The Fancyman
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Immunological Incantations 3 1 2
2nd +2 Demonic Anthropology 3 1 2
3rd +2 Pharmaceutical Gunslinger 4 1 2
4th +2 Ability Score Improvement 5 2 4
5th +3 Nuclear Illusionism 6 3 4
6th +3 Ability Score Improvement 7 3 4 2
7th +3 Spiritual Biochemistry 8 3 4 3 1
8th +3 Ability Score Improvement, Torque Interfacer 8 4 4 3 1
9th +4 Phased Linguist 8 4 4 3 3
10th +4 8 5 4 3 3 2
11th +4 Spell Analyst 9 5 4 3 3 3
12th +4 Ability Score Improvement, Civil Alchemy 10 6 4 3 3 3 2
13th +5 Astrological Botany 10 6 4 3 3 3 2
14th +5 Ability Score Improvement, Pharmaceutical Gunslinger 11 6 4 3 3 3 3
15th +5 Mathematical Pharmacist 11 6 4 3 3 3 3 1
16th +5 Ability Score Improvement, Plasma Outlaw 12 6 4 3 3 3 3 1
17th +6 Spiritual Biochemistry 13 7 4 3 3 3 3 1
18th +6 Infernal Banker 13 8 4 3 3 3 3 2
19th +6 Ability Score Improvement, Civil Alchemy 14 8 4 3 3 3 3 2 1
20th +6 Torque Interfacer 14 8 4 3 3 3 3 2 2

The Haberdasher
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spell Analyst 3 1 2
2nd +2 Mathematical Pharmacist 4 1 4
3rd +2 Statistical Occultism 5 1 4
4th +2 Ability Score Improvement, Gunslinger Corruptor 6 2 4
5th +3 Torque Interfacer 6 2 4 1
6th +3 Ability Score Improvement 7 3 4 3
7th +3 Consecrated Biochemistry 8 4 4 3 1
8th +3 Ability Score Improvement, Nuclear Illusionism 9 4 4 3 1
9th +4 Astrological Botany 10 5 4 3 2
10th +4 Sixgun Poisoner 10 6 4 3 2
11th +4 10 6 4 3 3
12th +4 Ability Score Improvement, Exo Interfacer 11 7 4 3 3 2
13th +5 Sixgun Poisoner 12 7 4 3 3 3 1
14th +5 Ability Score Improvement 13 8 4 3 3 3 3
15th +5 Infernal Banker 14 9 4 3 3 3 3 2
16th +5 Ability Score Improvement 15 10 4 3 3 3 3 2
17th +6 Civil Alchemy 15 10 4 3 3 3 3 2 2
18th +6 Immunological Incantations 16 11 4 3 3 3 3 2 2 1 1
19th +6 Ability Score Improvement, Infernal Banker 16 11 4 3 3 3 3 2 2 1 1
20th +6 Divinatory Mineralogy 16 11 4 3 3 3 3 2 2 1 1

Legends of Cranas

Legends of Cranas

Cranas. A land of wonders. A land of devils, demons, and unspeakable things. And a land of heroes. This is Cranas, an open world for D&D adventures worthy of legend and heroes of great power, and villains of unspeakable evil.

The World of Cranas

Cranas is split into 4 main continents - Dierruc, Sholtad, Kaliver and Trakas. Dierruc is where almost everything takes place. It is an ancient continent with a shadow of the atrocities committed by the primordials hanging over it. Sholtad is a wild, untamed and rugged land far north of Dierruc and is home to the Northeners, or the Nords. As of Kaliver, it is the site of many ancient giant wonders and is mainly uncharted and unknown. Few humanoids reside there, with the exception of the relatively new port-city of Ashun. Trakas is a beacon of civilization in the east and is absolutely swarming with people.

The People of Cranas

Cranas is a world where most "monsters" are rare, and humanoids rule over the known world. However, this does not guarantee safety, as many humans and elves are truly monsters, worse than any kobold or umber hulk warrior could ever be. The main races of Dierruc are the humans, the halflings, and the elves. Dwarves are a myth lost to legend, and only a few exist in the known world, but those which do appear in civilization are either heroes of true power or villains of wretched motives. The Nords of Sholtad are a cluster of galatean and human tribes. As for Kaliver, the only indigenous race are the drow, who had long been enslaved and fighting against the giants, and of course, the giants. Recently, due to the popularity of exploration and the prospects of finding the treasures of the giants, many humans and other races have flocked to Kaliver.

The Gods of Cranas

Gods are prevalent in Cranas, as is evident from the innumerable cults and religions swarming the streets. This could not be more wrong. Many of these gods are false, mere idols worshiped by man. True gods are few, and while they control the laws of the universe, they change it infinitesimally. The gods can be killed, and can be born, but this is rare. Most gods do not bother to interfere in the meddlings of mortals, but a rare few manipulate their already-existing religions and cults to establish their name on Cranas or carry out the divine law/mandate of the gods.

Pantheon God Alignment Domain
Mirician Ordo (Order) Lawful
Mirician Khaos (Chaos) Chaotic
Mirician Duress (Pain) Chaotic Evil
Phanteon Phastos Neutral Good
Goldhurst Galan Chaotic Neutral
Goldhurst Therian Good
Goldhurst Tolhash Evil
Goldhurst Meinate Neutral
Goldhurst Airkel (Life) Chaotic Neutral
Goldhurst Naztet (Death) Lawful Neutral
Crimean Niemal Lawful Evil
Crimean Ychatat Neutral Good
Crimean Leilon True Neutral
Nord Elecranos Neutral Good
Nord Stenacrert Chaotic Neutral
Nord Zepcaliram True Neutral
Nord Daeronryuujin Chaotic Evil
Demigods

Demigods are not the offspring of gods, as it is traditionally, but powerful entities created by gods containing a shard of that certain god's power in them. Asmodeus, Lolth, Tiamat, Ogremoch, Ollhydra, Imix, and Yan-C-Bin are good examples of demigods.

The Ages of Cranas

In Cranas, time is split into ages, then into years, and then into months and weeks and days.

Before the First Age

Before the first age, there was no given measurement of time. When the humans came, they made up the idea of years (season cycles) and ages. The most significant event before the First Age was most likely the coming of the Herald about 800 years before YR 1 1A.

The First Age started with the pilgrimage of the humans, who had fled their tiefling brethren due to persecution. They eventually settled in Dierruc.

As the years passed, things changed, and on YR 2670 1A, the Twilight of the Mortal arrived, when Death and the other gods drew towards Cranas. The skies would turn black and magic died. Only with the help of the now-extinct race of the reptilian Saurians could the people of Cranas drive away the gods. When they finally departed, the sky, for once, became blue again. That was the end of the First Age.

The Second Age started with the coming of the devils, as they launched their first invasion. Unfortunately for them, they attacked Gianthold and were promptly disintegrated by the Giant and Dragon forces. The devils would ocassionally launch other attacks throughout the age into Dierruc, but by some miracle, the humans managed to fight them off.

By YR 2019 2A, magic was revived. All over Cranas, wonders happened as magic was reborn after the devastating Twilight of the Mortal. People rejoiced and the world became one of beauty and wonder. The Second Age ended peacefully. The races were still in peace.

The Third Age began similarly. There was no war, only minor quarrels. But by YR 327 3A, tensions were high and the largest war until the 5th age began - the Bloody Sabbath.

The Bloody Sabbath was well, bloody. Dierruc was stained with the blood of heroes, evildoers, elders, children, men, women, and about everyone else. The hobgoblins and other goblinoids of Xerxes (back then it was just a loose congregation of tribes) eagerly joined the war as well. 50 long years later, a peace was finally achieved. This would be the start of the many wars which would soon divide Cranas.

The Continent of Dierruc

Dierruc is a continent of wonder, greed, and martial power. Dierruc is mainly a kingdom under the Tarafas

Tarafas

The kingdom of Tarafas, named after their first king Tarafas the First, is a large kingdom spanning most of Dierruc. They possess the largest military in all of Cranas and the largest kingdom. The kingdom is unique in the sense that the king does not directly rule - most cities are self-governed with little intervention from the royals.

The Capital City of Tarafas is the walled city of Tlakad, which rests in the heart of the kingdom and Dierruc in general.

Major Cities of Tarafas
Name Size Majority Economy Rule
Caraduhn Large Human Trading Council
Eahad Large Human Mining Council
Tlakad Huge Human Various Kingdom
Pollon Moderate Half-Elf Trading Council
Valleyton Large Human Various Kingdom
Ulver Moderate Halfling Farming Council
Townsend Huge Human Trading Kingdom
Undermount Moderate Duergar Various Council
Redfort Moderate Human Military Kingdom
Overmount Large
Churchward Large Aasimar Military Kingdom

Korromar

Korromar is one of the few independent nations in Dierruc, and by far one of the nastiest. Filled with scheming nobles, headhunters, and beggars, it is a metropolis and a mixed bag. Korromar is currently a republic, where the leader, the president, is elected by the people to make decisions on their behalf. The current president of Korromar in YR 781, 6A is Aistrer Bainell, a lightfoot halfling. Korromar is consisted of many city-states, each with their own representative and feeling.

City States of Korromar
Name Size Majority Economy
Ladorwine Large High Elf Trading
Gammickel Moderate Human Fishing
Demaril Huge Human Various
Mearon Small Lightfoot Agriculture
Tumren Moderate Human Manufacturing
Stewold Large Lightfoot Craftsmanship
Trahast Moderate Human Mining
Goldwin Large Human Trading
Dasthar Huge Human Trading
Belonde Small Wood Elf Craftsmanship
Yarwen Moderate Stoutbelt Trading
Vorst Large Half-Elf Various

Military Power

Korromar posseses one of the most elite military forces in Dierruc with their navy and land army. The legendary squadron 5 of the Korromarian military is easily the most dangerous and powerful regiment in the whole continent. Korromar also boasts many successful wars, like the Battle of the Ettinmoors or the War of Fallen Crowns. NOTE: One regiment consists of 10 squadrons of 3 patrols each, with 30 men in a patrol.

Korromarian Military
Military Force Number of troops
Korromarian Navy 30 warships
Korromarian Army 935 regiments
Magi Guild ~900 volunteers
Mercenary's Guild 3000 squadrons
Korromarian Elitists 22 regiments

Korromarian Soldier

Medium Humanoid (Human), lawful neutral


  • Armor Class 18 (chainmail, shield)
  • Hit Points 55 (10d8 + 10)
  • Speed 30ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0)

  • Skills Perception +3, Stealth +2
  • Senses passive Perception 10
  • Languages Common, Halfling
  • Challenge 3 (700 xp)

Actions

Multiattack The soldier makes 2 attacks.

Broadsword. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 6 (1d8 + 2)

Hand Crossbow. Melee Weapon Attack: +4 to hit, range 100/200ft., one target. Hit 5 (1d8 + 1)

-

Halflings in Korromar

Korromar has many halflings in their population, even more than anywhere else. This is probably due to there being no lack of job opportunities for hospitable and friendly folk. Most halflings have called Korromar the "Halfling Horde" for this reason.

Malgevia

Malgevia is one of the few other independent nations not under Tarafas. Malgevia is a tiny country located in the temperate area between the Roggork Hills and the southeastern Korromarian border. It is ruled by the Royal Court of 9, which currently includes high elf Rien Salbort, human Rem Walling, human Bridget Aernal, half-elf Dran Colmean, tiefling Sharn Roller, high elf Loewen Mirial, high elf Ebrialwen Ristrion, the half-elf Dirosaer Haringweil, and their leader, the enigmatic half-elf Drexnan Hi'Riden.

Elven Charm

Malgevia is almost entirely composed of elves, which gives it its charm. Compared to Xerxes or Korromar, Malgevia is a peaceful place and there is little need for war or battle, although Vintner Guards patrol the area and winefields to watch for crooks or bandits.


Vintner Guard

Medium Humanoid (elf), lawful neutral


  • Armor Class 14
  • Hit Points 55(10d8 + 10)
  • Speed 30ft.

STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 12 (+1) 12 (+1) 11 (+0) 16 (+3)

  • Condition Immunities asleep
  • Skills Perception +4, Brewing +3
  • Senses darkvison 60ft, passive Perception 10
  • Languages Common, Elvish
  • Challenge 3 (700 xp)

Fey Ancestry. The elf does not require sleep nor can magic put the elf to sleep. The elf also has advantage on saving throws against being charmed.

Actions

Multiattack The elf makes 3 attacks

Rapier. Melee Weapon Attack +5 to hit, reach 5ft, one target. Hit: 6 (1d8 + 2) piercing damage.

Expert Brewers

The elves and humans of Malgevia are kind, hospitable, and run the economy almost entirely on brewing. The wine of Malgevia is almost unrivaled, and many visitors flock there to enjoy its natural beauty and taste the wine. As a result, tourism has helped power the economy for a long time.

Malgevian Wine


  • Alcoholicity: Moderate
  • Cost: At least 5gp

Malgevian wine is a miracle of nature. Made from the indigenious Malgevian grapes, and aged in caskets for several years, while being processed by expert brewers, Malgevian wine has special healing properties. When consumed, for the next 24 hours, all nonmagical healing received is doubled, poison resistance is gained, and the drinker can make their saves against status effects straight away with advantage. The wine also gladdens the mood when consumed. Magical healing or effects are unaffected.

The Vintner Court

While the Royal Court of 9 run the country, the Vintner Court runs the wine. This court of expert brewers oversee the production of wine and aid it.Every drop of alcohol created by brewers in Malgevia must be examined and tested by the Vintner Court before being commercially available. The Vintner Court also manages brewing and releases annually a rare reserve of wine and promotes a certain brewer.


Vintner Guard Archer

Medium Humanoid (elf), lawful neutral


  • Armor Class 14
  • Hit Points 55(10d8 + 10)
  • Speed 30ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 12 (+1) 11 (+0) 16 (+3)

  • Condition Immunities asleep
  • Skills Perception +4, Brewing +3
  • Senses darkvison 60ft, passive Perception 10
  • Languages Common, Elvish
  • Challenge 3 (700 xp)

Fey Ancestry. The elf does not require sleep nor can magic put the elf to sleep. The elf also has advantage on saving throws against being charmed.

Actions

Multiattack The elf makes 3 attacks

Dagger. Melee Weapon Attack +6 to hit, reach 5ft, one target. Hit: 5 (1d6 + 2) piercing damage.

Shortbow. Ranged Weapon Attack +6 to hit, range 100/200ft, one target. Hit: 6 (1d8 + 2) piercing damage.

Naezil

Naezil is a wild, untamed wilderness inhabited by few. Its main inhabitants are monstrous races like hobgoblins, orcs, and bugbears, although some humans can manage to either fend off the creatures or get an agreement with them. Tarafas has never tried to sieze Naezil despite its bountiful resources as the residents of Naezil are

Sons of Grawmag Karr

Grawmag Karr is a powerful hobgoblin king who ruled Naezil from YR 123 3A to YR 157 3A. His "sons" are favored hobgoblins or orcs who rule over the settlements of Naezil. Rarely, humans and other humanoids can attain this title. The current sons of Grawmag Karr are the hobgoblin Chief Yarkuch, the bugbear Raddag, and the medusa Sneblin.

Chief Yarkuch

Chief Yarkuch is a powerful hobgoblin fighter/barbarian who has long since ruled Naezil with an iron fist. He commands the armies of Naezil and often leads it in battle.

Raddag

Raddag the bugbear is a learned bugbear monk who manages foreign affairs and exercises the long arm of the law, but is relatively mysterious compared to his co-rulers.

Sneblin

Sneblin is an extremely dangerous medusa who has been elevated to the rank of son of Grawmag Karr. He is easily the most dangerous but also the most essential son of Grawmag Karr. While many fear Yarkuch and admire Raddag, they love Sneblin. A smooth talker, Sneblin is a master of the diplomatic approach, and when that does not work - he turns his gaze on them.

Naezil and Korromar

Naezil has had a long history with Korromar, spanning over 3As. This history is one of strife and war, and the 2 nations still continue to fight. As a result, most Korromarians attack and kill any monster races, whether they be from Naezil or not, and the monsters and humans of Naezil often capture innocent Korromarians and burn them alive. As a result, a truce has never been reached. The wars are listed below.

Major Korromar-Naezil Wars
Period War
Y 22 3A The first War
Y 144-157 3A The Ring Wars
Y 199 4A The Siege of Cedon
Y 234 4A The Crimson Campaign
Y 450-622 5A The Blasphemous Crusade
Plot Hooks

Sneblin, the medusa is known for his deception and trickery. He is currently scheming to assassinate the President of Korromar and bring ruin to the nation. The adventurers, depending on who their loyalty is to, can use this for an adventure or a campaign.

Xerxes

Xerxes is a land full of adventure and exploration. It is nestled within the Roggork hills and streches to the Rocklands of the east. While the land of Xerxes technically belongs to Tarafas, each village and city is self-governed. The land of Xerxes is also powered by adventurers who seek exploration and treasure in its lands.

Roggork

Roggork is a small village in the heart of the roggork hills, a ridge streching across the continent of Dierruc. The Roggork hills is a wilderness area suitable for 4 players of level 8-9.

Random Roggork Encounters.
d10 Encounter
1 2 Earth Elementals
2 1d4 Hobgoblins and 2 Hobgoblin Captains
3 Hobgoblin Warlord and a Hobgoblin Devastator
4 1 Clay golem
5 1d8 Runetusk Warriors (Standard Ogres)
6 1 Stone Giant Dreamwalker
7 1d6 Bearded Devils
8 1d10 Algae Gremlins
9 A Runetusk Mage
10 1d4 Air Elementals
The Runetusk Tribe

The Runetusk are a tribe of dangerous ogres who reside in and around the Roggork Hills. They are prone to violence and often attack those who have not yet proven their name to the Runetusk. Their leader, Karan Runetusk, is a powerful ogre mage who does not hesitate to use more force than nessacary.

Roggork Hills Bestiary

Runetusk Mages are powerful onis who advise the Runetusk leaders and who lead on troops on the battlefield.


Runetusk Enchanter

Large giant (oni), lawful evil


  • Armor Class 13
  • Hit Points 255(30d10 + 90)
  • Speed 30ft.

STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 17 (+3) 16 (+3) 13 (+1) 10 (+0)

  • Condition Immunities charmed
  • Skills Arcana +5, athletics +3, Religion +2
  • Senses darkvision 120ft, passive Perception 11
  • Languages Kar-Thul, Giant, Common
  • Challenge 10 (2173 XP)

Innate Spellcasting. The Oni can innately cast these following spells, requiring no material components. The Oni's spellcasting ability is Intelligence (DC 15, +5 to hit).

At-will: mage hand, stoneskin, magic missle, force beam, color spray, charm person, lightning bolt, ball lightning, fear, fireball, slow.

3/day: harm, heal, ennervation, ice storm, flesh-to-stone.

1/day gaseous form, dominate monster, chain lightning.

Actions

Multiattack. The Oni makes 2 attacks.

Greatsword. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 13 (2d6 + 5) slashing damage.

Longbow. Melee Weapon Attack: +6 to hit, range 200/300ft., one target. Hit 11 (2d8 + 3) piercing damage.

Algae Gremlins are mischevious fey which have the ability to haywire magic items.


Algae Gremlin

Tiny fey (gremlin), chaotic neutral


  • Armor Class 12
  • Hit Points 25(20d4)
  • Speed 10ft.

STR DEX CON INT WIS CHA
4 (-3) 18 (+4) 10 (+0) 10 (+0) 14 (+2) 7 (-2)

  • Condition Immunities poisoned
  • Senses passive Perception 12
  • Languages Common
  • Challenge 3 (8730 XP)

Actions

Claw. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 6 (1d4 + 4) piercing damage.

Haywire. The gremlin attempts to disrupt the flow of magic in an item or creature. It makes an Intelligence saving throw equal to the magic item's rarity (10 for uncommon, 14 for rare, 16 for very rare, 20 for legendary). On a success, the item's magic is disrupted and it loses all its abilities for 5 minutes.

Drakstahe

Drakstahe is the ruins of an ancient civilization. Once home to many bountiful gardens and skyward towers, this unnamed city eventually fell into ruin due to the awakening of an ancient evil. Located in Northern Xerxes, this land is shunned by locals and even most adventurers do not dare enter the place. The king of what is now Drakhaste, sold his soul to the empty lord of shadows to preserve his city and spare the millions of children in it. Appeased, the empty lord turned the king into the Augur, but left enough of the city to be considered a ruin, and spared most of the youths but wiped their mind of the horrific incident. Drakstahe used to be a popular spot for tourists but when the Augur returned, it has been sealed off for safety. One says that the howling spirits of the ancient city request for heroes to put their spirits to rest and release their greatest hero - their king from the slavery of the empty lord.

Drakstahe is a wilderness area for players of level 11 or above.

Encounters in Drakstahe
d6 Encounter
1 1d4 Ghost Knights
2 A wandering Bone Swarm
3 A Wraith and 2d6 Specters
4 A Bonepowder Ghoul
5 1d4 Deathwisps
6 A Death Tyrant

Reclaiming the Ancient City (Quest)

A quest for 4 level 12 players. This quest can be acquired from a wraith in Drakstahe once you (the DM) feel the party is suitable. The quest locale is somewhere in Drakstahe, but you can decide where and how the PCs stumble upon it. Once inside, the PCs land in a 30x60x30ft room inhabited by 1d4 spiders. There is a single door to the north which leads to a 10ftx100ftx10ft corridor. There is a Bonepowder Ghoul in here. At the end, there is a locked door (DC to open 15, DC to smash 17, AC 12, fire vulnerability, 20 hp. Behind the door is a large (50x50x20ft) room with a lone altar and 3 doors - one on the north, one west, one east. The place is under a darkness spell which can be dispelled without any fancy checks. Activating the altar summons 1d6 wraiths hungering for blood but requires a DC 12 religion check. The last wraith drops a key which can be used on the eastern door. The northern door is stuck (AC 12, HP 20, or DC 15) and leads to a dungeon (60x60x30ft) with 5x5x5ft cages on the side (40 in total, each containing a skeleton). The doors to the cages are locked, but there is a key on a table to the north which opens them all. Each skeleton has a 5% chance of having a rare magic item in its cage. The western door is ornamental and cannot be opened. The eastern door leads to a 10x50x10ft corridor which makes a sharp turn to the south, goes on for 30ft, then turns to the west for 10ft, before stopping at the northeastern side of a large chamber (40x90x30ft). The ancient king, who is now the Augur, lays on a ruined throne to the south. The Augur uses the stats of a Death Knight. Once the Death Knight is slain, a small obsidian shard will appear on the corpse. The shard is in fact the relic of void, and must be destroyed in order to free the king and his city from an eternal curse. The relic of void has AC 13 and HP 10. Once destroyed, all the creatures plagueing Drakstahe will be appeased and materialize as friendly, lawful neutral/good ghosts.

Trahast

Trahast is the biggest settlement in Xerxes and where most adventurers choose to stay. It has many stores ready for adventurers and sells gear for exploration and fighting. It has several inns, the most prominent one The Ember Depths. The mayor, the half-elf ex-adventurer Rogriv Marilir handles the economy and security of the city entirely by himself and when the time comes, will defend it with his life.

The Rocklands

The Rocklands are a huge barren land of dread, where no one dares pass. It is the only thing seperating the continent of Dierruc from the ancient evil of Arenorm. The Rocklands is a wilderness area for levels 12 and 13, and has the following effects - Dry Air The air is dry and parched, so all creatures have to consume double the normal amount of fluids every day. Cold Winds The air is cold, and warm/thick clothing or cold resistance is needed to ward off the cold everyday. Otherwise, the creature takes 1d8 cold damage every hour and gains a level of exhaustion every day.

d10 Rocklands Encounter
1 A Rakshasa dragging a humanoid corpse
2 1d4 Earth Elemental Myrmidons
3 An Adult Blue Dragon
4 A frozen body of a commoner
5 A wandering Death Tyrant
6 A damaged Iron Golem
7 1d4 Elder Shadow Drakes
8 A powerful Ringwraith
9 A dimensional door and an Archmage
10 An incarnation of Ia'Affrat the Insatiable
Explanations of Encounters

_

1 The Rakshasa is hostile immediately and will attempt to animate the corpse into undead. If succesful, the corpse rises as an iron ghoul and will follow the every request of the Rakshasa.

4 The body is accompanied by a lamenting ghost. The ghost will describe its horrible death by the freezing winds after bandits dragged it out to die. The players, if accepting the ghost's request, will encounter 1d10 bandits on their next random encounter. Killing these bandits then returning to the ghost will appease it and grant 8,000 xp.

6 The golem is heavily damaged. It is friendly and will try to reach out to the PCs. A player can make a DC 18 Engineering (INT) check to repair the golem, requiring 100gp worth of repair materials. Once repaired, the golem is friendly and will lead the PCs to its master, who resides in Trahast but dispatched its faithful golem to catch some bandits. Following the golem will lead to encounter 9. If this encounter pops up again, count it as encounter 9.

9 The archmage reveals himself as Mordenkainen, a planar traveller and a celebrity in many universes, most of all Greyhawk. The Dimensional Door leads to a Mordenkainen's Magnificent Mansion where Mordenkainen will bade the adventurers to sit down and chat. If the PCs have Mordenkainen's golem, he will thank them and send them off with a random magical item from list E.

Maalin

A small city to the extreme west, Maalin is home to many odd and quirky creatures, and posseses the largest population of gnomes in all of Dierruc. Maalin has elves as its dominant race and humans next. Maalin is also one of the few places to have a population of over 1% for tieflings and genasi. In fact, the council of Maalin are formed of Teris Ashenwood, an infernal tiefling, Rastul the Elder, an Air Genasi in touch with his Djinni side, Theimen Angler, a rock gnome, and Saschtot Erigulan, a drow refugee from the orc invasion of Taran Dum.

While Maalin is technically under control of Tarafas, the council holds more power than that of many other isolated cities under Tarafas.

Karshaw

Karshaw is the Black Land, the Eye of Dierruc, the Great Evil, and the Corruption all at once. It is a vile place where orcs, undead and other wretched fiends walk its depths. It is ruled by the enigmatic Eye, a powerful yet mysterious figure whos name holds much sway - or revilement in Dierruc.

Orks in Cranas

Orks are corruptions of nature - the result of experiments on elves and men.


Orc Soldier

Medium undead (orc), chaotic evil


  • Armor Class 20 (plate, shield)
  • Hit Points 165(30d8 + 30)
  • Speed 31ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 12 (+1) 9 (+0) 14 (+2) 6 (-2)

  • Condition Immunities poisoned
  • Damage Immunities poison, psychic, necrotic
  • Senses passive Perception 12
  • Languages Dark Speech, Infernal, Elvish
  • Challenge 4

Blood Rage. The orc can use its action to fly in a blood rage. While in this rage, the orc has advantage on all weapon attacks but its AC drops by 2. An orc can use an action and make a DC 12 Wisdom saving throw to regain itself.

Actions

Multiattack. The orc makes 2 attacks.

Waraxe. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 7 (1d8 + 3) slashing damage.


Half-Orc Elite Soldier

Medium undead (orc), chaotic evil


  • Armor Class 18 (plate)
  • Hit Points 220(40d8 + 40)
  • Speed 31ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 12 (+1) 10 (+0) 15 (+2) 9 (-1)

  • Condition Immunities poisoned
  • Damage Immunities poison, psychic, necrotic
  • Senses passive Perception 12
  • Languages Dark Speech, Infernal, Elvish, Common
  • Challenge 5

Blood Rage. The half-orc can use its action to fly in a blood rage. While in this rage, the half-orc has advantage on all weapon attacks but its AC drops by 2. The half-orc can use an action and make a DC 12 Wisdom saving throw to regain itself.

Actions

Multiattack. The half-orc elite soldier makes 4 attacks.

Longsword. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 2 (1d4) cold damage.

Longbow. Ranged Weapon Attack: +6 to hit, range 200/300ft., one target. Hit: 5 (1d8 + 1) piercing damage plus 7 (2d6) poison damage.

The Land of Corruption

Karshaw is an evil place, where foul things lurk and the Eye watches over anyone who comes in looking for a fight. All non-evil creatures which enters Karshaw must make a DC 14 Intelligence saving throw. On a failure, they are frightened for the next 24 hours unless they are warded from fear. The ashen winds of Karshaw are damaging too. Once every hour the winds blow, and all in its way must make a DC 16 Constitution saving throw or choke on the ashes and take 1d8 necrotic damage and simultaneously be incapitated for up to 10 hours. A saving throw can be repeated every hour. If this is not treated within 10 hours, the creature affected coughs up blood and takes 1d10 necrotic damage every minute. Even the land is evil. Thick and thorny bushes grow from the blackened rocks and soil, counting as difficult terrain and dealing 1d4 piercing damage to those who must wade through.

The Eye

The Eye is watching. That is all we know. Speak no more of such ineffable evil. Go. Run. Hope he doesn't catch you.

The Continent of Sholtad

Sholtad is a beautiful continent on the northwest of Cranas, and is home to the lovely Nords. Sholtad, contrary to popular belief, is not just ice and mountain, but hill, grove, lake, and desert all wrapped into a compact package.

Nords

Nords are the people of Sholtad - wild, brave, adventuring heroes who live in villages and protect it from harm. Although most Nords are Galatean or human or Goliaths, there are also quite a few dragonborn and half-elves in the mix.

Galateans

Galateans, sometimes plural Galatai, are elf-related blueskinned northern people who inhabit the mountains of Sholtad. It is also a new playable subrace of elf.

As a Galatean, you have +1 to your Constitution and +1 to your Charisma as well as +1 to your Intelligence. You also gain resistance to cold as well as full weapon proficiency. Galateans can speak Nordic, Common, and Elvish, have the Fey Ancestry trait, and can innately cast Booming Blade using Charisma as the spellcasting ability.

Giants of Sholtad

Sholtad, aside from their humanoid residents, has some very powerful masters - the frost giants. Sons and daughters of Thrym, they pose threats to newcomers, but treat most of the Nords with indifference - with the exception of the Galateans. The Galateans have long had a feud with frost giants of all kind and thus have been at war for very long times. In fact, many powerful Galatean heroes elect themselves as Giantslayers and protect their villages from frost giant raiding parties.


Galatean Giantslayer

Medium Humanoid (Elf), chaotic neutral


  • Armor Class 15 (studded)
  • Hit Points 75(10d8 + 30 )
  • Speed 30ft.

STR DEX CON INT WIS CHA
14 (+2) 17 (+3) 16 (+3) 13 (+1) 12 (+1) 19 (+4)

  • Damage Resistance Cold
  • Skills Survival +5, Diplomacy +5, Intimidate +5
  • Senses passive Perception 12
  • Languages Nordic, Elvish, Common, Giant
  • Challenge 16 (8010 XP)

Sneak Attack (1/turn). The Galatean rolls damage dice twice if attacking an enemy who is surprised. The Galatean can only use this once per turn.

Superior Maiming. The Galatean can forgo advantage on an attack roll to instead deal an extra damage dice of damage, but can only use half its to hit bonus when calculating to hit.

Giantslaying. The Galatean has advantage against enemies who are giant race. The Galatean also doubles the proficiency bonus for damage agains these enemies.

Vorpal. The Galatean can instantly slay an enemy on a critical hit, provided the enemy has 150 hp or lower, and is incapitated.

Strikedown (1/turn). The Galatean can use their advantage on an attack to instead make a Dexterity contest against its enemy's Dexterity. On a win, the Galatean can incapitate their enemy for 1d10 rounds.

Spellcasting The Galatean is a 12th level spellcaster. The Galatean's spellcasting ability is Charisma, DC 17, +7 to hit. The Galatean has these following spells prepared.

At-will: Booming blade, minor illusion, message, create bonfire, lightning lure.

1st level (4 slots): Chromatic orb, magic missle, shield.

2nd level (3 slots): Scorching ray, mirror image, suggestion.

3rd level (3 slots): Fireball, haste, hypnotic pattern, counterspell.

4th level (3 slots): Banishment, vitriolic sphere, polymorph.

5th level (2 slots): Animate objects, hold monster

6th level (1 slot): Disintegrate, mass suggestion, chain lightning.

Actions

Multiattack. The Galatean makes 3 attacks.

Deathsword. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 7 (1d8 + 3) slashing damage plus 16 (3d10) necrotic damage.

Kaliver

Kaliver is where the drow live. They do not live underground. Unless you're one certain race.

Drow of Kaliver

In Cranas, unlike other D&D universes, the dark elves, or drow do not, in fact reside in the complex of tunnels and caverns known as the Underdark. They instead came into being as elves in Kaliver. When the Herald landed in Gianthold, many drow races scurried underground into the Underdark. While most Drow have since came out of the tunnels, some races still remain.

The Cay'Let Drow

The Cay'Let clan is arguably the most violent and powerful clan of drow in Kaliver. Their ancestral grounds remain near Triinash - a volcano which refuses to die down. The Cay'Let are the most advanced and powerful drow in all of Kaliver and are also the ones with the closest ties to the giants and humans of other countries.

The Raveneye Clan

The Raveneye clan is the weakest but also the most skilled of all the drow tribes. They are not fighters, asassins nor poisoners, but artisans and fishermen who live simple lives. Recently, the Raveneye clan has made a killing selling pearls to the people of Ashun.

The Saratest Drow

The Saratest drow, or the heretics are zealous drow worshippers of Hesyan, the demigod of scorpions and power. Unlike the other drow, who worship the demon lord Lolth for summoning her handmaidens to help in the battle against the Herald, they scorn Lolth and pray only to Hesyan. Many of the Saratest, in an act of their faith, have used sorcerery to transform themselves into aberrant monstrosities which they believe is the true form of drowkind, fashioned by Hesyan.


Drow Scorpion

Large aberration, lawful neutral


  • Armor Class 13 (17 with mage armor)
  • Hit Points 105(14d10 + 28)
  • Speed 49ft.

STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 15 (+2) 18 (+4) 12 (+1) 19 (+4)

  • Condition Immunities poisoned
  • Damage Immunities poison, acid
  • Senses darkvision 120ft, passive Perception 11
  • Languages Common, Elvish, Black Speech
  • Challenge 6 (852 XP)

Spellcasting The Scorpion is a 12th level wizard and can cast these spells, DC 16, +6 to hit.

At-will Mage hand, fire bolt, minor illusion

1st level (4) Mage armor, ice knife, hideous laughter, magic missle

2nd level (3) Flaming sphere, pyrotechnics, suggestion, mirror image,

3rd level (3) Counterspell, fireball, hypnotic pattern, animate dead, dispel magic

4th level (3) Black tentacles, vitriolic sphere, greater invisibility, polymorph

5th level (2) Animate objects, wall of force, cone of cold

6th level (1) Mass suggestion, flesh to stone, globe of invulnerability

Actions

Mulitattack. The Drow scorpion makes 3 attacks.

Claw. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 8 (1d8 + 4) slashing damage. The target must make a DC 16 Dexterity saving throw or be knocked prone.

Tail. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 9 (1d10 + 4) piercing damage plus 9 (2d8) poison damage. The target must make a DC 16 Constitution saving throw or be poisoned for 1 minute. While poisoned, a target has disadvantage on all Constitution and Strength saving throws.

The Tempestclaw Drow

The Tempestclaws are the high class, the elite, of the drow. They are by far the most intelligent, tactical, and have the most foresight. Little is known about them, only that they are expert poison makers and military tacticians. They often offer their services to many other countries, and thus have cemented themselves as a dangerous force in the world. Despite their position, the Tempestclaw are secretive and not much about their lives pass their forboding stone walls.

The Cha'Osthat Clan

Pariahs among the drow, the Cha'Osthat is not an actual drow clan, but instead a loose congregation of outcasts among other drow clans.

Gianthold

Gianthold is a large continent where giants reside, far far west. However, when the Herald came, the great giant hero the Stormreaver teamed up with the Penython and the ancient dragon known as the Truthful One to destroy the Herald once and for all. This massive final war destroyed the Herald, the Stormreaver, and Penython as well as Gianthold. Now a barren land of ruins, there is little to see and to do - or until very recently.

The Stormsworn

The Stormreaver was a powerful figure, and some said to be a god instead of giant, and these have pledged to carry out the will of the Stormreaver and be the extension of his hand. Giants who are part of the Stormsworn have the trait - Stormsworn - The giant has advantage on all saving throws to resist effects and heals 1d8 hp every hour. Stormsworn giants also have cold and acid resistance. All Stormsworn giants are Lawful Neutral.

The Tamash

The Tamash are devotees to Trar, the favored thrall of Asmodeus, whom they worshipped as the creator of the world. Tamash giants were killed for their defiance of the Stormreaver's will, although a few still survive and continue to rebel and bring about chaos and strife. Tamash giants have the dark devotion trait and can once per day cast darkness, counterspell, and harm, using their wisdom stat. They are also Chaotic Evil.

The Herald

The arrival of the Herald, or the early summer of the forthcoming of the 4th Equinox, is a worldshaking event which brought the Herald into being. An entity of pure chaos and energy, the Herald was in fact a mishap by Chaos which had materialized on Cranas against Chaos' will. The war against the Herald is a long, epic tale where the drow, the dragons, the giants, and other lesser races such as the goblinoids or the minotaurs united with archons and fiends in order to destroy this being of unrivaled power. In fact, it is so powerful, that the Archons actually put aside their differences and worked together with the fiends of the Infernal and Abyssal planes to destroy the Herald. In the end, having been weakened greatly, the Stormreaver, the ancient giant hero, along with his nemesis the tricky Truthful One, a dragon mage, and the drow sorcerer Penython to destroy the Herald once and for all. In the blast which consumed the bodies of all 3 heroes, the Herald was sucked in and split to the point of no repair, and in a last attempt to wreck havok, torched the entire Gianthold. However, the Truthful One had not been slain, and erected a memorial to the 2 heroes and declared Gianthold the eternal resting place of the drow Penython and the Stormreaver.

Gianthold Tor

The Tor is an ancient temple-like complex of complete and utter faith to the Stormreaver, and was contructed by the Stormsworn to pay homage to their leader.

Annam All-Father

Annam All-Father is a mythological giant who was supposed to be father of all giants. He is based off an ancient titan which walked the world some millenia ago.

Feuds

The giants do not always get along well, which is to be expected. However, sometimes minor quarrels devolve into all out war between the races, which takes time to die down. Currently (YR 781, 5A) the feuds are - Cold - Stormsworn (Cold giant elder misquoted the Stormreaver) Stormsworn - Tamash (Since old) Cloud - Fire ("Accidental" destruction of Surtur's Mansion) Mountain - Hill (Stole food) Cold - Mist (Murdered a "collected" adventurer and refused to return body).

Madstone Crater

In days of antiquity, when Gianthold was still green, a large meteor struck down into the land and disappeared. This crater, called Madstone, warped the minds of all who got close and turned them into raving, mindless freaks. Giants affected by Madstone are Chaotic evil, immune to charms, and have the berserk trait.

The Way up

The way up is another name for the Ascension - an event which happens once every century. A prominent Storm Giant at the end of their life would step up to the peak of Gianthold and use their magic to call a supernatural storm to throw them up into the sky, effectively making them part of the world. This is also referred as the death of a Storm Giant or their retiration.

Giant Bestiary


Mist Giant

Huge giant, neutral


  • Armor Class 13
  • Hit Points 210(20d12 + 80)
  • Speed 50ft.

STR DEX CON INT WIS CHA
26 (+8) 16 (+3) 18 (+4) 17 (+4) 17 (+4) 13 (+1)

  • Damage Immunities Cold, acid,
  • Senses darkvision 120ft, passive Perception 14
  • Languages Common, Giant
  • Challenge 11 (7200 XP)

Camoflauge While obscured by mist or fog, the mist giant counts as being invisible and all attacks or perception checks requiring sight on this giant has disadvantage.

Innately Spellcasting The Mist giant can innately cast these spells, requiring no material components. The mist giant's spellcasting ability is Wisdom, +6 to hit, DC 16.

At-will Dancing lights, mirror image, sending, major illusion

3/day Polymorph, conjure elemental

Actions

Multiattack. The giant makes 3 attacks with his warclub.

Warclub. Melee Weapon Attack: +11 to hit, reach 10ft., one target. Hit 17 (2d8 + 8) bludgeoning damage.

Powerful seers who live in isolation in the mountains, mist giants rarely make contact with their brethren and have rejected the ordning. They usually lure adventurers to their lairs and trick them into running errands for them. They refer to this as "collecting" adventurers.

Drow Bestiary


Saratest Drow

Medium beast, lawful neutral


  • Armor Class 13
  • Hit Points 24(1d4 + 5)
  • Speed 13ft.

STR DEX CON INT WIS CHA
9 (-1) 12 (+1) 11 (+0) 14 (+2) 12 (+1) 10 (+0)

  • Condition Immunities Poisoned
  • Senses passive Perception 11, darkvision 60ft
  • Languages Common, Elvish
  • Challenge

Actions

Dagger. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 3 (1d4 + 1) piercing damage.

Summon Scorpion (3/day) The drow calls on the power of Hesyan and summons a scorpion, which appears in an empty space within 30ft. The scorpion is friendly and the drow can command it telephatically.

Trakas

Trakas is a wonderful continent to the far east. Not a lot is known of it, but it is swarming with people. The main nations of Trakas are Xaratos, Barathos, Lelyetia, and Greckon. Xaratos is an abundant land of ore and minerals. Some even refer it as the Mineral Land. Barathos is a mountain range populated by mountain people and monks. Lelyetia is a hilly land where the boundaries between worlds are thin, and Greckon is a fearful mountainous region in central Trakas where mountaintops go where no sane person should.

Xaratos

Xaratos is a rich red mesa stretching across the Northern segment of Trakas. Separated from the rest of Trakas by the Xarat river, Xaratos has drawn many enterprising businessmen aiming to profit from the rich natural bounty of the Mineral Land. However, the native Xat people aim to preserve it for times to come, making the country the site of a struggle for resources and land.

It currently seems as if the corporations are winning, as they have mercenary armies at their disposal and are backed up with money, and the Xat are made of many smaller and rather disorganized tribes.

The Xaratos Mesa is a wilderness area suited for 4 level 3 players.

Xaratos Mesa Random Encounters
d10 Encounter
1 1d4 Xat Archers
2 1d4 Xat Warriors
3 1d4+1 Hired Thugs
4 A Xat Psion
5 2d4 Mesa Wildebeest
6 A rich Noble and 1d6 Guards
7 A Mesa Stalker
8 1d8 Miners
9 1d4 Gnoll Pack Lords
10 1d6 Gnoll Flesh Gnawers
The Encounters

-

  1. The Xat Archers were sent as scouts to hunt down the Gnolls. They are friendly until provoked, but if they suspect the adventurers are siding with the conquerers or the Gnolls, they will not hesitate to attack.

  2. The Xat Warriors have just returned from a skirmish with some mercenaries who tried to waylay them. They all are at half hp plus minus an extra 1d8 hit points. They are not very eager to fight, although if their life is threatened, they will do so immediately.

  3. The Thugs will attack the adventurers if they show any sign of helping the Xat. Otherwise they will just be cautious. Each Thug has about 1d10 gp on them.

  4. The Xat Psion is ready to take on any adventurer who sides with the enemies of the Xat, and even if he suspects the adventurers are allies, he still will be on his guard.

  5. The Mesa Wildebeest are coming in a stampede after being frightened off by some gnoll.

  6. The Noble appears to be inspecting the area for minerals, and will have his Guards protect him from Xat. If killed, he has about 2d10 gp in his pouch and a signet ring worth 30 gp.

  7. The Mesa Stalker is out for blood and will attack on sight.

  8. The Miners are lugging around sacks of ore and stone and mining tools and are frightened of Xat so they run away. The ore sack weighs about 30 kg, the stone 38 kg, and they have each about 2d6 sp on them.

  9. The Gnoll Pack Lords will attack on sight unless you are a gnoll too.

  10. The Gnoll Flesh Gnawers are dismembering a dead wildebeest, so the adventurers can just sneak past - or kill them and take the food.

Xat Culture

The culture of the Xat revolves over the mind. In Xat culture, what separates humans and other humanoids from unintelligent beasts and plants is their master of the mind. Their culture surrounding the mind led them to unlock its potential concerning psychic magic, although a lack of scientific training hampers them.

The Xat also believe that everyone has a demon within them. Everyone's demon is different. In their culture, those who give in to their demons transform into evil creatures such as the gnoll.

For example, in the Xat culture, the first gnoll was a hungry man with a demon. He starved with his family because the wildebeest were being driven away by the unnatural weather, so he gave in to his demon and murdered them all and ate them. The man then was ousted from his tribe and sentenced to death but escaped. He managed to find a cave and spent the night there. When he woke up, he saw himself in a pool of water from last night's rain and saw he had been turned into a hyena-like beast. When he saw this, he tried to repent, but those who have done such horrible atrocities by following their inner demon know no salvation.

The Xat currently believe that the corporations aiming to control Xaratos' resources are all following their demon of greed and are almost to the point of no return. As a result, they aim to keep out the corporations but to also not harm them beyond what is necassary for the fear of stoking their inner demons.


Mesa Stalker

Medium beast, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 143(1d10 + 5)
  • Speed 1ft.

STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 19 (+4) 3 (-4) 10 (+0) 6 (-2)

  • Condition Immunities drunk, groggy, buzzed
  • Senses passive Perception 11
  • Languages -
  • Challenge 3 (? XP)

Actions

Elbow Hold. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2)

Barathos

Barathos is the name for the mountain range which resides on the southern tip of the continent of Trakas. Housed on the faces of these mountains and in the curves of the vallies are the quaint towns of the Barat, indigenious people of these mountains.

The Barat people have lived around the mountains for as long as they remember. They live a relatively simple life, traveling on the mountain for coal and resources.

The Barat are also known to build monasteries on the side of the mountain to train their champions for the world outside the mountain range.

Barat Culture

The Barat culture rotates around one thing certain in their lives - the mountains. The Barat religion, known as Baratol, has five main gods - Aosi, god of fire, Shikan, goddess of life, Nurem, goddess of ice, Aran, god of creation and cosmic creator, and Tasz'tui, god of the mountain. They believe the peak of Shen'Shan, the highest mountain in the Barathos region (but tiny compared to the Greckon peaks) is where the gods make their home, unbeknownst to mortals.

Life of the Barat

Many Barat live rather simple lives as woodcutters, fletchers, cooks, miners, or merchants. They live to work and rarely, if ever, leave the mountain range. They have market day every Sunday, and sell their goods for money so that they hope one day they can leave to a new world.

The Devils

The tieflings created devils through mutation.

Races and Subraces

Blood Elves

If elves are plants, the blood elves would most likely be the parastic ones which kill to survive. Depraved and lacking morality in any way, the blood elves are so called due to their love of shedding blood. Their depraved culture - if you can call it that, rotates around a culture of rape, murder, and torture.

Ability Score Increase As a blood elf, you can choose to increase either your Charisma or your Dexterity by 1.

Inflictors of Pain Blood elves know how to harness their opponent's weakness and turn it against them. When you hit an enemy with an attack, you can choose to cause pain. When you do, the target must make a save against your save DC your 8 + Dexterity modifier + your Proficiency bonus. On a failed save, they are incapacitated until your next turn. Once you use this ability, you cannot do so again until you finish a short rest.

Blood Casting Blood elves also know how to use their blood to cast spells. As an action, you can cut your skin, dealing 1d4 piercing or slashing damage. You can then cast one of these spells below at the lowest level possible, using Charisma as your stat and without any material components. However, you must be at the level of which a wizard of the same level could cast it. Once you cast a spell using this feature, you cannot do so again until you finish a long rest. Spells Darkness, Alter Self, Enhance Ability, Augury, Glyph of Warding (Explosive Runes only, and then only acid or fire), and Plant Growth.

Dark Dwarves

The gray dwarves are the duergar, enterprising folk of the underground. Their cousins are the shield dwarves, who are holding back from their inevitable doom. And there are the dark dwarves. Warriors, engineers, and murderers, they are the thorn in the hardy flower called dwarves. Ability Score Increase As a dark or death dwarf, increase your Strength score by 1.

Dark Weapon As a dark or death dwarf, choose one martial weapon as your dark weapon. You instantly gain proficiency with that weapon. At 3rd level, you can spend 100 gp worth of materials and 7 whole days of work to upgrade your dark weapon. Once you do so, you can add an extra +2 bonus to hit or to damage (your choice when you finish making it). This extra bonus can only apply to one weapon, but the proficiency is for all of that type.

Dark Armor As a dark or death dwarf, choose one piece of heavy or medium armor as your dark armor. You instantly gain proficiency with that armor. At 3rd level, you can spend 100 gp worth of materials and 7 whole days of work to upgrade your dark armor. When you do so, all incoming physical damage while that armor is donned is reduced by 3. This bonus can only apply to one set of armor, but the proficiency can be for all armor of that type.

Fire Resistance As a dark or death dwarf, you have become accustomed to the extreme heat of the forge. You gain resistance to fire damage.

Korromarian Human

Humans native to the land of Korromar are Korromarians. They appear quite mundane as compared to their brethren in other areas and are paler then most, but possess a willpower rarely seen in others, which would help establish Korromar as one of the most significant nations in Dierruc.

Ability Score Increase Your Wisdom score increases by 1.

Unbreakable Will You can add an up to half your proficiency bonus in addition to your current bonus, rounded down for Wisdom saviing throws.

Persistence When you fail a saving throw, you can attempt to reroll it. Whether you succeed or fail, you cannot do so again until you finish a long rest.

Nords

The men and women of the north are Nords, brave and powerful warriors who can fell giants and other beasts to protect their land.

Ability Score Increase Your Constitution or Strength score increases by 2.

Ritualistic Casting The Nordic tradition has magic deeply ingrained as a way to seek aid from the ancestral sprits from the land. Once per long rest, you can spend 10 minutes to cast one of these spells - augury, enhance ability, or protection from evil and good.

Nordic Weapon Training You gain proficiency with greataxes, waraxes, and warhammers.

Koran Humans

The men and women of the island of Koran are contemplative seers and monks who live to a strict code of regiment and training until adulthood, when they are encouraged to put their skills to test in the world. They live around their monk training.

The Koran people have dark skin and dark eyes, bu have a gene which prevents them from growing hair.

Ability Score Increase Two scores of your choice increase by 1, or one score by 2.

Farstep As an action, before you have moved on your turn, you can teleport to one place you see within 30 feet. Afterwards, your speed drops to 0 for the rest of your turn

Enlightening Knowledge You learn two additional languages of your choice and gain two extra proficiencies in your selection of skills and tools.

Ecaian Humans

The Ecaian are mystical nomads and scientists who wander Cranas and the Wasteland searching for knowledge. They are contemplative and intelligent, although very humble.

They are a motley of all types of men, each hailing from different lands, but all share the same goal and all wander the Wastelands.

Ability Score Increase Your Intelligence score increases by 2.

Arcane Secrets You gain proficiency with Alchemist's tools, and one of either Arcana or History. You know one of these cantrips - Friends, Mage Hand, and Minor Illusion. Intelligence is your ability for these.

Expanded Arcane Secrets At 3rd level, you can cast Floating Disc or Unseen Servant once per long rest without having to keep concentration. Intelligence is your casting ability for these spells.

Xat Humans

The Xat are the men and women of Xaratos. They have honed their body to become powerful psychics. The Xat appear as

Ability Score Increase One of your Intelligence, Strength or Dexterity score increases by 2.

Trained Psionics You have an extra amount of psi points equal to your proficiency bonus. You also know 1 psionic talent.

Beus Humans

The Beus Canyon holds many secrets, which have all been entrusted to the Beus clan. They are fierce and protective of their homeland, and often make little to no contact with outsiders.

Ability Score Increase Your Dexterity score increases by 1.

Tribal Weapon Training You gain proficiency with spears, greataxes, longbows, shortbows, and handaxes.

Fighting Style Choose one of these fighting styles which reflect your training. You can take a fighting style only once, even if you have the ability to choose one later.

Two-Weapon Fighting When two-weapon fighting, you can use your ability modifier to hit with the weapon in your off-hand.

Dueling When fighting with only one weapon in your main hand and nothing else on your off-hand, you have a +2 bonus to damage rolls.

Archery When using a bow, you have a +2 bonus to ranged attack rolls.

Barat Humans

The Barat are the mountain men of Trakas. They live on the mountain and they use it for everything.

Ability Score Increase Your Strength or Constitution scores increase by 1.

Toughness You gain extra 3 hit points at 1st level.

Durability You can add half your proficiency bonus in addition to your current bonus, rounded down, to your Constitution checks and saves.

Lelyetian Humans

The men of Lelyetia are accustomed to riches and luxury, and unlike their brethren, rarely feel the need to leave their hilly coastal land. However, a few make it through and become adventurers.

Ability Score Increase Your Charisma score increases by 2.

Diplomacy You have a +1 bonus on Charisma checks.

Revel in Luxury You regain extra bonus hit points from short rests. The bonus is equal to your character level.

Drow

Drow are elves unlike other elves. They reside in the land of Kaliver and have not moved since days of old. They are considered a separate race for reasons.

Racial Traits

As a drow, you gain these following racial traits.

Ability Score Increase Your Dexterity score increases by 1 and your Charisma by 1.

Age age

Alignment

Size

Speed

Sunlight Adaptation The drow are adapted to the harsh sun baked areas of Kaliver. You have advantage on saving throws against exhaustion in areas prone to sunlight.

Cay'Let Drow

The Cay'Let, or Ceishnar Drow, are powerful and are skilled combatants, and possess an inner furor which they can channel into weapons of flame.

Ability Score Increase Your Dexterity score increases by 1.

Martial Advantage When you have advantage on an attack roll, you can eschew it for advantage on the damage roll.

Ceishnar Training You gain proficiency in medium armor and martial melee weapons.

Channel Flame Starting from 3rd level, you can harness the power of your spirit into flame. You have a single Channel Flame use at this level, which increases to 2 at 9th level and 3 at 15th level.

Channel Flame: Flame Blade You can expend a use of your Channel Flame to create a flaming sword of fire in your hand, which remains until you dismiss it with a bonus action or after a minute. The flame blade deals 1d10 + half your class level fire damage on a hit and is a finesse and light weapon.

Channel Flame: Fiery Imbue You can expend a use of Channel Flame to imbue a piece of armor worn by you. Armor imbued with flame deals fire damage when an enemy hits you with a melee weapon attack within 5 feet of you. The damage is equal to the damage dealt to you. You can only deal this damage once every turn. This lasts for a minute.

Channel Flame: Flaming Bolts You can expend a use of Channel Flame to cast Scorching Ray as a 2nd level spell. When you reach 5th, 7th, 9th, 11th, 13th, 15th, and 17th level, the spell scales accordingly.

Saratest Drow

The Saratest drow are devout worshipers of Hesyan, having long since scorned the worship of Lolth the Spider Queen or the Ray'Zek Pantheon.

Ability Score Increase Your Wisdom score increases by 2.

Unarmored Defence While unarmored, you have an AC of 12 + your Dexterity modifier. Donning any armor or shield ends this effect.

Wrath of Hesyan Beginning from 3rd level, as an action, you can invoke the wrath of Hesyan to cast the spell Acid Arrow on an enemy within range. However, the acid arrow casted as a result of Hesyan's Wrath deals poison instead of acid damage. Once you use Hesyan's Wrath, you cannot do so again until you finish a long rest. Your spellcasting modifier is Wisdom for this spell.

Hesyan's Blessing You have resistance to poison damage.

Tempestclaw Drow

The Tempestclaw drow are tactical, arrogant, and able. They are brilliant commanders and spellcasters.

Ability Score Increase Your Intelligence score increases by 2.

Tactical Advantage When you have advantage on an attack roll, you deal an extra 1d6 damage on a hit at the cost of the advantage, and the foe has disadvantage on all attack rolls against you until your next round. Also, you can use your Intelligence modifier to hit when you use this tactical strike. This ability does not stack with a rogue's sneak attack. When you have advantage, you can choose one or the other, not both.

Surgeon's Combat You are trained in the anatomy of the body and where to strike. Beginning from 3rd level, you can choose to use your Intelligence modifier to hit and to damage with finesse or light weapons. Also, on a critical hit, you deal an extra 1d6 necrotic damage.

Cha'Osthat Drow

The Cha'Osthat is a congregation of pariahs from other drow tribes, ousted for their strange ways.

Ability Score Increase Increase any two ability scores by 1 each, or increase a single ability score by 2.

Hidden Power As a reaction when you are reduced to 0 hit points, you unleash an inner power dormant until then.

All targets within 10 feet of you take necrotic damage equal to twice your character level and you regain 1d12 hit points.

Once you have used this ability, you must take a short or long rest before doing so again.

Consvming Impvlse When you roll a natural 20 on a melee attack roll, you can have your rage boil up and destroy your foe.

The target of the attack then gets a stack of "Consvming Impvlse". At the beginning of their turn, they must make a DC 8 + Charisma score + proficiency bonus Constitution save or take 1d4 acid/fire/poison/necrotic damage. A save negates the damage. After they have saved ten times, the effect ends.

Once you have used this ability, they must take a short or long rest before doing so again.

The damage increases to 1d6 at 5th level, to 1d8 at 10th level, to 1d10 at 15th level and to 1d12 at 20th level.

Archetypes

Circle of Rage

Druids of the Circle of Rage harness their inner strength and rage in tandem with their wild shape to become powerhouses capable on taking on many foes by themselves.

Bonus Weapon Proficiency

When you take this archetype at 2nd level, you gain proficiency with martial weapons.

Rage

At 2nd level, you can take an action to rage, whether you are in your wild shape or your humanoid body, expending a singe use of wild shape. When you rage, you can add your proficiency bonus to damage and you can take a bonus action to make an attack against an enemy you just hit. You cannot cast spells nor concentrate on them while raged. Your rage lasts a minute.

Rage Aura

At 6th level, when you rage, you gain an aura. This aura is 10 feet wide. As a bonus action, you can target one of the creatures in your aura and they are forced to make a Wisdom saving throw against your druid spell save DC. On a failed save, they have disadvantage on all attack and damage rolls against you.

Enraged Form

At 10th level, while raging, you gain a more powerful form. While raging, whether in wild form or in humanoid form, you grow by one size category and have one of these effects on you -

Spikes

Spikes protrude out of your body. When a creature grapples you or touches or makes a melee attack against you, they take 1d8 piercing and 1d4 slashing damage.

Defensive Scales

Sharp, steely scales cover your body. Your AC is equal to 10 + your Dexterity modifier + your Constitution modifier while unarmored (shields do not count) and you have resistance to nonmagical bludgeoning piercing damage.

Power of Fury

At 14th level, when you rage in your wild shape, you deal additional damage of your weapon equal to half your druid level. Also, you knock enemies prone with each critical melee attack.

Circle of Balance

Druids following the circle of balance seek to protect the natural world from the unnatural. They are neutral and believe that everything in world must be balanced. While a mage who might animate the corpses in a graveyard in order to act as his servants and housekeepers may pass unnoticed, but an aberrant army or a greater necromancer incites the wrath of these druids.

Against the Unnatural

At 2nd level, you have advantage on all saving throws against undead and aberrations. As an action, you can attempt to say a word of balance in order to disrupt the outsiders. When you do, all of the above named creatures within 30 feet of you must make a Wisdom saving throw or be frightened. When frightened in this way, the target is incapacitated either until damaged or until 1d8 rounds have elapsed. Once you use this ability, you cannot do so again until you take a long rest.

Lay to rest

At 6th level, you can destroy even the hardiest undead with a single touch. As an action, you can touch an undead with a challenge rating or level equal to or lower than your druid level. The undead must make a Wisdom saving throw. On a failed save, it is stripped of its necromantic magic and turns into a regular corpse. On a successful save, the target takes 6d10 force damage. This counts as a turning effect for the purpose of abilities which interfere with turning. You can use this ability three times until you need to take a long rest in order to recharge. The damage increases to 7d10 at 9th level, 8d10 at 11th level, 10d10 at 14th level, 11d10 at 17th level, and 12d10 at 19th level.

Keeper of Balance

Your attempts to keep nature in balance draws the attention of powerful elements. All elementals are friendly to you unless provoked, and you can speak Primordial. Also, you can attempt to balance out an aberration within range. When you balance it, the aberration must make a Charisma saving throw or be charmed. While charmed, the aberration is incapacitated until it is damaged. The next 5 minutes after being balanced, the aberration has disadvantage on all saving throws and attack rolls. You can balance up to as many aberrations as half your druid level and a maximum challenge rating of your druid level. Once you balance an aberration, it is immune to the effect for the next 24 hours.

Equilibrium

You are the perfect example of balance. At 14th level, all creatures that are not unaligned or neutral have disadvantage on attack rolls against you. You also can use an action to strike fear into the heart of the unatural. The target must be a fiend, celestial, fey, undead, or an aberration. The target must make a Wisdom saving throw, and on a failure, it is frightened of you for a minute. Once you use this against a creature, regardless if it saves or not, it is immune to this effect for the next 24 hours. You also deal an extra 1d4 force damage to celestials, fiends, and feys, or 3d4 force damage to undead or aberrations.

Circle of Life

Druids of the Circle of Life hold life as the holiest of all things. They rarely use violence, and when they do, it is to incapacitate, not kill.

Incapacitate

At 2nd level, when you reduce an enemy to 0 hit points, you can choose to instead reduce them to 1 hit point and incapacitate as well as charm them for the next minute through nature magic. If the target is attacked or is forced to make a saving throw, the effect ends on them. The effect lasts for a minute.

Nature Spring

At 6th level, you can heal others through nature magic. As an action, choose up to 5 allies within 20 feet of you (in addition to yourself) and they all regain hit points equal to your druid level * 3.

Once you have used this ability, you cannot do so again until you finish a short or long rest.

Preserve Life

At 10th level, you hold life sacred. As a reaction when a creature within 30 feet of you drops to zero hit points, nature magic restores them to 10 hit points.

You can use this ability a number of times equal to your Wisdom modifier. Once you have used all your pool of Preserve Life, you must take a long rest before doing so again.

Restore Life

At 14th level, you can bring life back to those who lost it. You can take a minute to resurrect a target who died within the last hour. When the target resurrects, they regain hitpoints equal to your druid level. You cannot resurrect a target who is missing vital parts or severely wounded.

Once you have used this ability, you must take a short or long rest before doing so again.

Circle of Sky

Druids of the Circle of the Sky believe that nature spirits guard from above. The sky brings sun, water, and nature, so why can't it bring magic?

Blown by the Wind

At 2nd level, the wind can carry you along. You permanently gain the effects of the feather falling spell. In addition, as an action, you can gain flying speed equal to half your base walking speed for that turn. At the end of your turn, the effect ends. You fall unless something else keeps you aloft.

Skyfall

At 6th level, you can invoke the power of weather and the sky to strike down your foes. As an action, choose a number of enemies within 30 feet of you equal to your Wisdom modifier. Each target must make a Dexterity saving throw or take 3d6 lightning damage.

Once you have used this ability you must take a short or long rest before doing so again.

Wings of Weather

At 10th level, you can navigate the currents of air and drafts as easily as elementals of air. You gain a permanent flying speed equal to your base walking speed. Your Blown by the Wind can increase your speed at the cost of an action.

Rain Dance

At 10th level, you can invoke the power of rain by spending 10 minutes in meditation and tribal invocations. Once this has ended, you gain resistance to piercing and slashing damage from nonmagical weapons and it also begins to rain in a 3 mile radius.

The effect ends when the weather is changed, you move out of that radius, or after you take a short or long rest. The rain lasts about a good hour.

Storm Soul

At 14th level, you master the power of the sky and storm. During your rain dance, or while it is raining, you have resistance to lightning and thunder damage. Also, when it is raining, you can use an action to make it storm for the next 2d10 rounds. While it is storming, when you or an ally within 10 feet of you and in the radiu

Circle of the Hunt

Druids who follow the Lord of the Hunt are known as Huntsmen.

Bonus Proficiencies

When you take this archetype at 2nd level, you gain proficiency with the longbow, spear, and longsword. You also gain proficiency with the Nature and Survival skills.

Hunting Strike

At 2nd level, when you crit an enemy, you can choose to cripple them. They must make a save against your spell save DC or be incapacitated for the next round. Once a target fails a save against this attack, they automatically succeed all subsequent saves for the next 24 hours.

Hunting the Hunter

At 6th level, you can stalk and kill your foes effectively. In deeply forested areas, you ignore difficult terrain caused by shrubbery and nature and have your walking speed doubled. Also, if you have advantage on a weapon attack, you can forgo the advantage to deal extra damage equal to your druid level.

Dire Form

At 10th level, the Lord of the Hunt bestows upon you the power to mimic his abilities. You can expend a use of wild shape to cause your body to transform into wood. While in this form, you can cast Spike Growth and Entangle as a bonus action. You also gain a slam attack dealin 1d10 bludgeoning damage and you ignore difficult terrain.

Titanic Tree Lord

At 14th level, you can invoke the power of the Hunt to become a powerful Tree Lord. You must expend two uses of Wild Shape to do so.

You become a Large Elemental tree spirit. While in this form, you have a number of hit die equal to twice your druid level. Your Strength and Constitution scores cannot be lower than 22, and your Dexterity score cannot be lower than 15.

You can make slam attacks which deal 2d6 bludgeoning damage. You can also cast spells which do not require material components.

You gain resistance to bludgeoning, piercing, and slashing from nonmagical weapons, and resistance to cold, acid, and force damage.

Patron of the Destroyer

Your patron is an apocalyptic being who is going to bring destruction - soon. You have been enlisted to such a patron either as a fellow destroyer or a herald. For example, the Herald of the Apocalypse was one of such heralds, but unlike most of them, he achieved great power.

Destroyer Expanded Spells
Level Spells
1st inflict wounds, bane
2nd darkness, invisibility
3rd conjure barrage, call lightning
4th death ward, vitrolic sphere
5th cone of cold, geas

w

Quash the Dead

At 1st level, when you reduce a creature to 0 hit points, you can choose to either prevent it from being resurrected or from being raised as undead, but not both. This effect lasts for a number of days equal to twice your warlock class level.

No Rest for the Restless

At 1st level, you can use a whole action to defile a living creature within 100 feet. When you do so, before the next dawn, if you reduce it to 0 hit points, you can spend an hour channeling apocalyptic energy into its corpse and then choose to reanimate it as an undead. The undead is completely loyal to you and cannot be turned. The CR at 1st level is 1/8, which increases to 1 at 3rd level, 2 at 5th level, 5 at 9th level, 7 at 13th level, 9 at 15th level, and 11 at 17th level. The amount of undead serving you at a time cannot be more than your proficiency bonus.

Word of Power

At 6th level, you can use an action to speak a word of power, whether it be your name, you patron's name, or a word associated with either. When you do, all creatures who can hear it must make a Wisdom saving throw against your spell save DC. On a failed save, the target must instantly halt what they are doing and pay attention to you. The targets also cannot willingly move or take actions unless it is endangered. You also have advantage on all Charisma checks against the targets. This effect lasts for 1 minute since you last passed out of sight.

Ender

At 10th level, you can destroy your foes with the force of the apocalypse. As an action, you can channel your destructive power on yourself, allowing you to destroy your foes with ease. You enter your Ender form and while in it, you radiate blighting energy and ripping winds. All creatures who move within 10 feet of you or start their turn their must make a Strength and Constitution saving throw with a DC equal to your spell save DC or suffer effects based on the save they failed. On a failed Strength save, the creature takes 2d8 bludgeoning damage and is pushed 15 feet away and knocked prone. On a failed Constitution save, the creature takes necrotic damage equal to your warlock level plus your proficiency bonus and has disadvantage on Constitution saving throws for the next round. When you cast spells in this form, you can add your Charisma modifier to damage.

Early Apocalypse

At 14th level, you can harness the power of the Apocalypse in order to produce a cataclysmic explosion guaranteed to destroy. As an action, you can release all the apocalyptic powers within in a colossal blast which would obliterate everything for miles around.

Way of the Iron Body

Monks of the way of the Iron Body focus themselves into becoming resistant and powerful, very much like iron. They are common amongst the monks of the Stone Walls.

Resistant Body

At 3rd level, you gain resistance to nonmagical bludgeoning damage. This extends to slashing at 6th level and piercing at 9th level.

Fueled Punches

At 6th level, you can add up to half your Strength ability bonus (rounded down) to hit and to damage with your unarmed strikes.

Resilient Body

At 6th level, your AC while unarmored is equal to 10 + your Constitution modifier + your Wisdom modifier.

Toughness

At 11th level, you become immune to poison and disease. You also gain temporary hit points equal to your monk level after you are healed. These temporary hitpoints last for 12 hours.

Steely Focus

At 11th level, you can use an action to focus yourself, allowing you to negate the effects of many attacks. As an action, you can expend 3 ki points to enter your steely focus. While you have your steely focus, you ignore all damage dealt that is less than your proficiency bonus. Also, you can use your reaction to deflect a melee weapon attack. When you do so, the attack roll is made with disadvantage. If the attack misses, the damage is rolled against the attacker.

Iron Self

At 17th level, you gain resistance to all nonmagical damage. You also deal 1d12 bludgeoning damage with your unarmed strikes as opposed to 1d10. Also, you can expend a ki point to regain 10 hit points per ki point spent. Once you use this feature, you cannot do so again until you finish a short or long rest.

Way of the Black Ju-Ju

Draining Strike

At 3rd level, when you hit a living target with an unarmed strike, you can expend a ki point to deal an extra 2d8 necrotic damage to the target. You then gain temporary hit points equal to the damage dealt.

Necromantic Focus

At 6th level, you gain resistance to necrotic damage. You can expend 3 ki points to gain immunity to necrotic damage for the next minute. Once you use this ability, you must take a short or long rest before doing so again.

Vorpal Strike

At 11th level, you can strike with powerful black magic, incapacitating your foes. On a critical hit with your unarmed strike, you can choose to expend a ki point to force your target to make a Constitution saving throw. On a failure, they take 100 untyped damage (which cannot be blocked in any way) and if the damage reduces their hit points to 0, they instantly die. Once you use this ability, you are exhausted and cannot use any other ki ability for the next 3 hours. You must take a long rest before doing so again.

Paralysis

At 11th level, you can expend 2 ki points to paralyze a target within 10 feet of you with necromantic magic. The target must make a Constitution saving throw, being paralyzed on a failure. The target can repeat this save on their turn, ending the effect on a success. Once you have successfully used this ability, you cannot do so again until you finish a short or long rest.

Return to Undeath

At 17th level, when you take lethal damage or are reduced to 0 hit points or lower, you can expend all your remaining ki points to resurrect with hit points equal to 5 * ki points spent and stay like that for a number of turns equal to the ki points spent. While in this form, you are considered undead, but die when your turns are up or are reduced to 0 hit points again. You can only be healed if the ki points spent is equal to your maximum or if you are healed to your hit point maximum before your time is up. While in this form, you heal 15 hit points for every foe slain, allowing you to resurrect back to normal by killing enemies.

Once you have used this ability and is presumably living again, you suffer from post-death stress and have disadvantage on all saving throws and checks until you take a long rest.

Way of the Thousand Stars

Throwing Expertise

At 3rd level, you gain proficiency with up to three one-handed martial or simple weapons with the thrown property and they can be considered monk weapons. When you throw a weapon, it gains an extra +1 bonus to hit and to damage.

Flurry of Stars

At 6th level, you can throw weapons faster and harder. After throwing a weapon, you can expend a ki point to use a bonus action to throw another. You now gain proficiency with throwing stars and consider them monk weapons.

Ten Thousand Stars

At 11th level, as an action, you can expend 3 ki points to enter "Ten Thousand Stars". While in this stance, when you take the attack option, you can replace it with 2 ranged attacks with a thrown weapon. This stance lasts a minute but you cannot activate it again until you take a short or long rest.

Steel Hurricane

At 17th level, you can protect yourself with your mastery of thrown weapons. As an action, you can expend 2 ki points to have your thrown weapons flurry around you, dealing 3d6 slashing damage to any creature who moves within 5 feet of you or ends their turn their. You also gain a +3 bonus to AC but cannot attack until you use a bonus action to end this stance.

Way of the Flowering Star

Inner Peace

At 3rd level, you are in peace with yourself. You have resistance to all damage provided you have not attacked or dealt damage or forced a saving throw in the last 3 hours.

Balance in all Elements

At 3rd level, you can choose an elemental balance, which you can trigger by expending 2 ki points. At 6th, 9th, and 12th level, you can choose whether to upgrade one elemental balance (it gains the upgraded form) or to gain another elemental balance.

Once you have an elemental balance active, it lasts for the next minute and once it is done, you cannot use that balance again until you finish a short or long rest.

Walking with the Waves: When active, you have cold resistance and +2 to Dexterity saves. Upgraded version grants 30 feet of swimming speed and +3 to unarmored AC.

Running with the Wind: When active, you have an additional 10 feet of movement speed, and have resistance to lightning damage. Upgraded version grants 30 feet of flying speed and +2 to hit with monk weapons.

Standing with Stone: When active, you have acid resistance and all bludgeoning, piercing, and slashing damage deals 3 less points of damage to you. Upgraded version grants you the ability to bypass any resistance with your melee attacks.

Dancing with Flames: When active, you have fire resistance and deal an extra 1d4 fire damage with melee atttacks. Upgraded version grants +3 bonus to damage rolls.

Fall of Flowers

At 6th level, you gain new ki attacks. As an action, you can expend 2 ki points to use one of these attacks. Once you have done so, you must take a short or long rest before doing so again. At 9th, 12th, 15th, and 18th level, these attacks upgrade, dealing more damage.

Lily Petal: Make a ranged spell attack against a foe within 30 feet of you. The target takes 2d12/3d10/3d12/4d10/4d12 radiant damage on a hit.

Orchid Blossom: Choose three targets within 30 feet. They all take 1d6/2d6/3d6/4d6/5d6 force damage and have -1 to attacks against you for the next round.

Drifting Lotus: A 25 foot sphere centered on you explodes in a burst of energy, dealing 4d6/4d8/4d10/4d12/5d12 radiant or force damage to all enemies in the area.

A Scattering of Petals

At 11th level, you can expend 3 ki points to blind and weaken enemies in range. Choose up to 5 enemies within 30 feet of you. They all must make a Constitution saving throw or be blinded and take 2d10 force damage. While blinded by this ability, the targets have disadvantage on all saving throws aside from the saving throw to end the effect.

Once you use this ability, you must take a short or long rest before doing so again.

Everything is Nothing

At 17th level, you can erase those not at peace from the face of the earth. Your inner peace counter reduces to 1 hour, and while you are in inner peace, you can expend 9 ki points to use "Everything is Nothing".

Choose up to 5 enemies within 30 feet of you. They must all make a Wisdom saving throw or have their body (which is not peaceful at all) disintegrate and fade into nothingness.

On a failed save, the targets (as long as they have no legendary actions) disintegrate instantly, and cannot be resurrected in any means short of a wish spell. Targets with legendary actions instead take 24d8 unblockable force damage. Targets which follow the Way of the Flowering Star instantly succeed on the save, targets with monk levels have advantage on the save and targets which are in inner peace take no damage at all.

On a successful save, the targets take 20d6 force damage.

Once you have used "Everything is Nothing", you must take a long rest before doing so again.