: Silence, Snilloc's Snowball Swarm

Mastiff

Spells learned: Locate Object, Find Traps

Coeurl

Spells learned: Lightning Bolt, Haste

Coeurls could be swapped out with any kind of quick moving, lightning based monster.

Earth Elemental

Spells learned: Melf's Minute Meteors, Wall of Sand

Morbol

Spells learned: Stinking Cloud, Ray of Sickness

In the Dungeons and Dragons universe, a Dretch could be a good option for this monster link.

Sea Serpent

Spells learned: Wall of Water, Tidal Wave

Hell Hound

Spells learned: Fireball, Fear

Bird of Paradise

Spells learned: Fly, Hypnotic Pattern

Treant

Spells learned: Barkskin, Plant Growth

Turtle

Spells learned: Otiluke's Resilient Sphere, Hellish Rebuke

Water Elemental

Spells learned: Control Water, Water Walk

Air Elemental

Spells learned: Storm Spehere, Fog Cloud

Chasme

Spells learned: Blight, Crown of Madness

Golem

Spells learned: Stoneskin, Maximillian's Earthen Grasp

Mimic

Spells learned: Polymorph, Rope Trick

Puddings and Oozes

Vitriolic Sphere + Ray of Enfeeblement

Worms

Spell learned: Wall of Stone

Behemoth

Spell learned: Destructive Wave

Salamander

Spell learned: Immolation, Heat Metal

Roc

Spell learned: Control Winds, Fly

Young Ice Dragon

Spell learned: Cone of Cold

Banshee

Spell learned: Contagion

Apendix F: Naming Info

Miqo'te Tribes

There are 26 tribes within the Seeker's of the Sun, here is a list to help you decide what tribe your Miqo'te came from.

Seekers of the Sun Tribes
Tribe Letter Associated Creature
A' Antelope
B' Boar
C' Coeurl
D' Dodo
E' Eft
F' Bear
G' Gryphon
H' Gigantoad
I' Buffalo
J' Jackal
K' Hipparion
L' Viper
M' Marmot
N' Aldgoat
O' Mole
P' Basilisk
Q' Puk
R' Raptor
S' Zu
T' Condor
U' Drake
V' Vulture
W' Wolf
X' Lynx
Y' Jaguar
Z' Ziz

Roegadyn Words

The Roegadyn name themselves by pairing up two words from their language, usually a descriptor and then a noun. A noun is turned into a descriptive word by adding a I to the end of the noun. Here is a list of known Roegadyn Words to help you select a name. This is an incomplete list.

Roegadyn Translations
Roegadyn Common
Abar Lone/Alone
Abyl Rage
Aent Duck
Aerg Ambitious
Aerm Poor
Roegadyn Translations
Roegadyn Common
Aerst First
Agat Amber
Agynn Beginning
Ahct River
Ahl Eel
Ahld Old
Ahr Eagle
Ahrm Arm
Aht Eight
Ahtyn Judge
Ahtza Eighty
Ais Ice
Alyr Alder
Anka Anchor
Ansa Scythe
Aren Harvest
Ask Ash
Awyr Absent
Baen Bone
Bara Bare/Naked
Benn Leg
Bera Berry
Berk Mountain
Bhald Bold/Brave
Bhaln Plague
Bhar Bear
Bhir Ale
Bhrat Meat
Blaet Blood
Blan Darkness/Dark
Blau Lead
Blei Pale
Bloe Blue
Bluom Flower
Blyn Blind
Blyss Blossom
Borg Castle
Born Boar
Braen Break
Brem Bramble
Broda Brother
Broen Brown
Broes Chest
Brot Bread
Roegadyn Translations
Roegadyn Common
Bryda Bride
Bryn Spring
Brytt Bridle
Byld Make
Bylda Maker
Byrg (Byrgin) Protect
Bylg Fertile
Byrm Tree
Byrt Axe
Caepf Slate
Caer (Careig) Sad
Ceig Sail
Ceil Rope
Cwaen Pine
Cwin Wine
Daeg Soldier
Dani Narrow
Denkyr Thinking
Denn Thin
Dhem Dusk
Doen Thunder
Doer Dry
Does Two
Dornn Thorn
Dorpf Village
Draeg Carry
Draga Carrier
Drys Three
Dyn People
Dyrf Farm
Dyrst Thirsty/Thirst
Eidin Oath
Eifa Bitter
Elak Elk
Elil Exiled/Foreign
Ent End
Erna Earnest
Ewan Even
Eyha Oak
Eyhil Acorn
Eyn One
Eynli Eleven
Eyri Wandering
Edz Eat
Roegadyn Translations
Roegadyn Common
Faeld Field
Faez Fat
Falk Falcon
Farr Bull
Fatyr Father
Fedar Feather
Fhet Fight
Fhil Yellow
Fhis (Fhisk) Fish
Fhruh Early
Fian Enemy
Firk Explore
Flaz Flat
Flekk Spotted
Floeg Fly
Floer Lead
Floh Flea
Foer Four
Foet Foot
Fohc Fox
Folg Bird
Frae Free
Froe(a) Lady
Frusk Frog
Frut Fruit
Fryd Peace/ful
Fryn Friend
Fyr Fire
Fyril Lost
Fyst Fist
Gaez Goat
Ganz Perfect
Gara Skin
Garr Choir
Geim Jewel
Geiss (Geyss) Ghost
Germa Conjurer
Gheb Give
Ghim Modest
Glac Bell
Glaz Glass
Goht God
Gohta Goddess
Graeb Grave
Roegadyn Translations
Roegadyn Common
Greh Calm
Grein Bronze
Grina Howl
Grym Cruel
Gryne Green
Guht Good
Guld Gold
Guol Glorious
Gybal Skull
Gybet Prayer
Gyft Sell
Hael Healthy
Haemr Hammer
Haer Grand
Haerz Heart
Hald Kind
Halp Side
Hana Hemp/Hempen
Hanth Hand
Harr Hair
Hart Hard
Hast (Hastal) Hazel
Helb Half
Herl Elder
Hezz Hot
Himal Sky
Hint Behind
Hirsk Agile
Holas Bald
Holl Hollow
Holsk Fast
Horsk (Horsam) Obedient
Hort Treasure
Hund (Hundr) Dog
Hwab Hawk
Hwyz Know
Hyll Hell
Hylt Forest
Hym Heaven
Hyr Army
Hyrt Autumn
Ingil (Inghil) Angel
Isil Island
Itar Knight
Roegadyn Translations
Roegadyn Common
Iyrn Iron
Jaeg Hunt
Jarr Year
Jho And
Jungh Young
Keim Violet/Purple
Kelt Cold
Kest Chestnut
Keten Chain(ed)
Khan Laugh
Khezl Kettle
Khra Crane
Khus Chaste
Kilb Calf
Kirz Candle
Klet Burdock
Klin (Klind) Child
Klyn Small
Klyng Brook
Kneh Near
Knod Knot/Knotty
Koel Coeurl
Koen King
Koena (Koenyb) Queen
Krepf Claw
Kroem Bent
Kryd Chalk
Kryst Crystal
Kupf Copper
Kympf Champion
Kynd Virgin
Kyrss Cherry
Laent Land
Lago Lament
Lahz Salmon
Lamm Lame/Injured
Leita Bringer
Liht Light
Lleid Pain
Loef Leaf
Loet Loud
Loetr Pure
Loez Short
Loh Cloth/Clothes
Roegadyn Translations
Roegadyn Common
Lon(a) Gatherer
Lora Laurel
Lorh Rabbit
Loug Leech
Lubb (Lubd) Poison
Lydir Leather
Lyna Linen
Lyng Long
Maeti Mighty
Maga Stomach
Mann Man
Marm Marble
Merl Sea
Mhar Horse
Mhas Scar
Mhol Salamander/Eft
Mhus Mouse
Moeg Able
Moen Moon
Moer Kill
Moht Mind
Murl Wall
Myna Love
Mynd Mouth
Myrgan Morning
Myst Mistletoe
Myte Middle
Nagl Nail
Nahct Night
Nazz Damp/Wet
Nebb Fog
Nedyr Low
Niu New
Noez Walnut
Nort North
Nortyr Northern
Nyst Nest
Nyun Nine
Oebb Above
Oefyr Sacrifice
Oeya Eye
Ofan Clear
Opyl Apple
Orn Maple
Roegadyn Translations
Roegadyn Common
Ost East
Ostyr Eastern
Oura Ear
Pfar Walking
Pfef Pepper
Pfrew Joy
Pfrym Plum
Pfym Five
Pfyn Finger
Phati Late
Rael Doe
Raen (Raeng) Circle
Raet Chariot
Ramm Ram
Rhen Clean
Rhet Law
Rheti Straight/Lawful
Rhit Right
Rhot Red
Rhyl Plentiful
Roegan (Roega) Rain
Roeh Rough
Ronth Run
Ronn Current
Rostn Rusty
Ruht Smoke
Ryhhe Empire
Rymm Frost
Ryss Giant
Saelb (Sylbei) Sage
Saelz Salt
Saem Seed
Saes Six
Sald Luck
Sath Knife
Satz Dance
Seik Lake
Sfeik Lake
Skaen Beautiful
Skaet Shadow
Skal Servant
Skapf Sheep
Skarn Horrible
Skoef Poetry(Poet)
Roegadyn Translations
Roegadyn Common
Skoen Shining
Skrat Goblin
Skrib Write
Skyf Ship
Skylt Shield
Slae Dull
Slaf Sleeping
Slett Plain
Smyd Smith
Snoe Snow
Some (Soemr) Summer
Solk Blessed
Spaer Sparrow
Spyr Spear
Stael Still
Sterr Strong
Sthal Steel
Sthan Stand
Stral Arrow
Stymm Voice
Styr (Styrn) Star
Styrm Storm
Sund South
Sundyr Southern
Sunn Sun
Swaen Mushroom
Swar Black
Sweig Herd
Swerd Sword
Swoz Sweet
Swyg Silent
Swyn Round
Swyr Big
Swys (Swysta) Sister
Sygg Victory
Syhr Fearless
Syk Sick
Sylb Silver
Syn Son
Syng Song
Syngi Singing
Synt Sand
Syvin Seven
Syz Sit
Roegadyn Translations
Roegadyn Common
Syzn Sitting
Thor Torn
Thosin Grey
Thota Daughter
Thuba Mage
Thubyr Magic
Thuv Dove
Toeg Secret
Toff Deep
Toum Dream
Trach Dragon
Trachyn Dragon
Tragg Slow
Trahg Lazy
Troe (Troeb) Confused
Troeg Monster
Tu Dew
Twyr Dwarf
Tyl Valley
Tymb Dumb
Tyrb (Terbin) Cyclone
Tyrn Tower
Ubyl Evil
Ulm Elm
Und Wave
Unsyn Innocent
Unta Other
Urs Auroch
Usyn Ashen
Uwil Owl
Waeb Weave
Waek Battle
Waem Warm
Waen (Waent) Wind
Waht Guard
Wakk Awake/Woken
Wall Boil
Wann Empty
Ward Watch
Warg Truth
Wast Sharp
Webb Silk
Wegg Provoke
Wein Woad
Roegadyn Translations
Roegadyn Common
Weitz Wheat
Wezzn Punishment
Whas Wax
Whei Soft
Wilf Wolf
Wilt Wild
Winst Left
Wint Winter
Wist West
Wistyr Western
Woerd Word
Wolk Cloud
Woll Wool
Wunt Under
Wuot Berserk
Wurt (Wurth) Herb
Wyb Woman
Wyda Willow
Wyn Daughter (used in last name only)
Wyrk Work
Wyrka Worker
Wyrn Snake
Wyrst Sausage
Wyss Wise
Wyta Water
Wyzn White
Ybolg Enraged
Zaen Ten
Zaes Right
Zagyl Tail
Zahr Tear
Zant Tooth
Zedyr Cedar
Zeh Toe
Zent Send
Zirn Fury/Furious
Zoeng Tongue
Zoer Sour
Zwelf Twelve
Zwyn Twin

Xaela Tribes of the Azim Steppe

A Xaela's last name is the name of their tribe, rather than having a formal family name. They wear this name as a badge of honour and fight to protect their families. Each tribe has its own cultural ideas.

The Azim Steppe is an amazing large region of land where 51 known tribes are said to wander. It is not impossible for new tribes to form or disappear as people leave tribes to form their own or are assimilated into other groups.

Xaela Tribes
Tribe Distinguishing Information
Adarkim The largest of the Xaela tribes. While not the most skilled at battle, they overwhelm with numbers, taking losses in stride, knowing that a future victory over a weaker tribe will replenish their ranks.
Angura A small tribe which keeps mainly to the mountainous region of northeastern Othard. The glare reflected by the everlasting glaciers upon which they travel has rendered this tribe's skin color a deep rusty tone.
Arulaq A tribe thought lost 200 years ago, only recently discovered once again living in a secluded valley in the mountainous north.
Avagnar Though defeated and absorbed by the Adarkim, several of the proud tribe's members still secretly use its ancestral name, knowing that it could mean death if they are discovered.
Bairon A middle-sized tribe of the southern deserts and masters of survival in the driest of climes, the Bairon are all trained from a very young age to collect and drink their own bodily fluids, allowing them the ability to venture deep into places no other tribe will.
Bayaqud A tribe of the steppe’s western edges. Women from the Bayaqud tribe will traditionally take several husbands, as did the tribe's founding matron 2000 years ago.
Bolir A small tribe that earns its living by collecting the dung of the beastkin herds which roam the steppes. The dung is dried, turned into charcoal in temporary kilns, and sold to other tribes.
Borlaaq A tribe of all women. While breeding with men from other tribes is allowed, if a male is born into the tribe, he is given up within a year of birth.
Buduga An all-male tribe which only increases its ranks through battle and kidnapping.
Dalamiq One of only a few Xaela tribes which has abandoned the nomadic lifestyle and built a small village on an islet in the middle of a two-malm-wide span of the great inner river. It is said they once worshipped the now-fallen lesser moon.
Iriq A tribe that follows the Borlaaq, taking on any male children given up by the female warriors and raising them as their own.
Jhungid The second largest Xaela tribe. Mortal enemies with the Kharlu, the Jungid will spend the greater part of the year subjugating smaller tribes to swell their own ranks in preparation for an annual battle with the Kharlu--the winner gaining control over a large part of the eastern coastlands.
Xaela Tribes
Tribe Distinguishing Information
Kharlu The third largest Xaela tribe. Mortal enemies with the Jungid, the Kharlu will spend the greater part of the year subjugating smaller tribes to swell their own ranks in preparation for an annual battle with the Jungid--the winner gaining control over a large part of the eastern coastlands.
Khatayin A tribe which largely remains unseen, hunting goats in the mountains for nine moons of the year. The remaining three are spent at the foot of the great north range, where they survive off the dried meat they stocked.
Malqir A western steppe tribe characterized by its unique leader-choosing ritual which, instead of the usual test of brawn, is a game of Kharaqiq--a chess-like game played on a circular board divided into three rings.
Mankhad A costal tribe which fights with blow-darts made from bones dipped in the poison of the pufferfish. So practiced with the pipes are the tribe, that they can disable a target from 200 paces.
Mierqid A desert tribe which, over the course of a year, travels between over a hundred secret buried caches of supplies restocked with each annual visit.
Noykin Master trainers of the wild horses which populate the majority of steppe. It is said that the horsewives of the Noykin can break any beast if given but a week.
Olkund Selective breeding has seen the average height of the central steppe-dwelling Olkund tribe males reach over two and a half yalms. The females, for whatever reason, remain of an average height.
Dazkar Household duties such as cooking, cleaning, and childrearing are handled by the males of the Dazkar who, other than when on the move, rarely ever leave their family's yurts. Female Dazkar are tasked with hunting, and are known across the steppe as being some of the most accurate archers in the realm.
Oronir All members of the Oronir tribe believe themselves to be direct descendants of Azim, the tribe's god of the sun.
Oroq The Oroq create sleds made of reeds dipped in horse fat to help move their possessions and young children about the inner grasslands.
Qerel The warriors of this tribe all wear complete suits of armor crafted from the bones of steppe tigers which they kill with their own hands upon their coming of age.
Torgud This desert tribe does not wear any clothes, choosing instead to cover their bodies almost entirely in a white paint created from mud, lime, and bone meal. The paint helps to reflect the relentless desert sun.

Xaela Tribes
Tribe Distinguishing Information
Tumet The children of the Tumet, upon seeing their tenth summer, are tied to a sacred tree while the remainder of the tribe packs up and moves to their next location. Those children who manage to break free from their bonds and catch up with the tribe at that next location, are given a name and allowed into the tribe.
Ugund When members of this tribe die, their heads are removed from their bodies and placed in a jar of fermented goat milk. Once the liquid has been drunk by the head (in other words, evaporated), the head is then buried under an anthill so that the tiny workers can carry the spirit to the afterlife. The journey is thought to be a terrible one, the road filled with ghosts of the damned, so ensuring the spirit is drunk helps ease the journey.
Uyagir One of a handful of Xaela tribes which have given up the nomadic lifestyle. The Uyagir reside in a system of limestone caves on the northern edge of the southern deserts which are believed to have been dug by a race of giant oliphant-like beetles which were placed on the land by the gods to punish the elder tribes that had grown too greedy.
Dhoro An elusive tribe that avoids contact with most other tribes. Lookouts are posted all about their camps with orders to flee given the moment an outsider is spotted.
Orben A tribe that rides up and down the great inner river on boats woven from reeds and reinforced with scales from their own skin.
Ejinn A river tribe that chooses to swim from place to place rather than walk or take boats. It is said that members of the Ejinn can hold their breaths for up to a quarter bell, and will often migrate while almost completely submerged in order to avoid contact with hostile tribes.
Dotharl An extremely violent tribe with members who revel in massacre and are taught from a young age not to fear death. While they are quick to attack other tribes, mortality rates are high, ensuring that their numbers never grow too high.
Hotgo A tribe recently massacred by the Dotharl. The only members surviving are those who left the tribe to travel on their own and were not present during the killing. The Hotgo were known for their vibrant face paints which members would constantly change depending on their current mood.
Sagahl A tribe which sees all beastkin as equals with man, therefore refuses to eat or use them as beasts of burden. As a result, the diet of the Sagahl mainly consists of steppe shrubs and vilekin.
Kahkol A tribe made up of orphans and refugees from tribes defeated or destroyed. Many choose to combine the name of their old tribe with Kahkol.
Kha Unlike most of the Xaela, the Kha live on the fringes of the Xaela lands, actively seeking contact with non Auri peoples, introducing many aspects of those cultures into their own.

Xaela Tribes
Tribe Distinguishing Information
Mol A small tribe of devout worshippers of the elder gods, the Mol will consult with their deities (via a shaman conduit) before making any tribe-related decisions, from the direction of their next migration, to the beasts they will hunt each day for food.
Gesi The Gesi are masters of the slingspear, a mid-sized javelin carved from mammoth bone which, instead of being thrown by hand, is flung with a leather sling to improve range, speed, and killing power.
Kagon The Kagon are a nocturnal desert tribe who worship Nhaama, goddess of the moon and mortal enemy of Azim, god of the sun. Instructed by their goddess that to step into the sun is to succumb to the evil of Azim, they spend the daylight hours in their tents, only emerging to hunt and migrate at night. The result is an uncharacteristically pale skin for a group of people living in an almost eternally fair-weather locale.
Goro The Goro believe horses to be perfect beings, and each male and female, upon their coming of age, is married to a horse of the opposite sex. Reproductive mates are chosen by lots.
Gharl Before each migration, the Gharl will fill a sacred urn with the soil of the place they just camped. This soil is then dumped upon arriving at the next location. This tradition has been carried out for thousands of years, leading people to believe that most the steppe is now all of one soil.
Dataq The Dataq cover quite possibly the most area in their migrations, for they rarely stop in one area for longer than a few bells. Sleeping is all done in the saddle, and tents are only used when the rains are heavy and unbearable.
Haragin The legends of this coastal tribe tell of a group of their ancestors who crafted a giant ship and sailed out across the endless eastern ocean. The explorers are said to have returned with tales of a terrible island covered in massive grey monoliths and inhabited by fire-breathing steel demons.
Ura This mountain-dwelling tribe is one of the few which instead of hunting, mine the precious ores of the peaks and trade them with the steppe tribes for food.
Moks A tribe invisible for the fact that its members are spread out across many different tribes (unbeknownst to those tribes). Communication between its members is done on the rare occasion when two tribes meet, through an ancient set of hand signals only recognizable by those who know what they are looking for.
Geneq In addition to the standard language used by most of the Xaela in cross-tribe communication, the Geneq employ a complex system of whistles and clicks which resemble the cloud- and wavekin of the steppe.
Horo To those who live the meager lifestyles of the steppedwellers, being overweight is a symbol of affluence and power. To appear heavier than one in their station, the members of Horo will drink copious amounts of water to bloat their bellies.

Xaela Tribes
Tribe Distinguishing Information
Himaa For reasons unknown, one out of every three pregnancies amongst the Himaa result in twins. As a result, over half the tribe's members have a doppelganger. This can prove an advantage during attacks, as it confuses the enemy into believing the dead have risen.
Malaguld One of the only tribes that accepts people of the Raen--those that have been exiled, or those who have fled persecution--into their circle.
Urumet This desert tribe has the queer custom of travelling with their elders carried upon their shoulders. It is believed that in the flat desert, this gives the tribe the advantage of being able to see farther.
Qalli Also known as the songbirds of the steppe, the Qalli communicate through song, attaching a melody to their words to further add emotion to the meaning.
Qestir This tribe refuses to speak, believing that all words are lies, and that a man's actions are the purest form of communication.