Warhammer for Dungeons and Dragons Fifth Edition

FUNDAMENTALS OF THIS CONVERSION

Character Types

(Choose 1 of 4)

There are four types of character, and in addition to these, any character can be an Inspired Caster. Each character type has advantages and disadvantages, summarized here, and explained in more detail later in the document. The only restriction when building a character, is that to gain the benefits from the Martial character type, you must never gain the ability to cast spells by taking a level in a spell-casting class or spell-casting archetype. You may begin play as a Half-Caster, even if you have not yet gained spell-casting abilities, but intend to do so later.

Martial:

This type of character does not wield magic, nor the blessings of a deity. They are warriors, fighters, scholars, merchants or inventors. They do not (and indeed cannot) cast spells.

Style Action: At any time you may use an improvised action (detailed in the martial section of this document) in addition to any other actions you have available. You may not use this feature again until you complete a rest.

Martial Path: When you start the game, choose a martial path as detailed in the martial section of this book.

Martial Devotion (Optional): At level 3 Martial characters may choose to gain one of the feats given in this document. If you do so you may never gain spellcasting abilities (not even through feats) and you may never become one of the character types listed below. Note that things may appear to be spellcasting when they are not, such as the ability for a Barbarian to commune with beasts. These are not restricted by taking this feat.

Arcane Caster:

Arcane Casters are any character that draws their magic from the winds of magic which blows from the edges of the world and carries the power of the world beyond our world. These characters are wizards and sorcerers. Either learned individuals who harness the winds based on ancient knowledge, or those shamans and adepts who can intuitively use such latent magic energy.

Spell Points: Arcane spellcasters use spell-points instead of the spell slots system detailed in the DMG and PHB. Prepared casters (such as a wizard) use these spell points to construct spell slots after they complete a short or long rest (and must save spell points in reserve in order to customize or modify spells on the fly). Sorcerers are free-form, and may craft their spell slots whenever they wish by spending the appropriate ammount of spell points. Wizards often know more spells, but sorcerers are more flexible.

Wind: The number of spell points which an Arcane caster has available is dependent on the strength of their favored wind. Details for this are presented later. However, this also means when you make an arcane spell-caster, you choose a lore (detailed later) and gain knowledge of the spells associated with that lore, as well as the abilities detailed in that lore.

Flourish: At any time you may immediatley gain 5 spell points which must be spent to augment or overcharge a spell. You may not use this feature again until you complete a rest.

Divine Caster:

Divine casters are characters who are given their spells by their Gods. These are Clerics who worship fervently, or Warlocks who make dark pacts. Rather than the spell point mechanic presented in the winds of magic seciton of this document, these casters use their normal spell-casting abilities as detailed in the DMG and PHB.

Spell Slots: The use of spell slots is detailed in the PHB and DMG. Many things listed here are based on spell points, and sometimes an ability may increase or decrease the number of spell-points available to you. Divine casters ignore these increases and decreases. Because Divine Casters draw their abilities from a source other than the winds of magic, their magic is often more reliable. They are not effected by the winds of magic, but may still be affected by Dispell, Anti-magic field, counterspell and any other anti-magic abilities as normal.

Faith: Your maximum number of inspiration points is increased by 1, and after a short or long rest you gain an inspiration point.

Half-Caster:

Half-Casters are characters who have access to the winds of magic, or who have the blessing of a God, but who are not bound to this one path. These characters tend to be the best of both worlds (magic users that also have other skills). When choosing a Half-Caster, you must also choose whether you are a Divine Caster, or a Spellcaster. Any character who multi-classes in a casting class and a martial class is a half-caster.

Magic Ability (Choose one of the following):

1) You gain the Spell Slots and Faith feature from the Divine Caster character type. Usually half-casting classes have less Spell Slots or access to less powerful spells.

2) You gain the Spell Points and Flourish feature from the Arcane Caster character type. Half-casting classes gain less Spell Points at each level as detailed later in this document.

Martial Knack

You gain the Martial Path and Style Action feauters from the Martial character type.

Magically Improvised Actions

When you perform an improvised action, you may have that action inflict an aditional 1D4 damage of a type of your choice to represent weaving magic into the action. For example you may add 1D4 piercing damage to the fire damage of a shattered oil lamp, to represent it exploding due to the magics that you weave through it as it is thrown.

Inspired Caster:

If you can cast both Divine and Arcane spells, you use spell points in the same way as an Arcane Caster.You also gain the following feature:


Graceful Transition: You may turn spell slots into spell points, and spell points into spell slots at will.

Who is What?

  • Bard - Divine Caster
  • Barbarian - Martial
  • Druid - Choose Arcane or Divine Caster
  • Cleric - Divine Caster
  • Fighter - Martial
  • Wizard - Arcane Caster
  • Monk - Martial
  • Paladin - Half-Caster
  • Ranger - Half-Caster
  • Sorcerer - Arcane Caster
  • Warlock - Divine Caster

Special Cases:

  • Arcane Trickster - Half-Caster
  • Eldritch Knight - Half-Caster

Other Cases:

If you come upon a case not covered above in your game (perhaps you are using some other homebrew) it is at the DMs discretion what a character should be treated as. Characters who use spell slots strangely (such as a warlock) should always be Divine casters, but the rest is simply based on the DMs best judgement.

WINDS OF MAGIC

The winds of magic howl through the world, drawn from beyond the veil of mortal sight. These winds bring with them the tides of change and of shaping, and they fuel the magic which mages of every race harness. This is a varriant of spellcasting which is inspired by page 288-289 of the DMG. Any character who is an Arcane caster uses this type of magic.



In this variant of Dungeons and Dragons fifth edition spellcasting, each spell has a point cost based on its level. The Spell Point Cost table summarizes the cost in spell points of slots from 1st to 9th level. Cantrips don't require slots and therefore don't require spell points.

Instead of gaining a number of spell slots to cast your spells from the Spellcasting feature, you gain a pool of spell points instead. You expend a number of spell points to create a spell slot of a given level, and then use that slot to cast a spell. If you are a prepared caster (wizard), you create these spell slots after finishing a short or long rest, and if you are a spontaneous caster (sorcerer) you may create these spell slots at any time. You can't reduce your spell point total to less than 0, and you regain all spent spell points when you finish a long rest. Once you have created a spell slot, it remains until you complete a short or long rest, at which point the spell slot dissapears.

Spells of 6th level and higher are particularly taxing to cast. You can use spell points to create one slot of each level of 6th or higher. You can't create another slot of the same level until you finish a long rest.

The number of spell points you have to spend is based on your level. If you are a Half-Caster, you have less spells than other Character Types as detailed below. If you are a Martial character you do not gain spell points at all. The Spell Points by Level table indicates the number of spell points you have after finishing a long rest and your level also determines the maximum-level spell slot you can create. Even though you might have enough points to create a slot above this maximum, you can't do so.

The Spell Points by Level table applies to bards, clerics, druids, sorcerers, and wizards. For a paladin or ranger (or any other half-caster, eldritch knight, arcane trickster), halve the character's level in that class (rounding up) and consult the table.

Spell Points at Each Level
Spellcaster Level Spell Points Available Max Spell Level
1 5 1st
2 5 2nd
3 10 2nd
4 15 3rd
5 20 3rd
6 25 4th
7 30 4th
8 40 5th
9 55 5th
10 60 6th
11 70 6th
12 70 7th
13 80 7th
14 80 8th
15 95 8th
16 95 9th
17 100 9th
18 105 9th
19 115 9th
20 130 9th
Spell Point Cost
Spell Slot Level Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
6th 10
7th 13
8th 15
9th 20

Harnessing the Winds

Each day the winds of magic shift, and magic waxes and wanes across the lands; each of the eight cardinal Winds also interact and compete so that magic users must judge their power anew each day by assessing the winds of power. After each long rest (or each new day, or after a drastic change in locale), the GM rolls on the following table and informs you of the spell points granted to you via the winds of power which may be harnessed in your area.

The Strength of the Winds of Magic
Roll Result
1 Becalmed
2 -25 Spell Points
3 -25 Spell Points
4 -20 Spell Points
5 -20 Spell Points
6 -15 Spell Points
7 -15 Spell Points
8 -10 Spell Points
9 -10 Spell Points
10 -5 Spell Points
11 -5 Spell Points
12 No change
13 No Change
14 +5 Spell Points
15 +5 Spell Points
16 +10 Spell Points
17 +15 Spell Points
18 +20 Spell Points
19 +25 Spell Points
20 A Storm Rages

Storms of Magic


When a storm of magic rages, a mage may harness great magic, but does so at severe personal risk. Characters casting spells in a storm of magic have unlimited spell points, but take damage equal to the spells level. In a spell storm characters may create spell slots without the limitations which normally apply to spell slots above level 6. In a spell storm Max Spell Level is increased by 1. When you cast a healing spell during a storm of magic, you take damage equal to the ammount healed. This damage may kill you outright. Restoring a character to life is equivalent to healing them for their entire health, and thus you take damage equal to their health. Effects like animate dead, which do not restore soul or mind, do not damage who when cast.


Becalmed


When the winds of magic are becalmed, no magic can be performed, except for Cantrips. Cantrips can be used at the cost of 5 spell points each cast. When using healing magic when becalmed, you heal for the maximum instead of rolling, as the wind of life is naturally more prevalent on calm days.

Below-Ground


The winds of magic still blow underground, but their effect is diminished. Characters gain 5 less spell points below ground.

DM-ing the Winds of Magic

In certain areas, particular winds blow more fiercly than others. When the wind of life is at full strength, the wind of death is diminished. Each practioner of magic utilizes the winds in a different manner, and some currents of magic may benefit one practionioner over another. Consider giving +5 or -5 spell points when appropriate (if the winds are weaker or stronger), or changing the damage type of spells to better align with the dominant wind in the current area. For more unique effects consider using the following:

Trick Winds
Name Effect
Warp Winds Magic uses the Wild Surge Table: PHB 104
Old Winds Increase Max Spell Level by one
Tainted Wind +1 Exhaustion for each Spell Cast: PHB 291

Intricacies of the Winds

All magic users may attempt to harness the winds of magic in unique manners which allow them to amplify their abilities by risking death in the face of the winds, or by calling up opposing winds to strike down the abilities of others.

Over-drawing and Augmenting

Augmentations and creativity can be used when utilizing any spell, so long as it is suitable to the campaign and feel of the game. If a mage would like to augment their abilities, or change how a spell works, then they should use a spell which is available to them and spend aditional spell points in order to gain aditional effects. Casting time, range and duration can all be altered at the approval of the GM, and by paying an ammount of Spell Points deemed appropriate by the DM. 5 points for a small change, or 20 for a larger alteration (such as increasing the range of a spell greatly). Before the character casts the altered spell, roll on the Miscast table and add the number of spell points spent on the augmentation.

Miscast Table
1D20+Modifiers Effect
10+ The earth trembles and a harsh wind blows.
15+ As above and: A nova of light illuminates the area within 30 feet of the caster; there is a sound like thunder.
20+ As above and: the caster is enveloped in ghostly flames which deal 1D8 damage of a type appropriate for the spell being cast.
25+ As above and: a nova of energy spreads from the caster dealing 1D8 damage to all within 20 feet of a type appropriate for the spell being cast. Reflex save DC 20 for half damage.
30+ As above and: the caster is thrown 30 feet in a random direction, taking 2D10 damage and losing all spell points.
40+ As above and: something horrible awaits the caster in their near future.

Dispelling Magic

A caster who is drawing upon the same wind as another character (as is almost always the case when two mages face-off on the field of battle) may attempt to limit their opponent's manipulation of the winds of magic rather than cast their own spells. Any caster may spend spell points to activate one of the effects in the following table. This effects all magic users in a particular region (for example a large tunnel complex, a single forest, or a mountain range), including friendly casters and the character doing the dispelling.

Dispelling Magic
Points Spent Effect
25 Frenzied Winds: Spells cast in the next five minutes cause a roll on the miscast table.
50 Flagging Winds: Spells cast in the next five minutes cost twice the spell points.
75 Silence: spells cannot be cast for the next five minutes.

In addition to the effects above, all spell-casters (and some other characters) may spend the following in order to cast the specified anti-spells, and do so at the range detailed in the spell's description:

Anti-Spells
Spell Points Spell Cast
10 Couterspell at level 3
20 Counterspell at level 6
10 Dispel Magic at level 3
20 Dispel Magic at level 6

Other Sources of Magic

In addition to these trick winds, their are two other elements of magic which alter its use significantly. These are the Leylines which run through the earth and cross at junctions to create places of great power, and warpstone which originates deep beneath the earth and in meteors which sometimes fall from the heavens.

Leylines

Leylines are stationary places where magic is more easily performed, and they offer the most benefit at junctions between multiple leylines. Characters who rest on a leyline may add 5 spell points to their daily total from the winds of magic. Leylines are about 5 feet across, though some may be as wide as 10 feet, and most often intersections of leylines ocuppy a 5 foot square space. Characters who stand on a Leyline junction (where two or more leylines meet) gain the following benefits:

Leyline Junctions
Number of Leylines Intersecting Effect
2 Spell cost 5 less spell points to a minimum of 1 spell point.
3-4 Spells cost 10 less spell points to a minimum of 1 spell point.
5-6 Spells cost 20 less spell points to a minimum of 1 spell point.
7-12 Spells are free to cast while standing on this leyline.
13+ Standing on this leyline grants infinte spell points.
Leyline Rarity

An intersection of two leylines is exceedingly rare. An intersection of more than 2 lines marks a seat of great power, and is likely the house of a mage or other powerful being. In Lustria or Albion, where it is said intersections of five or more lines of power may be found, such arcane sanctuaries are the place upon which palaces are built and civilizations forged. Intersections of seven or more leylines, though theorized to exist by a few fringe mages in their studies on Ulthuan are better considered myths or legends than realities to be sought out. Finally, it is only at the table of the thirteen, below the ground in the halls of the horned rat, that the skaven claim they hold a leyline of extraordinary power. This is almost certainly nonesense, as an intersection of 13 leylines might be enough to assist in the creation of a new Chaos god....

Warp Stone

Warpstone (or Wyrdstone) is a powerfully reactive substance which can be found in the depths of the earth, and causes mutations in those who keep it about their person frequently.

Skaven and Warpstone

Warpstone has a special tie to the Skaven who use it as fuel and regard it as sacred. Unknowing human scholars often class them as Beastmen, who are a degeneration of man, but Skaven are rather an evolution of rat, created by exposing ordinary rats to Warpstone.

Warpstone is used extensively by the Skaven, and Warptokens are generally recognized as their major form of currency (and sometimes sustenance) but each clan utilizes it in a different way. Perhaps the most recognized use is that of Clan Moulder, to mutate creatures into unnatural forms for their diabolical purposes by dissolving it into a paste that can ‘glue?disparate body parts together. Clan Skryre uses the magic-infused stone to run huge war engines and strange inventions out of a mad scientist’s worst nightmare. The Clans Pestilens and Eshin use it for slightly more mundane purposes, to increase the potency of their poisons and toxic brews.

Some Skaven, such as Grey Seer Thanquol, use Warpstone as a narcotic in a similar manner to snuff..

Warptokens

Warptokens are a unit of warpstone the size of a small coin. One warptoken is equivalent to 1 gold piece, though the trade value may vary outside of lands which accept Warptokens as a currency. In addition 1 warp token is equivalent to 1 Spell Point worth of crystalized magic. Warpstones can be ground into powder and inhaled; ingested whole; used as ammunition; used as a power supply; or turned into an alchemical paste. Long-term exposure to warpstone, or short-term exposure to large quantities of warp-stone can have "Adverse Effects."

Inhaled

When warpstone is inhaled it grants 1 spell point. If warpstone is inhaled frequently it causes "adverse effects."

Ingested

When ingested a character gains 1 spell point for each warptoken worth of warpstone which it ingests. in non-spellcasters this spell point is useless. This causes the character to suffer "adverse effects" with a +1 modifier for every spell point gained.

Ammunition

Warpstone can be crafted into ammuniton. Ammunition made of warpstone causes Psychic damage instead of another damage type.


Power Supply

Warpstone can be used as a power supply, and grants advantage on any checks that would be assisted by this quality.

Alchemical Paste

Alchemical paste is a material which grants advantage on Medicine and Arcana checks (speeding healing or enhancing magic). Granting advantage on a check in this way causes "adverse effects" on anyone involved.

Exposure

Exposure to small quantities of warptokens (less than 100) has "adverse effects" after days of exposure. Add nothing to any adverse effects rolls made using these quantities. Exposure to reasonable quantities of warptokens (more than 100 less than 1000) has "adverse effects" after hours of exposure. Add +5 to any adverse effects rolls made using these quantities. Exposure to unreasonable quantities of warptokens (more than 1000) has "adverse effects" after hours of exposure. Add +10 to any adverse effects rolls made using these quantities.

"Adverse Effects"

Whenever one of the above uses of warptokens calls for an adverse effect, or whenever deemed appropriate by your DM, you must make a DC 15 constitution save. If you fail roll 1D20 on the table shown below and add the value detailed in the exposure section of the warpstone rules.

Adversity
1D20 + Modifiers Save DC
0+ You are poisoned for 1D10 rounds.
5+ As above and: you take 1D8 Psychic damage.
10+ As above and: you gain one aesthetic mutation.
15+ As above and: you gain one difficult to conceal aesthetic mutation.
20+ As above and: You mutate in a manner discussed between yourself and your DM which grants benefits and is offset by penalties.
26+ Lethal Dose: You die, and your body no longer resembles what it did resemble.
Mutations

Mutations caused by warpstone can result in extra organs, spectacular abilities, new magical powers, changes in magical lore, tentacles, horns, natural attacks, gills and other defects or conditions. These are all permanent unless adressed by some form of powerful restoration magic.

Playing a Spellcaster

Each Arcane Spellcaster must choose from one of the following schools. Certain schools are more often chosen by certain races (or can only be chosen by certain races). These schools do not restrict what a character can accomplish when performing magic, but rather they indicate which winds are most preferable to that mage - which winds that character can best harness. When you pick a lore, add that lore's spells to the spell-list for your class. You may only choose to specialize in a single magical lore, no matter how many casting classes you belong to.

Common Lores of Magic
Lore of Magic Other Names Common Practioners
Light Illusion Humans, Elves
Metal Transmutation Humans, Beastmen
Death Necromancy Vampires, Tomb Kings
Life Enchantment Humans, Elves, Lizardmen
Heaven Divination Humans, Elves
Shadow Abjuration Humans, Elves
Fire Evocation Humans, Elves
Beasts Conjuration Humans, Elves, Orc
High Magic None High Elves
Dark Magic None Dark Evles
Athel Loren None Wood Elves
Little WAAGH None Goblins, Night Goblins
Big WAAAGH None Orcs, Black Orcs
Ruin None Skaven
Plague None Skaven
The Wild None Beastmen
Nurgle None Chaos Worshippers
Slaanesh None Chaos Worshippers
Tzeentch None Chaos Worshippers
Vampires None Vampires
Nehekhara None Tomb Kings
Great Maw None Ogres
Ice None Humans of Kislev

Lores of Magic

Each of the following lores allows spell-casters of a certain tradition to utilize spell points in unique ways. The effects detailed here may be used as a bonus action, and when used reveal the lore of the wielder to other magic users. Beware that performing magic with the influence of a disreputable lore may bring unwanted attention to yourself as a mage, and may call into question the purity of your intentions. Some abilities listed allow characters to perform feats well above their level. For instance, with enough spell points, any user of the lore of light may perform a resurection. Of course, experienced users of the lore will simply cast the spell Resurection instead of using the ability specified. There are no level restrictions on the abilities listed.

Lore of Light

  • Bonus spells added to class spell list: Light, Minor Illusion, Invisibility
Points Spent Effect
5 Imbue a character touched with the ability to cast the light Cantrip for the next five minutes.
5 Change the damage type of all of your spells to radiant for the next five minutes.
5 Imbue a character touched with the ability to cast the Minor Illusion Cantrip for the next five minutes.
20 Imbue a character touched with the ability to cast Invisibility for the next five minutes.
50 Cause the sun to rise and night to become day.
50 Undo the last 6 seconds (1 round) of time passing.

Lore of Metal

  • Bonus spells added to class spell list: Mending, Heat Metal, Conjure Barrage
Points Spent Effect
5 Gain advantage on your next roll to work metal or work a forge.
5 Immediatley assess the craftsmanship of an object made from metal.
5 Cause 1D6 damage to an object within 5 feet.
20 Cause 1D6 damage to all objects within 30 feet not worn by yourself or an ally.
50 Destroy a machine or complex object within 10 feet.
50 For five rounds surround yourself in a maelstorm which deals 1D8 slashing damage to all characters within 5 feet. This blocks incoming projectiles.

Lore of Life

  • Bonus spells added to class spell list: Cure Wounds, Mass Cure Wounds, Lesser Restoration, Greater Restoration
Points Spent Effect
0 Spare a dying creature from Chaos and ensure its peaceful rest.
5 Imbue a nearby tree with the ability to cast entangle for the next five minutes. It attempts to aid the caster.
5 Cause the rapid growth of all living plants within 30 feet. Restores dying plants to health.
120 Perform a true resurrection as a ritual.

Lore of Death

  • Bonus spells added to class spell list: Gentle Repose, Animate Dead, Spare the Dying
Points Spent Effect
0 Spare a dying creature from Chaos and ensure its peaceful rest.
5 Return a corpse to life as a mindless zombie. MM: 315
20 Return a corpse to life as a Zombie under your control. MM: 315
50 Return a corpse to life as a Wight under your control. MM: 300
50 Return a character to life as an undead with free will.
50 Return a character to life as an undead henchman.
100 Purple Sun of Xereus: This spell works the same as the spell Moonbeam, but instead of inflicting damage, those caught in the spell must make a Dexterity save DC: 15 or die.

Lore of Heaven

  • Bonus Spells Added to Class List: Lightning Lure, Call Lightning, Meteor Swarm
  • Restrictions: This lore cannot be used below ground.
  • Weather Details: DMG 110.
Points Spent Effect
5 Change the weather to a form of mild weather of your choosing: light rain, fog, mist, clear skies. This change remains in effect for one hour or until altered. Spending more points allows for a greater diversity of weather effects as detailed below. You cannot change light levels or time of day. This effects the area within 5000 feet of the caster.
10 Conjure: heavy rain, strong winds, light snow, sleet.
15 Conjure: torrential rain, heavy snow, lightning storm.
20 Conjure: hurricane winds, blizzard, hail, extreme heat, extreme cold.
30 Conjure: Any two of the above effects in concert.
50 Conjure: Otherwordly weather effects: Rain of Fire, Implausible ammounts of lightning, Razorhail, Opaque Fog.

Lore of Beasts

  • Bonus spells added to class spell list: Beast Bond, Speak with Animals, Animal Messenger, Animal Friendship
Points Spent Effect
10 Cast Polymorph
50 Cast Animal Shapes

Lore of Shadow

  • Bonus spells added to class spell list: Invisibility, Witch Bolt,
Points Spent Effect
5 Smoke and Mirrors: Trade places with an ally within 10 feet.
10 Shadow Steed: Conjure a horse made of shadows which lasts for 1 hour.
10 Shadow-stepping: Teleport from one shadow to another shadow within 30 feet.
20 The Withering: Enemies within 30 feet have their AC reduced by 1.
50 Fade Away: All allies within 30 feet fall under the effects of Invisibility.
50 Cast Teleport.

Lore of Fire

  • Bonus spells added to class spell list: Fire Bolt, Fireball, Fire Shield, Wall of Fire, Fire Storm
Points Spent Effect
10 Cast any fire spell (paying the normal cost for it). This allows you to use a fire spell with a bonus action.
30 Planar Ally; Fire plane only.
50 Fiery Convocation: As Storm of Vengeance, but all damage types are fire. If your character can cast Storm of Vengeance, reduce the cost of this ability to 15 spell points.

High Magic of Ulthuan, Communing with all Eight Winds

  • Bonus spells added to class spell list:Mage Hand, Prestidigitation, Unseen Servant, Magic Missile, Wish**
  • Restrictions: Only High Elves, Wood Elves and Lizardmen may choose this lore.
Points Spent Effect
5 Shield of Saphery: Each time you cast a spell you may pay this cost to add +1 AC to the target of the spell. This bonus lasts for the duration of the spell cast.
5 Apotheosis: Each time you cast a spell you may pay this cost to heal the target for 1D4 health.
10 Drain Magic: You may add this effect when you Dispel Magic, if your Dispel Magic is successful gain a number of spell points equal to the cost of the spell which you removed using dispel magic.
50 Fiery Convocation: As Storm of Vengeance, but all damage types are fire. If your character can cast Storm of Vengeance, reduce the cost of this ability to 15 spell points.

Dark Magic of Naggaroth

  • Bonus spells added to class spell list: See Invisibility, Animate Dead, Speak with Dead, Blight
  • Restrictions: Only Dark Elves or Wood Elves may choose this lore.
Points Spent Effect
5 Place a vengeance counter on an enemy within 30 feet. Enemies may have up to 3 vengeance counters on them at a time. Enemies can feel when vengeance counters have been added to them and may seek the source of their discomfort.
5 The next spell you cast does 1D6 aditional damage to enemies for each vengeance counter on them.
5 Remove one vengeance counter from a character - all attacks have advantage against that character until the end of the round.
10 Remove one vengeance counter from a character - that character has disadvantage on all attack rolls until the end of the round.
100 The Black Horror: This spell works the same as the spell Moonbeam, but instead of inflicting damage, those caught in the spell must make a Strength save DC: 15 or die.

Earth Magic of Athel Loren

  • Bonus spells added to class spell list: Druidcraft, Tree Stride, Speak with Plants, Commune with Nature, Barkskin
  • Restrictions: Only Wood Elves may choose this lore.
Points Spent Effect
100 Wrath of the Woods: Choose a forest. That forest serves your interests to the best of its abilities, hindering intruders, obscuring your passage, or even rising from the earth to storm a castle.

The Voice of the Little WAAGH!

  • Bonus spells added to class spell list: Greater Flame-face, Unreliable Teleportation, Cunnin'
  • Restrictions: Only Goblins may choose this lore.
  • Waaaagh: When over-charging or augmenting a spell, reduce the cost of that spell by 1 for each Greenskin within 15 feet.
  • Goblin Magic: Add +10 to all miscast rolls.

Greater Flame Face

5th-level Little WAAGH!


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Instantaneous

A blast of fire erupts from your face. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 4d8 fire damage and 4d8 psychic damage on a failed save, or half as much damage on a successful one.

A creature killed by this spell explodes dealing 1D8 psychic damage and 1D8 fire damage to all other creatures within 10 feet.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, one creature you are touching also casts this spell (at level 5) for each slot level above 5th.

Unreliable Teleportation

2nd-level Little WAAGH!


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: S
  • Duration: Instantaneous

A creature targeted by this spell may make a Wisdom save to negate the effects. You may also target an object with this spell. All conditions last 1D4 rounds.

The target is vanished (hurled) into the realm of chaos, only to come back out a 'short' distance from where they were standing. The speed, distance, condition and direction that they exit are not totally up to the caster. He may choose one of the four but must leave the other three up to chance, rolling on the table below for each. A character that appears within an object is trapped, but is not crushed: their body replaces the material that previously existed in that space.

If cast using a slot of 5th level or higher, the caster may control one aditional aspect of the teleportation.

Random Aspects
Roll Speed Distance Direction Condition
1 Frozen in Ice 5 Feet. Down On Fire
2-5 Walking Speed 15 Feet. North Invisible
6-10 Running Speed 30 Feet. South Poisoned
11-15 Sprinting Speed 100 Feet. East Stunned
16-19 Dangerously Fast 150 Feet. West Frightened
20 Rocketing 1000 Feet. Up Safe

Cunnin'

2nd-level Little WAAGH! OR 3rd-Level Big WAAAGH!


  • Casting Time: Ritual
  • Range: Self and Allies involved in the plan
  • Components: Cunnin'
  • Duration: Until the plan has either succeeded or failed.

Before casting this spell you must devise the plan. The plan should be as elaborate as possible. Describe the steps of the plan and what each member of the party will do as part of the plan. For example, you may decide that one character will distract the guards, while the others sneak around back. Any rolls made to fulfill steps of the plan gain advantage. In this case a Charisma check to seduce the guard would gain advantage, as would an attack roll against the guards. A character may only cast this spell once each day, because cunnin' is hard.

The Voice of the Big WAAAGH!

  • Bonus spells added to class spell list: Compell Duel, Cunnin', Toss, Foot of Gork
  • Restrictions: Only Orcs may choose this lore.
  • Waaaagh: When over-charging or augmenting a spell, reduce the cost of that spell by 1 for each Greenskin within 15 feet.
  • Orc Magic: Add +5 to all miscast rolls.

Toss

3rd-level Big WAAAGH!


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous

A creature targeted by this spell may make a Wisdom save to negate the effects. You may also target an object with this spell.

Toss OR Unreliable Teleportation

Unreliable Teleportation causes a character to dissapear from this plane of existence, travel a distance within an alternate plane, and reappear. This means that things in its path during its movement do not matter.

Toss (by contrast) causes a character to move at alarming speeds without changing planes of existence, and thus the potential to colide with objects, other characters or walls (at blinding speed) is a very real concern. You may, of course, target yourself with either of these spells.

The target is hurled in a direction. They move a particular distance, in a particular direction, at a particular speed and upon arrival may take a particular action. The speed, distance, action and direction that they exit are not totally up to the caster. He may choose two of the four but must leave the other two up to chance, rolling on the table below for each.

If cast using a slot of 5th level or higher, the caster may control one aditional aspect of the teleportation.

Speed is measured in damage. This is the damage that should be applied when anything happens regarding the Toss spell. It is the damage that the thing being tossed takes if it collides with an enemy. The damage the enemy takes when it is colided with by the thing that is tossed, the extra damage that the Tossed thing does with an attack after it is Tossed, etc


Random Aspects
Roll Distance Direction Speed Action
1 15 feet Towards the nearest living thing 1D4 Vomit
2-5 30 feet In a random direction 1D6 Attack
6-10 60 feet In a direction chosen by the caster 1D8 One Action
11-15 100 feet In a direction chosen by a random living being within 100 feet of the caster 1D10 Bonus Action
16-19 150 feet Up 1D12 One Action
20 1000 feet Towards the nearest source or imminent danger 4D10 Move 10 Feet

Cunnin'

2nd-level Little WAAGH! OR 3rd-Level Big WAAAGH!


  • Casting Time: Ritual
  • Range: Self and Allies involved in the plan
  • Components: Cunnin'
  • Duration: Until the plan has either succeeded or failed.

Before casting this spell you must devise the plan. The plan should be as elaborate as possible. Describe the steps of the plan and what each member of the party will do as part of the plan. For example, you may decide that one character will distract the guards, while the others sneak around back. Any rolls made to fulfill steps of the plan gain advantage. In this case a Charisma check to seduce the guard would gain advantage, as would an attack roll against the guards. A character may only cast this spell once each day, because cunnin' is hard.

Foot of Gork

6th-level Big WAAAGH!


  • Casting Time: 1 action
  • Range: 100 feet
  • Components: V, S, M
  • Duration: Instantaneous

The foot of your god comes smashing on puny non-believers. This spell effects a 50-foot radius, 100-foot high cylinder centered on a point within range. All creatures within the area are knocked flying 100 feet directly away from the center of the impact. A creature can make a Dexterity saving throw to avoid the effect (but only if it can move completley out of the radius of the effect).

If some solid object (such as a wall) is encountered in this movement, characters strike it as they would during a normal downward fall.

Characters hit by the foot of Gork take 5D10 Psychic damage.

When cast at a higher level than 6: increase the radius of the spell by 10 feet and the damage by 1D10 for each level above 6.

Lore of Ruin

  • Bonus spells added to class spell list: Weird, Vitriolic Sphere
  • Restrictions: Only Skaven may choose this lore.
  • Warp Lightning: All lightning damage you do is considered Psychic damage instead.
  • Ruination: You may choose when you are effected by warpstone exposure.
Points Spent Effect
5 Skitterleap: Swap places with a living creature of the same size within 30 feet. The target may make a Wisdom save to negate this effect.
100 The Dreaded Thirteenth: This ritual is performed to achieve the death of an enemy. It requires preperation and commitment to a cause. To perform the ritual 13 (12 + the caster) characters must join hands, and hold in their mind the objective of the ritual - the death of a particular target. All those involved must make a Wisdom save DC: 15 to avoid having their mind wander. The effect of this spell is based on the number of characters in the circle who succeed on their wisdom save as described in The Dreaded Thirteenth table below.

Lore of Plague

  • Bonus spells added to class spell list: Acid Splash, Poison Spray, Insect Plague
  • Restrictions: Only Skaven may choose this lore.
  • Pestilens: All spells that do damage also do an aditional 1D4 Poison damage. Characters have disadvantage on saves against diseases while within 10 feet of you.
  • Carrier: You are immune to the debilitating effects of disease, but still carry and transmit diseases normally. These diseases may alter your physical appearance, but they will not harm you.
Points Spent Effect
20 Instill disease: Any disease that you have, you may pass to a character within 30 feet. They may make saves against the disease as normal.
100 The Dreaded Thirteenth: This ritual is performed to achieve the death of an enemy. It requires preperation and commitment to a cause. To perform the ritual 13 (12 + the caster) characters must join hands, and hold in their mind the objective of the ritual - the death of a particular target. All those involved must make a Wisdom save DC: 15 to avoid having their mind wander. The effect of this spell is based on the number of characters in the circle who succeed on their wisdom save.

The Dreaded Thirteenth
Number of Successful Saves Result of Ritual
0 One of the members of the circle, chosen randomly, dies.
1-6 Something dreadful is drawn from the plane of chaos. It appears within easy walking distance of those in the circle. It is not friendly.
7 Nothing happens.
8-12 The target of the spell is teleported into the circle. The members of the circle who failed their saves are teleported to where the target of the spell was.
13 The target of this spell dies.

Lore of the Wild

  • Bonus spells added to class spell list: Compelled Duel, Beast Sense, Dominate Beast, Bray-Scream
  • Restrictions: Only Beastmen may choose this lore.
  • Stampeed: Increase your base movement speed by 10 feet.

Bray-Scream

3rd-level Lore of the Wild


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentrations, up to one minute.

Every ally within range gains +5 feet base movement speed. At higher levels: for each level that this spell is cast at past level 3, increase the bonus movement speed granted by +5.

Lore of Nurgle

  • Bonus spells added to class spell list: Acid Splash, Poison Spray, Insect Plague, Chaos Conjuring
  • Chaos Pledge: This magic manifests itself visibly on the user, causing visible signs of disease and decay.
  • Carrier: You are immune to the debilitating effects of disease, but still carry and transmit diseases normally. These diseases may alter your physical appearance, but they will not harm you.
Points Spent Effect
20 Instill disease: Any disease that you have, you may pass to a character within 30 feet. They may make saves against the disease as normal.

Lore of Tzeentch

  • Bonus spells added to class spell list: Magic Missile, Weird, Chaos Conjuring, Dissonant Whispers, Eyebite, Foresight, Mind Blank, Tenser's Floating Disk
  • Chaos Pledge: This magic does not manifest itself visibly, but is ultimatley chaotic and considered evil.
  • Agent of Change: You may not cast Dispel Magic or Counterspell. You may not use the Dispelling Magic detailed in the intricacies of the winds section.
  • Among Lesser Beings: You may cast disguise self at will.
  • Master of Sorcery: All spells cost 1 less spell point to cast for each spell level (to a minimum of 1).

Lore of Slaanesh

  • Bonus spells added to class spell list: Chaos Conjuring, Glibness, Charm Person, Compulsion, Evard's Black Tentacles
  • Chaos Pledge: This magic manifests itself visibly on the user, causing patches of chitin or rubbery-smooth skin to appear on the caster.
  • Among Lesser Beings: You may cast disguise self at will.
  • Hallucinogenic Spells: By paying an additional 10 spell points when you cast a spell, the character's effected by your spell must make a wisdom save or roll on the hallucination table below. Duration of the effect is 1D10 rounds.

Chaos Conjuring

6th-level Conjuration


  • Casting Time: 1 minute; Range: 90 fee
  • Components: V, S; Duration: Concentration, up to 1 hour

You summon a chaos creature of challenge rating 6 or lower, or a chaos daemon of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The chaos creature disappears when it drops to 0 hit points or when the spell ends. The type of chaos creature summoned is dependant upon the Lore of magic which you use, or may be chosen by the caster by expending 5 aditional spell points.

The chaos creature is 'friendly' to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the chaos creature, it defends itself from hostile creatures but otherwise takes no actions.

If your concentration is broken, the chaos creature doesn’t disappear. Instead, you lose control of the chaos creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled chaos creature can’t be dismissed by you, and it disappears 1 hour after you summoned it.The DM has the chaos creature’s statistics. At Higher Levels when you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th.

Hallucination Table
Roll Name Description
1-2 Bugsbugsbugsbugs! The character drops to the floor, flailing and screaming as he tries to claw off imaginary insects. The character counts as Stunned.
3-4 My Hands....! The character believes his hands have turned into slimy tentacles, or prehaps the flesh has begun to strip off the bone in bloody lumps. Regardless of particulars, the character drops everything he is carrying and spends the duration of his next turn staring at his hands and screaming. The character counts as being stunned (and drops everything).
5-6 They're coming through the walls! The character sees gruesome demons bursting through the walls/ceiling/floor/bushes and must make a Wisdom save or flee the source of his fear.
7-8 Nobody can see me! The character believes he is invisible and wanders aimlessly, pulling faces at those around him. He waddles about in random directions each round, using all of his movement and committing no hostile actions.
9-10 I can fly! The sky looks so big and inviting, the character flaps his arms trying to imitate a bird. He may do nothing but jump up and down on the spot. If he is standing above ground level, he may throw himself off in a random direction, with the usual consequence for falling -- appalling damage or death being the most usual outcomes
11-12 They've got it in for me... The character is overcome with paranoia, believing even his own comrades are out to get him. On the character's turn, he must move to a place where he can hide, getting out of line of sight from any other characters. He remains hidden until the effects end.
13-14 Blaaargh! Bhleck! The character believes he is dead and falls prone. Any other character who sees him "die" must pass an Intelligence Test or think the character is dead too.
15-16 I'll take you all on! The character is filled with burning rage and a desire for violence. The character enters a rage as per the Barbarian class and attacks the nearest enemy.
17-18 The worms! The character desperately tries to remove a massive fanged worm he thinks is slowly winding its way up and around his leg. If the character is currently holding no weapon, he draws a random weapon from those he carries and attacks himself with in, attempting to slice the worm from his leg. Randomly determine which leg the character believes to be trapped by the worm. The attack hits automatically and deals normal damage.
19-20 I'm only little! The character believes he has shrunk to half his normal size, and everything else is big and fightening now. The character has disadvantage on attack rolls as he swings wildly above his targets.

Lore of the Vampires

Bonus spells added to class spell list: Death Ward Restrictions: Only a Vampires may choose this lore.

Points Spent Effect
5 Transform into a bat for 10 rounds.
5 Return a corpse to life as a mindless skeleton. MM: 272
5 Create a scarab swarm from a corpse. As swarm of insects MM: 338
10 Create a scarab swarm from a corpse which obeys simple commands. As swarm of insects MM: 338
20 Return a corpse to life as a skeleton under your control. MM: 272
60 Bite a helpless character to turn it into a vampire spawn which is friendly to you. MM: 298
60 Return a character to life as an undead with free will.
100 Return a character to life as an undead henchmen.

Lore of Nehekhara

Bonus spells added to class spell list: Death Ward, Insect Plague, Animate Dead, Create Dead Restrictions: Only Tomb Kings may choose this lore.

Points Spent Effect
5 Preserve a recently dead creature via mumification so that it might live again.
5 Return a corpse to life as a mindless skeleton. MM: 272
5 Create a scarab swarm from a corpse. As swarm of insects MM: 338
10 Create a scarab swarm from a corpse which obeys simple commands. As swarm of insects MM: 338
20 Return a corpse to life as a skeleton under your control. MM: 272
50 Return a corpse to life as a wight under your control. MM: 300
50 Return a character to life as an undead with free will.
100 Return a character to life as an undead henchman.
100 Cast True Resurection (but only on a properly mummified body)

Lore of the Great Maw (Gut Magic)

  • Bonus spells added to class spell list: Compelled Duel, Counterspell, Spinemarrow, Bonecrusher, Troll Guts
  • Restrictions: Only Ogres may choose this lore.
  • Well Fed: If the Ogre has been well fed (GM decides) then their spells cost 1 less spell point to cast.
  • Bloodgruel: Whenever you cast counterspell regain 1D4 health.
Points Spent Effect
100 The Maw: Range: 60 feet. You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 8d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one.

Spinemarrow

2nd-level Lore of the Great Maw


  • Casting Time: 1 reaction, when asked to make a Wisdom save.
  • Range: Self
  • Components: V
  • Duration: Instantaneous

This character gains advantage on its next Wisdom saving throw.

Bonecrusher

6th-level Lore of the Great Maw


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You magically compact the target's rib-cage. The target must make a Constitution saving throw. On a failed save, it takes 14d6 bludgeoning damage, or half as much damage on a successful save. The damage can’t reduce the target’s hit points below 1. If the target failed the constitution save it gains one level of exhaustion.

Trollguts

6th-level Lore of the Great Maw


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M
  • Duration: Concentration, up to one minute.

Grants the target regeneration. The character regains 5 hit points at the start of its turn if it has at least 1 hit point.

Lore of Ice

Only females may use the Lore of Ice

  • Bonus spells added to class spell list: Cone of cold, Wall of Ice, Ice Storm, Investiture of Ice, Ice knife, Chill Touch
  • Restrictions: Only those born in the lands of Kislev may choose this lore.
  • Kislev, the Motherland: The damage type of all your spells is cold (and may not be any other damage type). All spells cost 1 less spell point to cast.

Playing a Martial Class

Each class which lacks the ability to spell-cast or which is considered a half-caster (see the winds of magic section) benefits from particular skills and abilities. It is impressive indeed when a warrior stands alongside those who draw upon the winds of magic, and lives to tell the tale; or even less commonly stands against a powerful wizard or lord, and strikes them down. For this reason, martial classes gain an additional bonus from a martial path of their choice at the first level of their class, and that path advances in quality at level 3, 6, 9 and 14. Choose one path from the table below. Because of the broad scale of benefits indicated here, DM discretion should be exercised regarding all of the following paths, and exactly what benefits those paths grant. PCs are encouraged to discuss their paths and the progression of them with their DMs.


Martial Paths
Name At Level 1 At Level 3 At Level 9 At Level 12
Artefact Choose: Mighty, Blessed or Dark. You gain an artefact that is either unaligned, lawful or chaotic respectively. This artefact is a magic item of common or uncommon quality. Your artefact unlocks new powers and retains the old ones. Your artefact continues to grow in power, and unlocks some secret previously unclear to your character. Your artefact unlocks new powers and is now of rare quality.
Great Mount Gain one mount: CR 1 or less New mount types: CR 2 or less New mount types: CR 4 or less New mount types: Anything, but with DM discretion and it must be found in game.
Prowess Gain a proficiency and mundane item of your choice. Gain a feat of your choice. Gain a martial ability which defines your fighting style: examples include reach, wielding 2H weapons in one hand, etc.... Choose any one of the previous choices again.
Follower Gain a level 1 NPC follower appropriate to your race. Increase the level of your NPC follower to level 2. Increase the level of your NPC follower to level 6. Increase the level of your NPC follower to level 9.
Land and Title Gain a small homestead and lands passed to you from your fathers. Gain a small business. Gain a keep, large tracts of land, a labratory and the title of "Lord" or your racial equivalent. Gain a small city-state and the title of king.

Warhammer Improvised Actions

When you want to attempt something that is not covered by any fifth edition actions, you can use an improvised action.

The following rules apply to improvised actions:

  • You must explain the improvised action to the DM. The DM may rule that what you want to do will require more than one round, or that it is simply impossible (you can’t fire an arrow into the sky and hit the moon). They may ask you to be more specific regarding the action you want to take and how the action will achieve the results you want.
  • The improvised action can also include all or part of your move. Successfully jumping on ?or diving into a creature will give you advantage on the attack roll. A failed attempt results in your move stopping at the point where the attack takes place and may grant your opponent an advantage on his next attack against you.
  • To perform the improvised action the DM will normally have you make an ability check. The DM will assign an appropriate difficulty class and will explain possible consequences if the attempted action fails. For example, if you attempt to jump off of the balcony onto the monster in the center of the room and miss, you may end up prone.

Improvised actions are some of the most interesting in the game, but players often resist using them because they reduce the damage output of their character. For this reason each character gains one of the following features dependant on their level of spellcasting:

Warhammer Feats

Fighting Style

Gain one fighting style from the fighter class. You may not choose the same fighting style twice. You may not take this feat if you can cast spells.

Light Grip

Gain the following benefits:

  • You may wield a two-handed weapon in one hand so long as it has reach, but may still not wield two, two-handed weapons.
  • Increase your Dexterity or Srength by 1 (to a maximum of 20).

Acute Warrior

Your mind is always prepared for battle. You gain the following benefits:

  • You may add your proficiency bonus to your initiative checks.
  • When you are surprised, you can still take reactions.

Whip Master


You gain the following benefits while wielding a whip:

  • You gain a +1 bonus to attack rolls when you attack with a whip.
  • When you attack with a whip, its damage die increases from 1d4 to 1d6
  • When you attack with a whip, you add 10 feet to its reach (rather than 5 feet).

Venomous

Prerequisites: Poisoners Kit proficiency.

  • You may harvest venom from willing creatures without the need to incapacitate them.When harvesting venom from a creature, double your proficency bonus (nature); if you are harvesting from a willing or friendly creature, you also gain advantage.
  • When used to coat weapons, your poisons last for a number of hours equal to your proficiency bonus OR until they strike a target.
  • Add your proficiency bonus to save DCs and damage of poisions/venoms that you craft/harvest.

Bladesong

You've trained in the graceful sword-arts of the elves.

  • You gain +1 to Dexterity or Intelligence.
  • You may treat any slashing weapon as a finesse weapon.
  • You may draw your sword as a free action.
  • After having just drawn your sword you may make a free attack with that sword (this applies to up to two weapons within 5 minutes).

Deadly Precision

You have a particularly dangerous and skillful eye when hurling objects at opponents. You gain the following benefits:

  • You are proficient with the use of various improvised weapons when used as thrown weapons. Small objects (of half a pound or less) deal 1d2 damage, with a range increment of 20/40, and are finesse weapons. Large objects (of more than half a pound) deal 1d3 damage with a range increment of 10/20. The type of damage they deal is determined by the nature of the object: a thrown brick, for instance, would deal bludgeoning damage, while a broken bottle would deal piercing damage. You cannot throw objects of more than three pounds or less than a quarter pound, nor are you proficient in making melee attacks with improvised weapons.
  • Double the range increments of any thrown weapons you are proficient with when you use them to make ranged attacks. This includes any thrown improvised weapons.
  • Whenever you make a ranged attack by throwing an item, you may immediately draw another item, no action required. This includes both thrown weapons and other items like flasks of holy water and alchemist's fire. If such objects are nearby, you may also scoop up nearby improvised weapons, such as mugs of drink on a table or stones off a dungeon floor, using this ability. If you have the Extra Attack class feature, this can be used to throw multiple weapons in the same turn.

Shield Mastery

  • You gain +1 AC and allies to your left and right also gain +1 AC. This is cumulative with itself, so if there are three people all with this feat in a shield wall the middle one gains +3 AC and the outside two gain +2 AC
  • If you are using a large shield you may use your reaction to gain resistance to magical, elemental, necrotic, radiant, and force attacks from one attack that has a line or ray or cone or burst area of effect as long as you orient the shield towards the origin point of the attack. The shield takes damage from the attack normally.
  • You gain +1 Constitution up to a maximum of 20.

Armor of Faith

Prerequisite: Extreme faith in a deity of your choosing, either 15 or more Wisdom OR 15 or more Charisma.

  • Increase you Wisdom or Charisma score by 1, to a maximum of 20.
  • When wearing no armor and not holding a shield, your AC is equal to 12 + Your Wisdom modifier
  • When wearing light armor and not holding a shield, you can use your Charisma instead of your Dexterity to determine your AC.

Animal Handler

Prerequisite Proficiency in Animal Handling

  • Your skill with animals has increased their abilities and health. When you gain a pet or a mount, they get the following benefits:
  • Add half your proficiency bonus to their AC. attack rolls, and any saving throws or skills they are proficient in
  • Add one of your Hit Die plus their Con modifier to their total HP.

Combat Medic

Prerequisite: Proficiency with Medicine skill

You know how to reach your allies without exposing yourself to harm.

  • Increase your Wisdom score by 1, to a maximum of 20.
  • As long as you use your action this turn to heal damage to an other or attempt to stabilize a dying creature, you may use your reaction to Disengage.
  • When treating allies, you have advantage on Wisdom (Medicine) checks.

Skirmisher

You move around the battlefield unhindered, always striking the enemy where it hurts most. As long as your are wearing light or no armor, you gain the following benefits:

  • Opportunity attacks against you are made at disadvantage if you didn’t start your turn within reach of the creature making the opportunity attack.
  • When you make a weapon attack against a creature within 30 feet, you can move up to 10 feet as part of making the attack (outside of your regular movement).
  • Your ranged attacks against creatures within 30 feet deal 1d4 extra damage.

Titan's Grip

Prerequisite Stength 15 or higher OR Dexterity 16 or higher

  • You gain the ability to use a two-handed weapon in one hand at the cost of accuracy. While doing this, you gain the following benefits:
  • You can wield a two-handed weapon in one hand with a -4 penalty to hit (This does not allow for dual wielding two-handed weapons in each hand).
  • If you have your weapon drawn, you have advantage on Intimidation checks.
  • If you possess this feat and also light grip, you may dual-wield two-handed weapons, and the penalty for doing so is reduced to -2 (or no penalty for reach weapons).
    
    

Einhander

While you are holding a weapon in one hand and nothing in the other hand, you gain the following benefits:

  • Your melee weapon attacks made with advantage deal an additional 1d6 damage.
  • When an enemy attacks you, you can use your reaction to make a Dexterity (Acrobatics) check to jump out of the way. Replace your Armor Class by the result if it's higher.
  • After you attack an opponent, you can swap your weapon to your other hand as a bonus action. Make a Dexterity (Sleight of Hand) check contested by your opponent's Wisdom (Insight). If the check succeeds, you have advantage on your first attack against that opponent in the next round. You cannot use this feature again against the same opponent until you take a short or long rest.

Combat panache

Prerequisite Charisma 13 or higher

You use your wit and showmanship to gain the upper edge in battle. You gain the following abilities:

  • When an enemy misses an attack against you, you can use your reaction to make a Charisma (Deception) check opposed by the opponent's Wisdom (Insight). If the check succeeds, the enemy makes a free attack against a creature within his reach of your choice.
  • When you take damage greater than half of your remaining hit points, you can use your reaction to attempt to play dead by dropping prone and making a Charisma (Deception) check opposed by all observers' Wisdom (Insight). Each observer that fails their check considers you to be dead as long as you don't move, and you have advantage on your first attack against any one of them.
  • When you hit an opponent with an attack, you can use your bonus action to dazzle them with a weapon flourish, causing that opponent to lose their reaction for this round.

Dirty fighter

You'd rather live fighting dirty than die fighting fair. You gain the following benefits:

  • As an action, you can attempt to throw sand in an opponent's eyes (assuming you have some available). The opponent must make a Dexterity saving throw of DC 8 + your proficiency bonus + your Dexterity modifier or be blinded for one round. If you have multiple attacks, this takes up only one of them.
  • You have proficiency with all improvised weapons, and you can choose to deal 1d12 damage with an improvised weapon. If you do so, the improvised weapon breaks and can no longer be used as such.
  • When you make an opportunity attack, you can Shove the target instead of making a regular attack.

Manipulator

You are a master of words, using them as weapons to confuse and manipulate others. You gain the following benefits:

  • Increase your Charisma score by 1, up to a maximum of 20.
  • While talking to a creature that understands you, you can attempt to distract it by making a Charisma (Deception) check opposed by the creature's Wisdom (Insight) check. If the check succeeds, the creature has disadvantage on Wisdom (Perception) and Wisdom (Insight) as long as you continue talking. You can affect a number of targets up to 1 + your Charisma modifier (minimum of 1).
  • When a creature attempts to lie or hide information from you by making a Charisma (Deception) check and fails, you can make a Charisma (Persuation) check opposed by the creature's Charisma (Deception). If your check succeeds, the creature accidentally reveals its true motivation.
  • If you make a Charisma (Persuasion) check and fail, you can try to recover by making a Charisma (Deception) check, which replaces your original result. You must use the new result.

Blind fighter

You are amazingly skilled at pinpointing a creature's location by means of sound and subtle movements in the air or the ground, allowing you to fight even when you're not able to see. As long as you are able to hear, you gain the following benefits:

  • When there is a creature you can hear but can't see (whether because you're blinded or because they are invisible), you don't suffer disadvantage on attack rolls against it, and it doesn't have advantage on attack rolls against you.
  • You don't suffer disadvantage on Wisdom (Perception) checks when in a lightly or heavily obscured area.

Battlewise

Prerequisite Wisdom 13 or higher While in combat, you enter a state of heightened awareness, giving you the following benefits:

  • You can use your wisdom modifier in place of your dexterity modifier for determining initiative
  • You know the approximate hit points total of each adjacent enemy and ally.
  • If an enemy forces you to make a Strength or Dexterity check and you are not surprised, you have advantage on the check.
  • When a creature misses you with an attack, you can use your reaction to make an attack against that creature with a melee weapon.
    
    

Mad Rush

You have developed a fast approach to engage enemies. You gain the following benefits:

  • Your speed is increased by 20 feet for the first turn of combat.
  • You have advantage on attacks against any creatures that have not yet acted in this encounter.
  • You get a +2 bonus on damage rolls when you spend your entire movement charging directly at an opponent before making an attack.

Firearms Expert

Thanks to extensive practice with the firearms, you gain the following benefits:

  • You reduce the number of actions required to load a firearm by 1. In the case of proficient users, this turns Slow Load into Loading (p147 PHB) for two-handed firearms and allows you to ignore the Loading quality of Light firearms.
  • Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
  • When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a loaded Light firearm you are holding.

Float like a Butterfly

  • if you are not already proficient with your unarmed strikes, you are proficient with your unarmed strikes and they deal 1D4 bludgeoning damage.
  • When targeted by a melee attack you may make an athletics check. If the result of the check is higher than your AC, it replaces your AC for that attack. This only works on works once on each enemy.
  • When falling, you do not take fall damage unless you fall from greater than 60 feet.

Sting like a bee

Prerequisites: Float like a Butterfly OR Monk class

  • The dice size of your unarmed strikes are increased by one level (1D4 becomes 1D6, etc; 1D12 cannot be further increased).
  • When you hit with an unarmed strike you create an oppening and add one of the following bonuses to your next unarmed attack:
  • Uppercut: Your next unarmed attack against the same opponent deals 1D6 additional bludgeoning damage.
  • Jab: Your next unarmed attack may be made as a bonus action.
  • Hook: Your next unarmed attack has advantage.

Off-hand Mastery

Prerequisites: Wielding a light non-reach melee weapon in one hand and another weapon in the other hand. You gain the following benefits:


  • You may forfeit your ability to attack with a light weapon next round, to perform one of the following combat maneuvres (this is a bonus action, but does not cost a bonus action):
  • Reposition: Move 5 feet without provoking attacks of opportunity.
  • Readiness: Gain +1 AC until the beggining of your next turn.
  • Entangle: An opponent currently in your melee range has disadvantage on their melee attacks until the beggining of your next turn.

  • You may forfeit your ability to attack with any weapon next round, to perform one of the following combat maneuvres (this is a bonus action, but does not cost a bonus action):

  • Parry: Gain +1 AC until the beggining of your next turn.

  • Fight Close: Move 5 feet without provoking attacks of opportunity. Add the damage of this weapon to that of your light weapon. You gain advantage on that attack.

Additional Martial Path

You may only gain this feat once.


You gain the following benefits:


You may advance along a second Martial path. You may not choose the same martial path twice. Your new Martial path begins at your current level.

Races

The following are the common races of the Warhammer world. These races are suitable in almost any game, but PCs should be chosen from a thematic set of races which loosely align with the forces of order or chaos. Of course this is a guideline only and the DM has last say over which races may be allowed in their campaign.

Beastmen

The Beastmen, sometimes known as the Cloven Ones, the Horned Ones, the Beast of Chaos or even the Children of Chaos are a race of savage mutant humanoids that bear various traits of bestial appearance, such as cloven hooves, muscular human bodies, horned bestial heads and a malign primitive intelligence. Proud of their origins, it is said that they are the descendants of ancient humans corrupted and twisted by the influence of Chaos at the dawn of Chaos's coming into the world.


  • Languages: Beastmen speak Bestial.
  • Size: You are medium sized.
  • Shunned and Hateful: Beastmen are not accepted in civilized society, and are better off played in a campaign which takes places almost entirely in the wild. All Beastmen hate Humans, who they see as inferior or blessed and regard with a mixture of hatred and jealousy. Most beastmen have forms that are incredibly difficult to disguise, and beastmen do not often speak the common tongue. When they do speak the common tongue, it is in such a strange manner that they are immediatley recognizeable for what they are.
  • Stampede: You may add your proficiency to overrun rolls. When you successfully overrun a character you inflict 1D4 Bludgeoning damage.
  • Untamed: You cannot ride mounts.
  • From the Wild: You are proficient in survival.


Ungor

Ungors, which means “not-quite right Gors?or “other Gors,?are physically smaller than other Beastmen and their horns are less impressive and less numerous.


  • Attributes: Increase your Wisdom by 2 and increase another ability score of your choice by 1.
  • Laguages: You speak Common.
  • Speed: You have a base speed of 40 feet.
  • Pitiable: Characters which encounter you in the wild have disadvantage on insight tests when interacting with you.
  • Humanoid Appearance: An Ungor's body is easier to disguies than that of its larger bretheren and it can speak common without the braying and distinctive sounds of the Beastmen. As long as you are covered in a deep cowl you can move about civilized areas without attracting notice.
  • Dash: After you stampeed you may make a free action, but may not use this action to cast a spell or attack.

Gor

The Gors are the most common breed of the Beastmen race. Large, powerful, and numerous, they form the spine of all the tribes living within the entirety of the World today. Whilst their appearance varies a great deal, they all nonetheless combine some animialistic features with those of Mankind. It’s the horns that all Gors have that separates them from other lesser Beastmen.


  • Attributes: Increase your Strength by 1 and increase another ability score of your choice by 2.
  • Speed: You have a base speed of 45 feet.
  • Trample: After you stampeed you may make a free action. You stampeed does 1D6 damage instead of 1D4 damage.
Over-run

When a creature tries to move through a hostile creature's space, the mover can try to force its way through by overrunning the hostile creature. As an action or a bonus action, the mover makes a Strength (Athletics) check contested by the hostile creature's Strength (Athletics) check. The creature attempting the overrun has advantage on this check if it is larger than the hostile creature, or disadvantage if it is smaller. If the mover wins the contest, it can move through the hostile creature's space once this turn.


Bestigor

Because of their size and ferocity the Bestigors carve out a privileged position within the warherd, constantly enforcing their superiority upon the Gors and Ungors with random acts of excessive violence.


  • Attributes: Increase your Strength by 1 and increase another ability score of your choice by 2.
  • Speed: You have a base speed of 45 feet.
  • Trample: A successful stampede knocks your target prone. You stampeed does 1D8 damage instead of 1D4 damage.

Harpy

Harpies are rare winged predators almost entirely unknown in the Old World. They make their lairs in the mountains and cliffs of the Land of Chill, the Northern Waste and the lands of Troll Country but always near the sea, where prey is more readily available. Their wings are leathery, resembling those of a bat, though their forms often sprout black feathers. Their lower bodies end in scale-covered bird’s legs and jagged talons.


  • Attributes: Increase your Dexterity by 2 and increase another ability score of your choice by 1.
  • Speed: You have a base speed of 20 feet.
  • Flight: You flight speed is 50 feet, but you cannot use this speed if you are wearing heavy or medium armors.
  • Rake: After you stampeed you may make a free attack with your talons.
  • Talons: You are proficient with your unarmed attacks and your unarmed attacks do 1D4 damage.

Centigor

Centigors, or Centaurs as some call them are a drunken, jealous race who, through some exposure to the warping powers of Chaos, have become a cross between a four-legged creatures, such as horses and oxen, granting them great speed and strength, but the upper body of a humanoid with which they wield brutal weapons. Though they are not considered Beastmen in the strictest sense, being more beast than man, they nevertheless are often seen alongside their smaller brethrens, especially during times of war.


  • Attributes: Increase your Constitution by 2 and increase another ability score of your choice by 1.
  • Speed: Your base movement speed is 60 feet.
  • Quadruped: You gain advantage on rolls to remain standing.
  • Blood Hunt: When chasing prey which is either fleeing, bleeding or both, you may increase your base speed by 15 feet.

Dwarves

The Dwarf people as a whole are sturdy and strong, brilliant craftsmen and excellent warriors, but above all they prize themselves on their loyalty to each other and to those they are indebted to. This strong bond of kinship has ensured that the Dwarfs are considered amongst the most united races in the face of the world. They are known far and wide as the greatest miners and tunnelers in the world, the ageless halls of Karaz-a-Karak are but one gigantic example of how huge their works can become. As expected, the Dwarfs are highly proficient smiths and craftsmen, capable of producing works far more beautiful than the Elven metalworkers in far Ulthuan and hundreds of times more valuable than the trinkets of Men. Proud, honorable and enduring, it is said that the Dwarfs shall weather the horrors and misery of this world until its final bitter end.


  • Attributes: Increase your constitution score by 2 and one other ability score by 1.
  • Size: You are medium sized, but rather short.
  • Dwarf Combat Training: You have proficiency with the battleaxe, handaxe, throwing hammer, and warhammer. You have proficiency with all armors. You have proficiency with gunpowder weaponry.
  • Speed: You have a base movement speed of 25 feet.
  • Tool Proficiency: You gain proficiency with the artisan’s tools of your choice from the following: smith’s tools, brewer’s supplies, or mason’s tools.
  • Stonecunning: Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
  • Darkvision: Accustomed to darkened caves and stone tunnels, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light.
  • Debts and Grudges: You gain advantage on Investigation rolls made to research or settle a grudge. You gain advantage on Intimidation rolls against those you have reason to hold a personal grudge against. You do not forget grudges or debts, and have eidetic memory regarding the events leading up to the neccesity of forming a grudge or debt. You have disadvantage on rolls to avoid paying a legitimate debt.
  • Rune Marked: Dwarves may not enter a class that can cast spells (unless choosing an archetype which does not cast spells); may not take an archetype that grants spell-casting; and may not cast spells. Any spell cast within 20 feet of a dwarf costs an additional spell points equal to the level of the spell in order to successfully cast (this effect is not cumulative).
  • Languages: You speak Dwarven and Common.
  • Sub-race: Choose one of the Dwarf sub-races.

Sub-race, Dawi (Dwarfs)


  • Blessed of Grungni: You are immune to the negative effects of alcohol. You are proficient with Constitution saves. You may choose to be effected by alcohol normally, and may later choose to 'sober up' immediatley and end the effects of the alcohol. You automatically succeed decieve checks to appear drunk if you are drunk.
  • Grudge Ender: As a bonus action you line up a blow with a special type of jealous, vengeful glee. Your weapon ignores immunities and resistances and that weapon inflicts an additional 1D4 damage on your next attack.

Sub-race, Dawi Zharr (Chaos Dwarfs)


  • Language: You can speak in the dark tongue, the language of chaos.
  • Demon Binding: A demon is bound to you via runes carved into your flesh. As a bonus action you may have the demon enter your armor, granting you resistance to fire damage; or your weapon granting light like a torch and 1D6 fire damage on attacks; when the demon is at rest within you, you gain temporary hitpoints equal to your level. If you are incapacitated the demon re-enters you automatically.

Sub-race, Runesmith

Runesmiths work spells with their hammercraft, binding the Winds of Magic into mighty runes of power. They are a suspicious lot and jealously protect the secrets kept in their anvils and hammers, guarding the knowledge that allows them to make magic items ?weapons, armour, rings and talismans - of greater potency than items wrought by any other mortal race upon the world. The ancient Guild of Runesmiths is one of the oldest and most respected institutions in all of Karaz Ankor. According to legend, its origins stretch back to the days of Grungni, the great Ancestor God of Mining, Master of the Forge and Lord of the Runes. The Runesmiths Guild claims descent from Grungni’s son. For this reason, the Runesmiths sometimes refer to themselves as the Clan of Morgrim, although they are not the only clan to claim descent from Grungni or his many sons.

The number of Runesmiths is not very great, and those remaining are related to each other, often in some very remote fashion. Each carries on his direct family’s traditions, learning the craftsmanship of blending magic and metal together by use of mighty runes of power. The greatest of their kind are known as Runelords; these elder masters do superlative work and are accorded the sort of reverence normally reserved for the Ancestor Gods. When a Runesmith judges the time is right, he chooses a young relative to be his apprentice and reticently teaches him, for an apprentice has to prove his worthiness to wring out even the most basic steps of the craft from his Master. Many powerful runes have been lost over time simply because a Runesmith could find no one he considered worthy enough to gain his innermost knowledge. Luckily, unless slain in battle, Runesmiths tend to live for a very long time, although they grow progressively more obstinate as they age. Currently, the most prolific of still-working Runelords is Thorek Ironbrow of Karak Azul, but the oldest living Runesmith is Kragg the Grim, Master Runelord of Karaz-a-Karak. Despite being a living link to a bygone era, Kragg has grown so stubborn as to be unbearable.


Runesmith Qualities


  • Inheritance: One cannot become a Runesmith without being close familty of a Rune Lord. You have apprenticed with a Rune Lord, and your blood tie to that Rune Lord has given you access to the secrets which the they guard.
  • Unparalleled Smith: You are a master Artisan. You succeed automatically on skill checks to create mundane items using your Smith's Tools, but the investment in terms of time and the cost of materials is the same. When crafting magical or complex items using Smith's tools you have advantage on all rolls. You may take on an apprentice, but only if they are related to you by blood.
  • Origin: You are either Dawi or Dawi Zharr, but you gain none of the benefits of those Sub-races. Runesmiths keep their own counsel, and though they always favor either the Dawi or the Dawi Zharr, their allegiance is first and foremost to their craft. In times of great need, or for the benefit of their civilizations, Runesmiths are the only Dwarfs which are able to temporarily put aside their differences and work with the other faction (Dawi or Dawi Zharr).

  • Rune Mage: You may choose casting classes (unlike other Dwarves), but must accept the following limitations:
  • Carved Magic: The range of all your spells is reduced to "Touch". This ability does not reduce the range of spells normally used to prevent magic including (but not limited to) Dispell Magic, Counterspell and Anti-magic field.
  • Rune Lord: At level 5 you qualify for the Rune Scribe prestige class, ignoring all prerequisites except "Complete a Special Task". After you have completed the Rune Scribe class you gain the title of Rune Lord and the respect and prestige which comes with such a title.
  • Anti-Mage: When dispelling magic (as explained in the inticacies of magic section) reduce the cost of Dispelling Magic and Anti-Spells by 5 spell points.
  • Preparation: Choose one set of armor, one weapon and one item of your choosing. By performing a short ritual, these three items are bound to you. Bound items can hold up to ten spell points within them. As a bonus action you can deposit up to ten spell points in a bound item of your choice. As a bonus action you can withdraw up to ten spell points from a bound item of your choice. If new items are bound the old items are unbound and the spell points stored in them disipate. You may only withdraw or deposit spell points from items bound to you (not another Runesmith).

Elves

Elves are the original race crafted by the Old Ones. Currently they are in possession of the knowledge that the forces of Chaos are moving upon the mortal world, and each of the three sub-races strive to cope with this threat in their own manner.


  • Attributes: Gain 2 Dexterity.
  • Speed: You base movement speed is 30 feet.
  • Darkvision: Accustomed to twilit forests and the night, you can see in dim light up to 60 feet as if it were bright light and in darkness as if it were dim light. This is not lmited in terms of color as it would be in reguarl DnD.
  • Keen Senses: You are proficient with the perception skill.
  • The Eldest Race: You are proficient in one skill of your choice.
  • Eyes of the Ancients: Elves are so attuned to the winds of the magic that they may automaticall identify the source of magics in their vicinity. Upon seeing a spell cast they know the general direction they should move in order to find the caster. This does not allow them to track the caster, as it points them towards the last location of the caster only - it does not trace the caster as they move. You can sense magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic. You are aware when an invisiblity spell has been cast near you, but this does not help you when targetting or tracking an invisible opponent.
  • Reading the Winds: Elves are aware of any changes in the winds of magic, and should be told any modifiers to their casting before they cast a spell. If the DM forgets to mention a certain effect that may have prevented the spell from being cast, or changed the effects of the spell, that you may choose to have not cast the spell. When making Arcana rolls related to the winds of magic (not magic in general) Elves have advantage.
  • Languages: Elves speak Elvish.
  • Sub-Races: Choose one sub-race.
    
    

Sub-race, High Elves


  • Scholar of Ulthuan: Increase your Intelligence by 1.
  • Martial Prowess: You have proficiency with one melee weapon of your choice from any weapon list (including weapon lists normally restricted to certain races). You gain one melee weapon of your choice from any weapon list.
  • Cantrip: You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting attribute for it.
  • Extra Language: Choose one additional language. You are fluent in that language and speak it as if you were raised speaking it.

Sub-race, Wood Elves


  • Student of Earthlore: Increase your Wisdom by 1.
  • Hunter's Prowess: You have proficiency with one ranged weapon (not a firearm) of your choice from any weapon list (including weapon lists normally restricted to certain races). You gain one ranged weapon of your choice from any weapon list.
  • Fleet of Foot: Your base movement speed is increased to 35 feet.
  • Mask of the Wild: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist and other natural phenomena.
  • Singer: You speak Sylvan. You are a talented singer and gain advantage on performance rolls to sing.

Sub-Race, Dark Elves

  • In Service of Dark Gods: Increase your Charisma by 1.
  • Superior Darkvision: Darkvision 120 feet.
  • Killer's Prowess: You have proficiency with one weapon of your choice from any weapon list (including weapon lists normally restricted to certain races). You gain one weapon of your choice from any weapon list.
  • Blood Rites: You may cast the Blood Rites of Khaine once before taking a rest.

Blood Rites of Khaine

Cantrip


  • Casting Time: 5 minutes
  • Range: Self
  • Components: Cast this spell by burning an item as a ritual offering in a large flame (campfire, forge or similar).
  • Duration: Concentration up to 10 minutes.

Ritual Offering

Burnt Offering Information Gained
Dust, Leaves or Earth from a Location See the location as if looking down from 30 feet above it.
Character's Possession See a ghostly trail from the fire leading off towards the owner of the possession.
Blood of a Character See and hear as if standing beside the character from whom the blood was drawn.
Living Sentient Creature Choose one character within 10 feet of the fire, that character regains its spell points.
Corpse Speak with the spirit of the corpse.

Goblins

Goblins, usually called Gobboz by their Orc cousins, are the smallest and perhaps the most numerous of the Greenskin race. Goblins often live on the cast-offs of other races and frequently thrive in the shadows of their larger brawnier cousins, the Orcs. They are, in general, a miserable treacherous race of petty thieves and vicious cutthroats. Goblins can be found just about anywhere, but are often divided up between several distinct sub-species that are fairly unique in their culture or physiology than the more common Goblin.


  • Attributes: Increase your dexterity score by 2.
  • Greenskins: For each ally within 15 feet, this character gains +1 on their wisdom saves.
  • Small: You are small sized.
  • Speed: Goblins have a base movement speed of 25 feet.
  • Naturally Stealthy: You can attempt to hide even when you are obscured only by a creture that is at least one size larger than you.
  • Goblin Nimbleness: You can move through the space of any creature that is of a size larger than yours.
  • Sinister: Goblins have advantage on attacks against enemies who are engaged in combat with another creature.
  • Languages: Goblins speak Greenskin and Common.
  • Sub-race: Choose one Goblin sub-race.

Sub-race, Night Goblins


  • Ability Score: Increase your intelligence by 1.
  • Light Sensitivity: Sunlight Sensitivity. You have disadvantage on attack rolls and on W isdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
  • It Burns: If a Night Goblin takes a short or long rest in direct Daylight; or if the Goblin is exposed to direct sunglight without a hood or other protective clothing for rounds equal to their constitution score, they die.
  • Darkvision: Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light.
  • Paranoia: Night Goblins gain advantage on perception checks.
  • Mania: Night Goblins gain one use of the Barbarian rage ability each day.

Sub-race, Forest Goblins


  • No More Kicking: Forest Goblins have proficiency on their dexterity saving throws.
  • Quick Hands: When you use the help action, in adition to granting advantage to an allies roll, the ally can add your proficiency bonus to the result of that roll as well.
  • Exotic Mount: Forest Goblins are proficient in riding arachnids.

Sub-race, Gnoblars


  • Ability Score: Increase you charisma by 1.
  • Quick-Talker: Gain advantage on persuasion checks to prevent violence.
  • Keen Senses: You have proficiency in the Perception skill.

Sub-race, Hob-Goblins


  • Ability Score: Increase you constitution by 1.
  • Exotic Mount: Hob-Goblins are proficient in riding canines.
  • Weedy: Hob-Goblins are treated as small for the purpose of riding animals.
  • Hob-Goblins: Hob-Goblins have disadvantage on Charisma rolls to interact with other goblins.
  • Medium: Hob-Goblins are medium sized.
  • Backbone: Immune to flanking.

Halflings


Halflings are not a common race, nor yet are they unheard of in most parts of the world. They have a reputation (to be certain) or being both wondrous cooks, and coniving thieves. Their homeland is the Moot, a land ceded to them by Stirland nearly 1500 years ago, and a possession that they are still resented by that nation now. The moot is a quiet place, removed from the wars and tribulations of the world, and yet, halflings are not without some adventure in their blood.


Halflings


  • Attributes: Increase your dexterity score by 2 and one other attribute by 1.
  • Languages: You speak Common and one other language of your choice.
  • Size: Halflings are about as tall as a Goblin. You are small sized.
  • Speed: Your base speed is 25 feet.
  • Brave: You have advantage on saving throws against being frightened.
  • Quick to Trust and Many Friends: You have disadvantage on Insight rolls against individuals who you have just met (today). You gain advantage on persuasion rolls on interactions with animals and people you have just met (today).
  • Halfling Nimbleness: You can move through the space of any creature that is of a size larger than yours.
  • Cooks and Thieves: Though not all halflings are good cooks, and not all halflings are thieves, you have proficiency with cooking tools and sleight of hand. Take that as you will.
  • Reason for Leaving the Moot: Choose the reason you left the safety and comfort of the Mootlands.

Reason, The Mootland Scouts



  • Soldier: You are a member of the Mootland military. When you are not being mocked or laughed at, you are proving your worth as a competent scout and military asset. Often loaned to other militaries as auxiliary troops, your experiences of the military life vary from commanders who place you in charge of peeling potatoes, to those who trust you to scout enemy encampments.
  • Naturally Stealthy: You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
  • Life as a Scout: You are proficient with the stealth skill.
  • Eidetic Memory: You keenly remember the things you see in times of peril. When avoiding the notice of an imminent threat (such as a dragon) you gain advantage on all perception checks (useful for noticing chinks in the beasts armor). When you are in danger your memory of events after the fact is perfect.

Reason, Oddity


Credit: Kyounghwan Kim


  • Adventure Seeker: Adventure Seeker is a kind of insult in halfling society. It implies that an individual makes decisions without thinking and does not value what they have. It implies that they seek out trouble where there is none, and that they are bound to find it. You are an adventure seeker.
  • Eccentric: You stand out in a crowd (whether this is because of your manner of dress, a certain way of holding yourself, a particularly fierce attitude, or a certain sense of purpose) it causes non-halflings to take notice. When another halfling may be ignored or mocked, you are listened to more easily. You gain advantage on Charisma checks to give your opinion on important issues.
  • Particularly Odd: Choose either (a) Proficiency on a save of your choice, or (b) a feat of your choice.

Humanity

It’s difficult to make generalizations about humans, but your human character has these traits.


  • Bonus Attributes: Increase five ability scores by 1 point.
  • Size: You are medium size.
  • Speed: Your base speed is 30 feet.
  • Languages: Common (of a dialect appropriate to your region) and one other language of your choice.
  • Region: Choose one region from those listed below.

Variant Human Traits

You may choose one of the following to replace your Bonus Attribute racial feature:

  • Specialist: Increase one ability score by 2 and one ability score by 1.
  • Skilled: You gain proficiency in one skill of your choice.
  • Feat: You gain one feat of your choice.

Regions of Humanity

Betonnia


  • Chivalry: You are bound by a knightly code.
  • Questing Knight: You are accorded the respect deserving of a knight and are proficient with shields.
  • Blessed: You may re-roll the result of a 1 on any D20 roll.

Grail Knight

Should you prove your worth to the lady of the lake, and be offered the chance to drink from the holy chalice, you are accorded the status and privilege of a grail knight.


Kislev


  • Motherland: You are a man of Kislev and serve the motherland, a Lady Katarin in all things.
  • Horse Archer: You suffer no penalties when firing a ranged weapon from horseback.
  • Lance: You are accorded the respect deserving of a knight, and are proficient with lances and shields.
  • Ursun: You revere the God Ursun, and it is he who grants you strength to last through the cold winters. A short prayer to Ursun grants you immunity to the effects of extreme cold for 1D4 hours. Once you use this feature you must take a short or long rest before using it again.

Gryphon Knight

Should you prove your worth to the motherland by defeating her foes, and be made one of the Gryphon Knights, you are accorded the status and privilege of a Gryphon Knight.

Araby


  • Horse Master: You gain advantage on Handle Animal checks to control a mount.
  • Hot Blooded: You are immune to the effects of extreme heat.
  • Arabic Warrior: You can spur your mount to feats of speed. Your mount gains 5 feet of base movement speed while you are riding it. You are proficient with scimitars.

Nippon

Choose one of the Following:

  • Path of Honor: You are bound by a code of Honor, and you serve a master. You are proficient in laquered armor.
  • Protector:
  • Martial Discipline: You are proficient with two weapons of your choice. If you are reduced to zero hitpoints by normal sized projectiles, you remain standing, but are still incapacitated as normal (you do not fall prone when incapacitated in this manner).
  • Family Armor: You gain a set of laquered armor which has been passed from father to son for generations.

  • Path of Disgrace: You are bound by a code of Honor, but you have disgraced your master and journeyed on a quest for redemption. You are proficient with one item of your choice from the Nippon Equipment section.
  • To the Last: When reduced to zero hit points or below, before being incapacitated, immediatley gain health equal to a single roll of your class hit dice. Once you use this feature you must take a short or long rest before using it again.
  • Martial Discipline: You are proficient with two weapons of your choice. If you are reduced to zero hitpoints by normal sized projectiles (arrows, bullets, bolts), you remain standing, but are still incapacitated as normal (you do not fall prone when incapacitated in this manner).

  • Path of Shadows: You have trained to work as an assassin, originally to dismantle the corrupt aristocracy of your region, but are increasingly valued for your skills, and increasingly your ideology is becoming removed from your profession.
  • In Darkness: You gain advantage on stealth rolls in the darkness.
  • Ninja: You are proficient in stealth and sleight of hand.
  • Untrustworthy Reputation: You have disadvantage on Charisma rolls to interact with those who know you are an assassin and dissaprove.
    
    

The Empire of Mankind


  • Gunpowder: You are proficient with gunpowder weapons.
  • Mark of the Twin-tailed Commet: You are a citizen of the Empire of mankind, and can prove your citizenship.
  • Faith in Sigmar: You may treat any damage inflicted with your melee weapons as radiant or fire damage instead.
  • Blessed: You may re-roll the result of a 1 on any D20 roll.
Other Regions

There are many regions not listed here which you may wish to experience in your games. The following is a quick explanation of some regions we love, but which were left out.

  • Amazons: The warrior women of Lustria.
  • Cathay: Inspired by chinese mysticism.
  • Estalia: Hot-blooded duelists, inspired by Spain.
  • Khuresh: Inspired by Southeast Asia.
  • Tilea: Humans living in once-elvish lands. Inspired by Italy.
  • The Wastelands: The borderlands between humanity and the Chaos portals.
  • Sylvania: Human cattle in a land ruled by Vampire Counts. Adept at court politics.
  • Kingdom of Ind: Land and people inspired by Indian cultures and customs.
  • Pirate of Sartosa: Privateers and pirates of the seas of the Old World.
  • Albion: Island shrouded in mist: inspired by Rome and Woads.

You may develop a region of your own choosing, but it must adhere to the following rules:

  • Region Name: Your region must have a name, and must be approved by your DM.
  • Code or Culture: Your code or culture must be consistent, and must present good roleplaying opportunities.
  • Roll Advantage: You gain advantage on a single skill roll, under very specific circumstances.
  • Proficiency: You are proficient with one weapon appropriate to your region.
  • Small Benefit: You gain one other small benefit which must be approved by your DM. This cannot be a feat or a proficiency, but could grant advantage on a roll, or allow access to certain items appropriate to your variant region.

Lizardmen

The Lizardmen claim a heritage arguably further removed from the current day than the children of Ulthuan. They follow the word of the Old Ones and exist is a caste society, a theocracy lead by the great Slaan who are revered for their ability to call the winds of magic in a manner which the other races fail to comprehend.


  • Speed: Your base walking speed is 30 feet.
  • Teachings of the Slann: You are proficient in one skill of your choice.
  • Cold Blooded: Lizardmen have vulnerability: cold and disadvantage on rolls against the cold.
  • Biology: Lizardmen are resistant to poison and have advantage on rolls against diseases.
  • Leylines Once a week, by reading the leylines of a certain area, Lizardmen can forecast the winds of weather for the next few days. Make an arcana roll and consult the reading laylines table.
  • Languages: Lizardmen speak Saurian.
  • Sub-Races: Choose one sub-race from those bellow.
Reading Leylines
Arcana Roll Information Gained
10+ Learn Tomorrow's Winds of Magic roll now.
15+ Learn next two days' rolls.
20+ Learn next three days' rolls.
25+ Learn next weeks rolls; re-roll one

Sub-Race: Skink


  • Skink Attributes: Increase your Wisdom, Dexterity or Intelligence by 2.
  • Small: Your size is small.
  • Amphibious: You can breath underwater and gain advantage on rolls to swim.
  • Keen Senses: You are proficient in the perception skill.
  • Skitter: After your turn has been completed you may move 10 feet (this provokes as normal).
  • Poison: Skinks may take a bonus action to treat a weapon in their possession with a poison of their choosing.
  • Weapon Proficiencies: Skinks are proficient with blowguns and spears.

Sub-Race: Kroxigor


  • Kroxigor Attributes: Increase your Strength and Constitution by 2. Decrease your intelligence by 1.
  • Natural Armor: +2 AC.
  • Large: Your size is large.
  • Natural Attack: Razored Teeth. Whenever you hit an enemy with a melee attack on your turn, as a bonus action you can make a melee attack against the same enemy. On a hit, the target takes 1d8 + your Strength modifier as piercing damage. You are always considered proficient with this bonus attack.
  • Templeguard: The Kroxigors are weak-willed, but also indoctrinated by Slann magic. Kroxigors gain advantage on saves against charms.
  • Weapon Proficiencies: Kroxigors are proficient with heavy melee weapons.

Sub-Race: Saurian


  • Saurian Attributes: Increase your strength or constitution by 2. Increase your Wisdom by 1.
  • Natural Armor: +1 AC.
  • Natural Attack: Bite. Whenever you hit an enemy with a melee attack on your turn, as a bonus action you can make a melee attack against the same enemy. On a hit, the target takes 1d6 + your Strength modifier as piercing damage. You are always considered proficient with this bonus attack.
  • Devour: A Saurian can devour a roughly human-sized corpse. It takes approximatley 5 minutes to do this. A Saurian who devours a corpse regains 1D8+Constitution health.
  • Weapon Proficiencies: Saurians are proficient with all martial melee weapons and shields.
  • Sacrificial Rite: When a Saurian commits a coup de grace to execute an enemy, they gain inspiration.

Orcs

From the mightiest Orc to the feeblest Snotlings, the Greenskin races lives only for war. All other activities are but a prelude to the next battle. Violence and warfare is deeply rooted within the Greenskin race, and no amount of science or magic can ever change that single mindset. Upon the day a mighty Greenskin Warlord of sufficient strength and cunning arises amongst the tribes, he gathers alongside him as many Greenskins as he possible can and launch an earth-shattering campaign of violence and destruction that has the potential to destroy the Old World in a sea of green. This violent invasion is known in the tongues of the Greenskins as the Waaagh!


  • Attributes: Increase your Wisdom score by 1. Decrese your Intelligence score by 1.
  • Greenskins: For each ally within 15 feet, this character gains +1 on their wisdom saves.
  • Medium: You are medium sized.
  • Speed: Orcs have a base movement speed of 30 feet.
  • Big is Best: You gain advantage on intimidation rolls against any creature which is smaller than you (even if they occupy the same size category).
  • Green is Best: You gain advantage on Strength rolls when competing in a contest of Strength or demonstrating your strength to others.
  • Languages: Orcs speak Greenskin and Common, and can swear in Dwarvish.
  • Sub-race: Choose one Orc sub-race.
    
    

Sub-race, Savage Orcs

Savage Orcs are a notorious sub-species of the Greenskin race whom have devolved back into a stone-age society that revolves around the ideals of the "Old Way". These Savage Orcs are the result of an over-exposure to extreme heat, which would gradually damage the already small brain of an Orc until its intellect becomes primitive even by the standards of other Greenskins. As a result, the arid landscapes of the Badlands are infamous for having the largest population of Savage Orcs within the whole World.

The origins of the Savage Orcs can be traced back to a time when all Greenskins were nothing more than Savage Orcs in both appearance and culture. These primitive brutes lived a nomadic existence, using rudimentary weapons made of simple stone, bone or wood to stalk their prey. It is no easy task to bash to death a great land leviathan using only simple clubs, yet such contest proved immensely satisfying none the less, as a day full of fighting mammoth creatures followed by eating them was a proper life for any Orc. Indeed this "Old Way" of life is still kept by the vast majority of the Savage Orc tribes of today.


  • Ability Score: Increase your Wisdom by 1 and your Strength by 2.
  • War Paint: You may take 5 minutes to apply warpaint (easily made from clay or other materials, and simple to improvise in most locales). For the next hour or until the War Paint is washed off your AC is equal to 12 + Wisdom + Constitution. You may apply this warpaint to other Greenskins; it grants them the same effects.
  • The Old Way: You cannot use metal armor or weapons.
  • Stone Age: When wielding stone age melee weapons: clubs, stone axes or obsidian spears you inflict an aditional 1D4 damage.

Sub-race, Black Orcs

Black Orcs are amongst the biggest, meanest, strongest, and most brutal of all the Greenskin races. Named after their darker shade of green, their thick black-colored armor and their horrendously foul odor, the Black Orcs consider themselves the ultimate Greenskin warrior. These beasts are grim and singularly-focused on war, an occupation that they take far more seriously than even others of their own kind. Equipped with some of the best weapons and armor in the tribe, these fierce fighters provide the tribe with a much more reliable source of very heavy infantry.


  • Attributes: Increase your Strength score by 3.
  • Da Biggest and Da Best: Black Orcs gain advantage on rolls to intimidate, persuade or dissuade other Greenskins.
  • Blackened Iron from Chaos Forges: You gain +1 AC from any armor you wear. If you have worn the same armor for several months, then you no longer take penalties which such armor would normally inflict (such as disadvantage to swim or stealth). You may sleep in your armor without penalty. Because of Orc biology (they never stop growing) a Black Orc that wears armor for too long will eventually become encased permanently in the armor. This takes place after several years of wearing the same armor, and when this takes place the Dexterity limit of the armor is removed, but you cannot remove your armor any more than you could remove your skin.
  • The Stench: Your smell gives animals which track with scent advantage when attempting to locate you. You gain disadvantage on charisma rolls to interact with non-greenskins. Washing does nothing to remove the smell - it is a part of the Orc's biology.

Sub-race, Common Orcs

The Orcs are perhaps the largest and most warlike of the Greenskin race, whose large size and raw physical strength easily allows them to dominate much of Greenskin society. As a tendency of their race, the Orcs are an extremely violent and brutish species in both mind, body and soul. They are brutes and louts of the first degree, insensitive to pain and higher though and are singularly geared towards constant and ever escalating warfare. In a more practical term, the Orcs simply live to fight.


  • Ability Score: Increase you Constitution by 1 and Strength by 2.
  • Thick Skinnned: You gain proficiency on Strength Saves.
  • Menacing: You are proficient in the intimidation skill.
  • Savage Attacks: When you crit with a melee weapon attack, you can add 1d8 damage to the attack.

Skaven

The Skaven, sometimes known as the Ratmen, the Ratkin or the Children of the Horned Rat, are a malevolent and diabolical race of large bipedal humanoid rat-creatures that inhabits a massive inter-continental underground empire known in their tongue simply as the Under-Empire, where at the very heart of Skavendom lies the horrific city of Skavenblight, the species capital city and the probable birthplace of the Skaven race. The Skavens as a whole are a cruel, treacherous and highly numerous species that have since spread their loathsome corruption to the farthest corners of the Warhammer World. From deep below the earth, these scavengers have built a vast Empire, whose military power and incomprehensible numbers have the potential to smother the lands of the Old World in a seeting tide of violence and anarchy. It is believed by all of Skaven-kind that the world is destined to be theirs, for they consider themselves the Supreme Master Race, undeniably superior in everyway to all the other races of the World.


  • Languages: Skaven speak Skaven (Queekish) and Common.
  • Size: Skaven are Small.
  • Speed: Skaven have a base speed of 35 feet.
  • Attributes: Increase your Dexterity score by 1 and one other ability score by 1.
  • Scent: This character can use its sense of smell to perform perception checks.
  • Pheremones: Skaven can communicate emotions to other Skaven non-verbally via pheremones. When nearby Skaven are afraid, you have disadvantage on checkes to resist fear. When nearby Skaven have battle lust you have advantage on saves to resist fear.
  • Clan: Choose one Skaven clan.

Left to Right, representatives of: Skryre, Pestilens, Moulder and Eshin


Clan Pestilens

Clan Pestilen is one of the four great Skaven clans that are feared throughout their domain for the vile diseases and plagues these Skavens have mastered and unleashed upon this world. Probably the most feared out of all the Great Clans, these Skavens are feared by enemies and allies alike, having been the main aggressor and instigator of both of the two great Skaven Civil Wars that has ravaged much of the Under-Empire for four centuries, and almost overthrowing the Council of Thirteen from their power. Also known as Plague Monks, the disciples of disease and decay, these Skavens have dedicated an unhealthy fervor to spread pestilence and corruption in the name of the Horned Rat to all those they see fit, even their own brethren.


  • Emmisary: You gain advantage on Charisma rolls when communicating religious ideology.
  • Clan Priest: You are proficient in religion and are accorded the respect due to a rat of faith.
  • Pestilens Weapon Training: You are not proficient with Heavy Armor and may not become proficient with Heavy Armor. You are proficient with Plague Censers.
  • Plague Bringer: You are resistant to poison damage. You gain advantage on saves against diseases and poisons.
  • Unifying Reputation: You have advantage on rolls to disuade Skaven from violence, or to encourage Skaven to violence.
  • Tithes: Any believer witnessing a sermon by you will attempt to give a Tithe of at least 3 Warp Tokens or 3 Gold. If they do not have this much, they give what they can manage.
  • The Book of Woe: You gain the Thaumaturgy and Acid Splash cantrips.
  • Spellcasters who take at least 30 minutes to preach from the Book of Woe to a crowd of more than three people before taking a long rest, then you gain an additional +5 Spell Points from the winds of magic the next day.
  • Non-Spellcasters who take at least 30 miuntes to read from the Book of Woe before taking a long rest gain inspiration upon waking.
  • Half-Casters benefit from both the above advantages.

Clan Eshin


The Assassins of Clan Eshin represent the culmination of years of training and ruthless assasination undertaken on behalf of the Clan and the Skaven race.


  • Speed: Increase your base speed by 5 feet.
  • Sneak-Sneak: You are proficient in stealth.
  • Eshin Weapon Training: You are proficient with all Eshin equipment. You are not proficient with Heavy Armor and may not become proficient with Heavy Armor.
  • Hired Assassin: If you have been hired by an outside party to carry out an assassination, you gain advantage on stealth rolls to approach your target.
  • In Blood: You may create contracts for assassination which must be signed in the blood of the individual hiring you. If the contract is broken or the employer refuses to pay, their name will be added to Sneek's personal charter, and Clan Eshin will take up the assassination of that employer a matter of state interest.
  • Terrifying Reputation: You have disadvantage on deception rolls against Skaven. You have advantage on intimidate rolls against Skaven.
  • Night Runner: You unlock this race feature only after completing a successful contract using the In Blood racial feature. You may add twice your proficiency bonus on stealth skill checks.
  • Gutter Runner: You unlock this race feature only after completing two successful contracts using the In Blood racial feature. You may squeeze without reducing your movement speed. You may pass through spaces smaller than your own body (but not smaller than your head). You have a climb speed equal to your movement speed.

Clan Skryre

Clan Skryre is one of the four great Skaven clans that specializes in the creation and research of demented diabolical machinery by using a horrible combination of arcane magic and technological machinery. Its members, known as Warlock-Engineers are both inventors and magicians alike, whose expertise aids in the manufacturing of all kinds of War-machines and weaponry for the use of those willing to pay. Many of them are full-fledged wizards themselves, capable of manipulating the Winds of Magic to cast spells on their own, but their most potent of weapons lies in their use of their own deadly weaponry.


  • Engineer: You gain advantage on rolls to develop experimental technologies or magic.
  • Warlock: You are proficient with the Arcana skill.
  • Warp Knowledge: You gain advantage on Arcana rolls relating to warpstone.
  • Secrets of Skryre: Sharing the secrets of Skryre technology is punishable by death, but renting the technology to others to use is considered good and wise business practice.
  • Skryre Weapon Training: You are proficient with all Skryre equipment. You are not proficient with Heavy Armor and may not become proficient with Heavy Armor.
  • Weapon Runt: You have a companion which assists you in everyday tasks (carrying explosive liquids, venturing in to dark rooms first, and pulling the levers on new devices). This companion is a Giant Rat (MM: 327) and is fanatically loyal. It can perform complex tasks, and will follow directions given to it, to the letter. It can speak Skaven, and it can act as the second member of a weapon team for the use of Skryre weapons. If your companion dies it takes the span of 1D4 hours to find a suitable replacement.
  • Ingenious Reputation: You have advantage on insight rolls to understand the working of complex devices. You have disadvantage on perception rolls when witnessing a new form of magic or the testing of a new technology.
  • Secretive: You gain advantage on deception checks to mislead another about the workings of a device, or the true purpose of a device or spell.
  • Well Equipped: You begin with the following equipment:
  • A gas mask which while worn causes disadvantage on perception rolls, but grants immunity to inhaled diseases or poisons.
  • A suit of treated cloth armor which grants immunity to contact poisons and skin irritants as long as it is worn.
  • A set of goggles (which cannot be worn at the same time as the gas mask) which grant Darkvision up to 30 feet.

Clan Moulder

Clan Moulder is one of the Four Great Skaven Clans that specializes in the mastery of breeding, mutating and surgically creating one of the most horrific and fearsome war-beast to have ever existed. It is still unclear how these loathsome ratmen have managed to achieve such results in their expirements, for the Pack-Moulders are a greedy and jealous lot, but what is no secret is that the Clan is considered one of the wealthiest of the Skaven Clan within the entire Under-Empire.

  • Medical Expertise: You are proficient with the medicine skill.
  • Master Moulder: You are proficient with the animal handling skill.
  • Moulder Weapon Training: You are proficient with all Moulder equipment, whips and Bonesaws. You are not proficient with Heavy Armor and may not become proficient with Heavy Armor.
  • Wealth: You begin play with 100 Warp Tokens. You are well dressed (by Skaven standards).
  • Warp Resistant: You subtract 10 on your rolls on the "Adverse Effects" table when exposed to warpstone.
  • Warp Knowledge: You gain advantage on Arcana rolls relating to warpstone.
  • Wealthy Reputation: You have advantage on rolls made to cause a character to accept a bribe. You have disadvantage on Charisma rolls when interacting with the poor.
  • Creative Biology: You gain advantage on rolls to understand, interact with and create monstrosities and abominations (such as Rat Ogres or other Frankenstein-like monsters).

Clan Mors

The Skaven of Clan Mors are considered to be upstarts by the Great Clans. Due to recent victories and prodigious expansion, Clan Mors is very near to matching Clans Eshin, Pestilens, Moulder, and even Skryre in sheer power and influence. Together, the four Great Clans might easily crush Mors, much as they have destroyed other upstart clans in the past. Yet Mors continues to flaunt its power, and none are certain why the Great Clans have failed to act as they are expected to.

  • Sound Mind: You are proficient with Wisdom saves.
  • Voice of a Leader: You gain advantage on performance rolls when giving speeches meant to inspire.
  • Mors Weapon Training: You are proficient with all Skaven equipment. You may become proficient with heavy armor.
  • Reputation for Competency: You have advantage on persuasion rolls when interacting with other Skaven.
  • Tactician: You have advantage on investigation to gather information for an upcoming battle.
  • Assassination Run: You have advantage on investigation rolls to gather information for an upcoming assassination attempt which you or an ally will attempt.

Tomb Kings

The Tomb Kings were once rulers of Nehekhara, a vast, lush civilization. The rulers were led to believe that they would rule paradise in the afterlife, and were thus entombed so that they were prepared for this. Hundreds of years later, the necromancer Nagash waged a series of wars with the Nehekharans before finally being defeated. His failure to dominate the region was bittersweet, as a lasting curse slew the populace and rendered the once-fertile kingdoms a desert. Through the polluting side effects of Nagash's curse, the ancient Nehekharan magic and the manner of burial the Tomb Kings were born.


Undead: You are considered undead for effects such as turn undead and many healing spells. You are immune to disease and the poisoned condition, and you have resistance to poison damage. You do not need to eat or breathe, but you can ingest food or drink if you wish. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and events as normal.


Crumbling: Outside the borders of Nehekhara, the strength of Nagash’s curse wanes, and those animated by such power begin to crumble, returning to the sands from which they rose. You do not heal or regain spell points during short rests ?only long rests allow enough time to perform the ritual which allows you to be restored by slumber. The ritual which allows you to experience restoration via your sleep requires the consecration of the area by spells and drawn symbols. If these drawn symbols are distrubed or destroyed then the Tomb King will be woken.


Free Will: Those Tomb Kings that wander past the borders of Nehekhara (like yourself), who no longer find themselves under the compulsion of Nagash, must find a reason to continue their existence ?a reason to live on in undeath. For some, ties to Nehekhara may still be maintained, and their journey abroad may be in service of a ruler of Nehekhara; but for others leaving the borders of Nehekhara may mean breaking their bonds to their ruler entirely. In any case, the profile for Tomb Kings here includes free will, and for that reason, susceptibility to mind-effecting powers.


Voice of Beyond: Tomb Kings can communicate with any sentient being ?their voice will be understood regardless of language barriers, but this does not mean that Tomb Kings understand all languages. The Voice of Beyond is intimidating, and when used grants advantage on intimidation checks. A Tomb King may speak normally as well, but only in languages they have learned.


Terrifying: Tomb Kings appear terrifying to most outside of Nehekhara. You will be shunned, and you may be attacked on sight. It is best to disguise your presence, but such disguises may be limited by the Tomb King's size and skeletal appearance. Most prefer to avoid towns and civilization unless absolutely necessary. The only redeeming feature of a Tomb King is their ability to communicate clearly, and thus make their intentions clear when they are forced to interact with those who do not comprehend them. Tomb Kings wishing to navigate a city often drape themselves in robes and use incense to cover the smell of old bones; on some occasions the discovery of a Tomb King amidst the living has been the cause of massacre and purging, such a sighting all but guaranteeing the quick response of Witch Hunters and Sigmaran Priests.


Whispers of Nagash: You may commune with the voice of the necromancer responsible for your curse, and delve into the knowledge which your connection to him provides. Once a day you may temporarily (concentration up to one minute) gain proficiency in a skill of your choice. This is dangerous however as it puts you in communication with Nehekara and Nagash's curse may be able to exert some hold against you - you may find that the thing you achieved through the use of Nagash's experience caused small events to take motion that will impact your future.


Languages: Tomb Kings speak the dead language of Nehekhara.


Sub-race: Choose one Tomb King sub-races.


Sub-race, Sepulchral Stalkers

Sepulchral Stalkers are undead constructs created from a mass of bones. They are akin to Necropolis Knights, but lack a uniting personality ?they are a mass of bickering disagreeing souls, each of which acts on independent and nearly animalistic motivations. Fashioned out of bone, marble and gold these animated constructs were crafted in a manner which preserves only their most predatory instincts. They lurk beneath the desert sands ready to spring out and attack the unwary with their halberds while their deadly gaze can turn their foe to sand.


  • Attributes: Increase you Strength score by 1 and your Constitution by 1.
  • Speed: Your base speed is 40 feet.
  • Large: You are a large size creature and have a 5 foot reach.
  • Skeletal: You are immune to poison and the poisoned and exhausted conditions. You are vulnerable to bludgeoning damage.
  • Bones of the Desert: You are immune to the effects of extreme heat.
  • Burrow: You have a burrowing speed equal to your movement speed.
  • Gaze of Stone: This character can use Gaze of Stone at will.
  • Tremorsense: This creature has tremor sense.

Gaze of Stone

1st-level Transmutation


  • Casting Time: 1 action
  • Range: 15 ft. cone
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Spirits of sand and stone leap forth in a 15-foot cone starting from your eyes.

A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the petrifying magics until the spell ends. A creature restrained by the stone can use its action to make a Strength check against your spell save DC. On a success, it frees itself.

When the spell ends, the stone falls away and becomes sand. If you are not a spellcaster, the DC is based on your spellcasting stat or your Constitution, whichever is higher.

Sub-race, Liche Priest

Liche Priests are the servants of the Mortuary Cult of ancient Nehekhara. Obsessed with both the veneration of the dead and the search for eternal life, the Liche Priests finally discovered a way they could live forever. However over the millennia of their unnatural lifespans, the Liche Priests' bodies have decayed, forcing them to use embalming techniques and other methods to keep their fragile corpse-like forms in one piece. Disgustingly gaunt and fleshless, the Liche Priests now serve the resurrected Tomb Kings in their unlife, casting incantations that draw on the divine power of the Desert Gods in the Land of the Dead.

  • Attributes: Increase either your Wisdom by 2. Increase one other attribute by 1.
  • Speed: Your base speed is 30 feet.
  • Medium: You are a medium size creature.
  • Skeletal: You are immune to poison and the poisoned and exhausted conditions. You are vulnerable to bludgeoning damage.
  • Bones of the Desert: You are immune to the effects of extreme heat.
  • Priest of Nehekhara: You are proficient in the Religion skill.
    Choose One:
  • Corpse Shaman: You gain an additional 10 spell points after each rest.
  • Embraced of Nagash: You gain an additional 2 health points each level.

Sub-race, Tomb Guard

The bravest and best soldiers served as bodyguards for the ancient kings of Nehekhara. Elevation into the ranks of the Tomb Guard was perhaps the only way that a warrior not of noble-birth could ever hope to enter the royal palaces. The Tomb Guard lived in comparative luxury, each having a dozen slaves to tend to their wargear so they could keep their attentions focused on their sacred duties - the preservation of the king's life and dominion. However, worldly wealth was the least reward granted to these warriors, for in respect of their position, they were honoured with the privilege of sharing his immortality. Upon their death, or that of their lord's, they were mummified by the Liche Priests and buried in close proximity to their king's sarcophagus. Just as they guarded the palace in life, so now they guard the inner sanctum of the necropolis in death. The prospect of sharing in the eternal beauty and immortality of their king, and serving him for all time, inspired these soldiers to heroic acts of bravery. They would die where they stood rather than retreat and charge against the most hopeless odds without thought of their own survival. Time and again this selfless heroism would bring victory to the king's army and earn a place in his pyramid for the honoured fallen.


  • Attributes: Increase you Strength score by 1 and one other score by 2.
  • Speed: Your base speed is 30 feet.
  • Medium: You are a medium size creature.
  • Skeletal: You are immune to poison and the poisoned and exhausted conditions. You are vulnerable to bludgeoning damage.
  • Bones of the Desert: You are immune to the effects of extreme heat.
  • Protector: If an ally near you would be hit by an attack, you can choose to be hit by that attack instead.
  • Heroic Past: Choose one physical attribute: you have proficiency with saves using that attribute.
  • Long, long years: Choose one tool proficiency and one weapon proficieny. You are proficient with shields.
Tomb Lord Attributes

The following changes should be made in the case of a Tomb Guard which was once a powerful lord, or minor Tomb King:

Remove: Skeletal, Bones of the Desert, Protector.


Gain the Following:

  • Well-Preserved: You have advantage on rolls to diguise your appearance as one of the living.
  • Mummified: You are vulnerable to fire and immune to disease.
  • Warrior-Lord: Friendly undead within 30 feet gain a bonus to their melee attack rolls which is equal to your proficiency bonus.
  • Lordly Demeanor: You gain advantage on charisma rolls when speaking in Nehekharan.
Tomb Prince

Preserved before the vampiric tradition, but as the preservation proccesses of the Tomb Kings was becoming perfected. This means that the Tomb Prince occupies the place between Sylvanian vampires and Nehekharan Tomb Kings.

Remove: Skeletal, Bones of the Desert, Protector.


Gain the Following:

  • Princely Preservation: You appear human, albeit with gaunt and stretched skin which clearly shows the bones below.
  • Modern Mummy: Choose one additional language.
  • The Curse: The curse of Nagash clings to your soul more deeply than your fellow Nehekharans. You are vulnerable to Radiant damage and immune to Necrotic damage.
  • Princely Demeanor: You gain advantage on Charisma rolls when speaking in high society.

Sub-race, Ushabti

The guardians of the statues of the many gods and goddesses of Nehekhara. The Ushabti also stand as guardians around the perimeters of the great pyramids of the Tomb Kings. In times of need, the Liche Priests imbue the Ushabti with tremendous power through complex incantations and charms. These animated constructs are slow if terribly strong and powerful fighters. The Ushabti appear ogre-like in size, and their faces are those of animals representative of the gods they serve.


  • Attributes: Increase your Wisdom score by 1, Strength by 2.
  • Speed: You base speed is 20 feet.
  • Large: You are a large size creature and have a 10 foot reach.
  • Protectors: If an ally within 5 feet of you would be hit by an attack, you can choose to be hit by that attack instead.
  • Unstoppable: Ushabti have advantage on saves against movement impairing effects.
  • Leap: Ushabti can give up their normal movement in order to leap an equivalent distance.
  • Bounding Charge: If you follow a leap of more than 10 feet (as described above) with an attack action, add 1D4 to the damage dealt by that attack. If you are leaping from above the target of your attack add 1D6 instead.
  • Hero Landing: You take falling damage only when falling from a height of greater than 100 feet.

Sub-race, Necrotect

Necrotects were the artisans of ancient Nehekhara. They were not common labourers, but architects of extraordinary skill whose ambitions far outpaced what could be achieved in a mortal lifespan. In death, the Necrotects have lost none of their frenetic drive. They are filled with a compulsive need to pull down the inferior, vulgar cities of their enemies and supplant them with vast monuments of their own design.


  • Attributes: Increase you Intelligence score by 2 and one other score by 1.
  • Speed: Your base speed is 30 feet.
  • Medium: You are a medium size creature.
  • Skeletal: You are immune to poison and the poisoned and exhausted conditions. You are vulnerable to bludgeoning damage.
  • Bones of the Desert: You are immune to the effects of extreme heat.
  • Death Mask: While wearing this mask you can see the eb and wane of the wind of Death. Spirits and undead that would normally be invisible to you, are visible.
  • Artisan's Tools: You have a set of mastercraft (+1) Artisan's tools with which you are proficient.
  • Well-Preserved: You have advantage on rolls to diguise your appearance as one of the living.
  • Creators: You gain advantage on rolls to create or repair animated constructs, skeletons, monoliths, pyramids and creatures such as: Necro-serpents, sepulchral stalkers, skeletal workers, ushabti, tomb scorpions, khemrian Warsphinxs, necrosphinx, necrolithe colossi, and Hierotitans.

Sub-race, Necropolis Knights

Necropolis knights were tomb guards in life who failed their Tomb King and as punishment were chose to commit ritualistic suicide via serpent venom. Now in death they receive the chance to redeem themselves, mounted upon serpentine undead constructs.

When Necropolis Knights are buried, they are interred with the bones of many others. As disgraces to their King, they are not give the burial rights accorded those who serve without failure. Such is their devotion, however, that it is their personality which rules the host of bones that rises up to serve their king once more in undeath. These souls are two separate beings, the squabbling souls of the less devoted, and the ruling soul of the Necropolis Knight. Though they were all once human, the souls of the many are not well preserved in undeath, and the Necropolis Knight has a bond with them akin to a soldier and his steed. For this reason, though the magic that sustains the Knight and those which preserve his mount are one-in-the-same, the knight is able to separate himself from the mount.


  • Attributes: Increase you Strength score by 1 and one other score by 2.
  • Speed: Your base speed is 30 feet.
  • Medium: You are a medium sized creature.
  • Skeletal: You are immune to poison and the poisoned and exhausted conditions. You are vulnerable to bludgeoning damage.
  • Bones of the Desert: You are immune to the effects of extreme heat.
  • Many Memories: Necropolis Knights have the memories of those they were buried with them drifting behind the veil of their ruling mind. They gain proficiency in a skill of their choice and they gain a single language of their choice.
  • Many Souls: When the knight dismounts and leaves his mount, the voices and souls of those animating his mount flow into him. The mount, left behind, crumbles. Should the Knight wish to reclaim his steed, he need only return to the bones and speak an incantation. When you are separated from your mount (when many souls reside within your body), you suffer disadvantage on Intelligence and Wisdom saves as the voices of the many argue in your head, calling out to you to search for things they once held dear in life. If a Knight is without his mount for too long, these voices may seek to wrest control from him?
  • Many Souls: Improve this mount at levels 3, 9 and 14.

Necro-serpent

Large, Undead


  • Armor Class 15
  • Hit Points 52
  • Speed 40ft.

STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 15 (+2) 1 (-5) 9 (-1) 3 (-4)

  • Senses Blindsight 60 ft., Passive Perception 9
  • Skeletal: You are immune to poison and the poisoned and exhausted conditions. You are vulnerable to bludgeoning damage.
  • Undead: This creature is undead like its rider.
  • Human Memories: This creature understands human emotion and responds to simple commands. It may make a Wisdom skill check DC 15 to understand more complex orders.
  • Languages Nehekhara
  • Challenge 3

Actions

Multiattack. The Tomb Snake makes two attacks: one with its tail and one with its fangs.

Tail. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 12).

Fangs. Melee Weapon Attack: +4 to hit, one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.

Vampire Counts

The Vampire Counts are amongst the most legendary faction of Vampires to have ever terrorized the civilized lands of the Old World. The Vampire Counts are powerful necromancers as well as warriors, given supernatural enhancements to their strength, cunning, beauty and ambition.


  • Languages: Vampire Counts speak Nehekharan, Sylvan and Common.
  • Size: You are medium sized.
  • Speed: You have a base speed of 30 feet.
  • Undead: You are considered undead for effects such as turn undead and many healing spells. You are immune to disease and the poisoned condition, and you have resistance to poison damage. You may ingest food if you wish, but only blood provides you sustenance. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and events as normal.
  • Blood Drinker: This character can drink the blood of a helpless victim. If the victim is at zero hitpoints they immediatley die. Otherwise the victim takes 1D4 damage and you gain that much health. If you go without one bottle of blood for several days, you begin to starve. Every day after a week without drinking the blood of a sentient creature, you gain 1 level of exhaustion (PHB: 291).
  • Light Sensitivity: You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
  • Light of Day: Each round you are touched by direct sunlight you take 1D4 damage.
  • Darkvision: Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light.
  • Cursed Blood: You cannot willingly enter a family home unless invited by a family member. You must make a wisdom save DC 15 or you cannot willingly cross flowing water.
  • Bloodline: Choose one Bloodline from those listed below.
    
    

The von Carstein Bloodline

The ruling Vampire Count is usually also a member of the Von Carstein Bloodline. Handsome, arrogant, charismatic, prideful and ambitious, the von Carsteins are the true aristocracy of the night.

The von Carsteins are known to be the only Vampiric bloodline to be caretakers or landholders of certain human estates and small holdings, with a literal populace of human cattle. Contrary to popular belief, the von Carsteins actually don't mind if they hunt for their prey, but rather they find it insulting that they have to feed from the shadows and away from the prying eyes of the Witch Hutners. However, thanks to their astonishing good-looks and charisma, the peasants and nobles under their rule have been known to fight each other for the chance to be willing subjects of their feeding.


  • Attributes: Increase your Charisma by 2 and increase another ability score of your choice by 1.
  • Wine of a Certain Vintage: You may acquire blood from the von Carstein personal vineyards. The quantity is enough to sustain you for one day. In Sylvania such a wine costs 1 GP. In foreign lands it costs 10 GP. In some lands such a valuable commodity may be inordinatley expensive or unavaiable altogether.
  • Appearance: You appear to all observers to be a healthy human. Your fangs are easily concealed unless you wish to show them. You do not have a reflection.
  • Unnatural Charm: You are proficient in persuasion and deception.
  • Aristocrat: You gain advantage on Charisma rolls when interacting in high society. You will drink blood only from civilized creatures.
  • Enterprise: You have undertaken some form of profitable enterprise, such as owning a vineyard, bank, labratory, university or similar establishment. This establishment is based in a region of your choosing and enjoys a healthy reputation. It grants an income of 50 GP each month, which can be increased by developing the prestige of the institution, or via other means.
  • Wealth: You have an income of 50 GP which can be withdrawn on von Carstein credit at any bank in the Empire or Sylvania. Other banks are likely to honor this credit, but will charge a fee for withdrawal.

The Lahmian Bloodline


The Lahmians may not have the brute strength of some of the other bloodlines, but they more than make up for this lack in cunning, deviousness, and their mastery of others. The Lahmians are secret string-pullers of the world, invisibly exerting untellable control over history. Their immortal plots are difficult for short-lived humans to see, and some that were set in motion in antiquity have yet to come to fruition.


  • Attributes: Increase your Wisdom by 2 and increase another ability score of your choice by 1.
  • Servants: At home or when travelling in any primarily human lands Lahmian vampires benefit from a vast network of servants willing to donate blood in exchange for favors provided by the Sisterhood of Lahmia. These servants will discreetly deliver themselves to the Lahmian, and allow their blood to be taken, providing a subtle method for Lahmian vampires to sustain themselves.
  • Appearance: You appear to all observers to be a healthy human. Your fangs are easily concealed unless you wish to show them. You do not have a reflection. The majority of Lahmian vampires are female.
  • Unnatural Awareness: You are proficient in insight and perception.
  • Aristocrat: You gain advantage on Charisma rolls when interacting in high society. You will drink blood only from civilized creatures.
  • Machinations: You have one long-term goal which you are currently pursuing above all others. This may be the murder of an enemy, the overthrowing of a house, of the destruction of a nation. In any case, you count as proficient in charisma based skills when rolling to further these machinations, and if already proficient may double your proficiency bonus on rolls made to further your machination. These manipulations, may of course, take years to come to fruition.
  • Wealth: You have an income of 50 GP which can be withdrawn on Sisterhood credit at any bank in the Empire or Sylvania. Other banks are likely to honor this credit, but will charge a fee for withdrawal.
    
    

The Blood Dragon Line

The Blood Dragons are consummate warriors, whose skill at arms is unmatched in the Old World; living only for martial combat and brutal battle they usually eschew ranged weapons and magic in favour of pure physical strength and martial skill.


  • Attributes: Increase your Strength by 2 and increase another ability score of your choice by 1.
  • Bloodlust: Inflicting damage with a slashing or piercing melee weapon sustains you in the same manner as drinking blood. When using the blood drinker racial feature the dice are increased from 1D4 to 1D6.
  • Appearance: You appear to all observers to be a strong, healthy, human. Your fangs are easily concealed unless you wish to show them, but your skin has a grey tint and your eyes are deep red. These are easily concealed when wearing armor, but difficult to conceal otherwise. You do not have a reflection.
  • Unnatural Prowess: You have are proficient in athletics and acrobatics.
  • Knight: You gain advantage on rolls to interact with soldiers, and you serve with a military of your choice (either the Sylvanian military, or a military of some human nation).
  • Weapons Master: You are proficient with all melee weapons, shield and all armors.
  • Horse Master: You gain advantage on handle animal rolls used to control your mount.

The Necrarch Bloodline

The Necrarchs are the most learned of Vampires, more skilled at sorcery than with the blade. These skills have come at a price, however. The appearance of the Necrarchs has grown so hideous and unnatural that an ordinary man cannot bear to look upon them, and many run screaming at the sight. When their great library was burned to the ground by fearful mortals, many Necrarchs remained to burn with it, so strong was their devotion to knowledge.


  • Attributes: Increase your Intelligence by 2 and increase another ability score of your choice by 1.
  • Wanderer: You are not reliant on human blood as other vampires are, and have acquired a taste for other meals. In any location you may spend 1D4 hours to find a suitable meal.
  • Appearance: You appear zombie-like and decaying. You smell of death and your flesh is visibly rotting. You do not have a reflection.
  • Unnatural Dedication: You are proficient in history and investigation.
  • Seeker: You gain advantage on investigation rolls to find rare or lost knowledge.
  • Consumed: Whenever you drink blood from a victim, instead of regaining 1D4 health, you regain 1D4 spell points. You must play a class or class archetype with access to magic.
  • The Lower Races: You are at home among Skaven and similarly barbaric peoples. You gain advantage on rolls to trade with these races.
Vampiric Corruption

In areas of vampiric corruption Vampire Counts gain +10 spell points each rest and do not suffer the negative effects of Cursed Blood. Areas of Vampiric Corruption are always dimly lit and void of direct sunlight.

Non-vampire characters resting in a vampire corrupted environment suffer from slow natural healing: Characters don't regain hit points at the end of a long rest. Instead, a character can spend Hit Dice to heal at the end of a long rest, just as with a short rest. .


The Strigoi Bloodline

The Vampires of the other bloodlines play at being mortal and wear the robes of lords, knights, and princes, but underneath, the Vampire is purely a beast. There are those who lose themselves so much in their pretense that they forget this. The Strigoi have not forgotten and do not pretend. They embrace the beast within them, taking all the strength and fury the animal can give them. That strength is terrible to behold, and that fury knows no end.

  • Attributes: Increase your Constitution by 2 and increase another ability score of your choice by 1.
  • Predatory: Razored Teeth. Whenever you hit an enemy with a melee attack on your turn, as a bonus action you can make a melee attack against the same enemy. On a hit, the target takes 1d8 + your Strength modifier as piercing damage. You regain life equal to the damage inflicted. You are always considered proficient with this bonus attack.If you go without one bottle of blood for several days, you begin to starve. Every day after a week without drinking the blood of a sentient creature, you gain 1 level of exhaustion (PHB: 291). This replaces the Blood Drinker racial feature.
  • Appearance: You are an abomination, with large wings, black furry skin, and a bat-like face. You are terrifying, and your wings are almost impossible to conceal. You have no reflection.
  • Unnatural Hunter: You have are proficient in survival and stealth.
  • Beast: You gain advantage on stealth rolls to stalk lone targets (you do not gain this bonus against groups).
  • Wings: You have a flying speed of 30 feet. With enough height, you can pass over flowing water without making a Widsom save.
  • Monstrosity: You are proficient with constitution saves.

Warhammer Extreme Races

Extreme races require a character to commit the first three (or more) levels of their character creation, to pursuing a class which suits the advancement of their race. Extreme races can only be played with DM permission as they vary greatly from other races outlined in the PHB or other DnD supplements.


  • Utterly Alien: All extreme races are noticeable in an average civilized area and will be responded too appropriatley according to their extreme appearance - these responses can vary from wariness to outright fear to attempts to recruit or make use of their extreme form, to attempts to kill the race on sight. Extreme races cannot disguise themselves as other races.

    Ogre


  • Prerequisites: To play as an Ogre you must take your first three levels as either a Butcher, Bull or a Fire Belly.
  • Attributes: Increase your constitution by 2 and your strength by 1.
  • Large: Ogres are Large Sized.
  • Reach: Increase the range of melee attacks made by this creature by 5 feet.
  • Speed: You have a base movement speed of 30 feet.
  • Languages: You speak Ogre.
  • Child of the Maw: Ogres may eat anything which they can fit in their mouths, and recieve nutrition when they do so. Ogres have advantage against any saving throws required due to ingesting dangerous objects.
  • Dogs of War: Ogres can craft mercenary contracts. Ogres gain advantage on charisma rolls made to interact soldiers or military personnel.
  • Momentum: Ogres inflict an aditional 1D6 damage when they move and then make an attack.
  • Intense Stupidity (Mild): You have a maximum intelligence score of 16.
    
    

Rat Ogre


  • Prerequisites: To play as a Rat Ogre you must take your first three levels as either a Moulder Monstrosity or a Skryre Behemoth.
  • Intense Stupidity (Great): You have a maximum intelligence score of 8.
  • Attributes: Increase your constitution by 3 and your strength by 2. Decrease your intelligence by 3.
  • Large: Rat Ogres are Large Sized.
  • Reach: Increase the range of melee attacks made by this creature by 5 feet.
  • Speed: You have a base movement speed of 30 feet.
  • Languages: Rat Ogres communicate through crude gestures and grunting. They may not learn to speak a language, however, they comprehend all languages. Rat Ogres eyes are such that they cannot read fine print as in a book or small tablet, but they can read large signs and understand symbols.
  • Living Weapon: You are bred for war, and literally do not feel pain.
  • Natural Attacks: Claws and Fangs. Whenever you hit an enemy with a melee attack on your turn, as a bonus action you can make a melee attack against the same enemy. On a hit, the target takes 1d6 + your Strength modifier as piercing damage. You are always considered proficient with this bonus attack.
  • Lashing Tail: Models may not use the disengage action to escape combat once they have engaged you.
  • Without Reason: When a Rat Ogre takes damage they gain advantage on melee attack rolls and enemies gain advantage on melee attack rolls to hit them.
  • Lab Rat: When no allies are within line of sight, roll on the Blind Rage table:
    Blind Rage
Roll Result
1 The creature uses all of its movement to move in a random direction
2-6 You do not move this turn, but regain your senses enough grunt or cry out
7-8 You use your action to make a melee attack against a randomly determined creature within reach. If there is nocreature within reach, you attempt to break the nearest complex object.
9-10 You may act and move normally.

Troll


  • Prerequisites: To play as a Troll you must take your first three levels as either a Chaos Troll, Stone Troll or River Troll.
  • Attributes: Increase your constitution by 1 and your strength by 2.
  • Large: Trolls are Large Sized.
  • Speed: You have a base movement speed of 30 feet.
  • Ravenous: Trolls must eat four times as much as another animal their size in order to gain the nutrition they need to survive.
  • Languages: Trolls speak Greenskin. Trolls are illiterate and cannot read or write. When trolls learn aditional languages they can only speak in monosyllabic words. This does not apply to Greenskin.
  • Regeneration: The troll regains 5 hit points at the start of its turn. If the troll takes fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate.
  • Reach: Increase the range of melee attacks made by this creature by 5 feet.
  • Acid Blood: When you take damage in melee, the character who damages you also takes 1 acid damage.
  • Intense Stupidity (Great): You have a maximum intelligence score of 8.

Herald of Chaos


  • Prerequisites: To play as a Herald of Chaos you must take your first three levels as either a Daemonette, Bloodletter, Plaguebearer or Horror.
  • Medium: You are medium sized.
  • Speed: You have a base movement speed of 30 feet.
  • Demon: Heralds of Chaos are from another plane. They are outsiders. You have vulnerability to radiant damage.
  • Languages: Heralds of Chaos speak common and darktongue.
  • Otherworldly: This character is immune to fear and resitant to non-magical weapon damage.
  • Demonic Pressence: This character gains advantage on all intimidation rolls.
  • Feared and Reviled: This character is terrifying to all non-demons and its pressence will be shunned in most societies. Orks, Ogres and Beastmen may tolerate the pressence of a demon, but High Elves, Wood Elves and Humans would never except these beings walking amongst them openly.

Minotaur


  • Prerequisites: To play as a Minotaur you must take your first three levels as either a Ghorgon, Cygor or Doombull OR you may begin play as a Gorebull, which is a minotaur, but is not an extreme race, and is detailed below.
  • Attributes: Increase your strength by 3.
  • Large: Minotaurs are Large Sized.
  • Reach: Increase the range of melee attacks made by this creature by 5 feet.
  • Speed: You have a base movement speed of 40 feet.
  • Languages: Minotaurs speak Bestial.
  • Devour: A Minotaur can devour a roughly human-sized corpse. It takes approximatley 5 minutes to do this. A Minotaur who devours a corpse regains 1D8+Constitution health.
  • Natural Attacks: Massive Horns. Whenever you move and hit an enemy with a melee attack on your turn, as a bonus action you can make a melee attack against the same enemy. On a hit, the target takes 1d10 + your Strength modifier as piercing damage. You are always considered proficient with this bonus attack.
  • Intense Stupidity (Mild): You have a maximum intelligence score of 16.

Gorebull, Minotaur

Gorebulls are the leaders of a Minotaur tribe, and though they may not be as strong or favored as a Doombull, they are nonetheless ferocious behemoths clad in powerful armor and hefty war-axes. When Morrslieb is full in the sky, the Gorebulls roar out a bellowing call that resounds around the forest for many miles, attracting yet more Minotaurs and invoking the bloodgreed that runs through all of their kind.


  • Features Lost: You lose the Intense Stupidity, Reach and Devour features.
  • Speed: You have a base speed of 45 feet.
  • Medium: You are Medium sized, unlike your bretheren.
  • Minotaur Chief: When interacting with Beastmen, Doombulls, Cygors and Ghorgons you gain advantage on persuasion rolls.
  • Sub-Race: This sub-race of Minotaur is not an extreme race, and cannot take extreme classes. This is an option for those who would like to play a minotaur, but retain their ability to function as a non-extreme PC.

Giant


  • Prerequisites: To play as a Giant you must take your first five levels in Titan.
  • Attributes: Increase your strength by 2. Increase your constitution by 1.
  • Colossal: Giants are Colossal Sized.
  • Speed: You have a base movement speed of 30 feet.
  • Colossal Reach: You have a reach of 15 feet greater than normal (20 feet away from you).
  • Languages: Giants speak common.
  • Intense Stupidity (Truly Intense): You have a maximum intelligence score of 6. Giants have disadvantage on intelligence rolls and saves.
  • Thick: You gain 10 health and one additional health each level.
    
    

Treeman


  • Prerequisites: To play as a Treeman you must take your first four levels as Tree Lord.
  • Attributes: Increase your strength by 2. Increase your Wisdom by 1.
  • Huge: Treeman are Huge Sized.
  • Huge Reach: You have a 10 foot greater reach (15 feet away from you).
  • Speed: You have a base movement speed of 30 feet.
  • Languages: Treemen speak Sylvan and Elvish. Treeman are always under the effect of the spell "Speak with plants."
  • Forest-Walk: Treeman move at full speed and may move through spaces which their size would normally not allow, so long as they are within a forest or wooded area (the vegetation simply moves aside for them).
  • Tree Speaking: Treemen have the Druidcraft Cantrip and may cast Commune with Nature at will (for no cost).

Warhammer Extreme Classes

An Extreme Class is a class which certain extreme races must complete before entering into another class. Characters may not choose an extreme class unless their race indicates that they must. Characters which have not taken all of the levels in an extreme class are not yet adults. All extreme races must complete their levels in an extreme class of their choosing before moving on to take levels in another class.


First Step: All common class feaures (such as rage and spell levels) given in Extreme Classes are cumulative with any similar features gained by aditional classes at a later level.

Bull

The term Bull is used for any adult male Ogre. Bulls make up the majority of any army of the Ogre Kingdoms, an unwashed mass of muscle and fat that can flatten landscapes as well as settlements when they gather in sufficient numbers.

Prerequisites

In order to become an Ogre Bull you must be a first level character, and you must choose the Ogre race. Before taking levels in another class you must complete three levels in this class.

Hit Points


  • Hit Dice: 1d12 per Bull level
  • Hit Points at 1st Level: 12 + twice your Constituion modifier
  • Hit Points at Higher Levels: 1d12 (or 7) + your Constituion modifier per Bull level after 1st
  • Note: This is a Martial class.

Proficiencies


  • Armor: Gut Plate
  • Weapons: All large melee weapons that cause Bludgeoning damage.
  • Tools: Cook's Utensil's
  • Saving Throws: Consitution, Wisdom
  • Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival.

Equipment

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

  • (a) a martial weapon and a shield or (b) two martial weapons
  • One Gut Plate: This Ogre wears a massive Gut Plate which protects their internal organs. This plate grants +1AC when worn, in addition to any other armor.

The Bull
Level Ferocity Features Proficiency Bonus
1st 1D4 Ferocity, Reliable Club +2
2nd 1D6 Company of Other Races +2
3rd 1D8 Title, Temperament +2

Ferocity

You have a limited well of fury that you can draw on to unleash powerful blows. On your turn, after succeeding on an attack action you may add your Ferocity dice (shown on the table above) to the damage of that attack. Once you use this feature you must take a short or long rest before using it again.

Reliable Club

All Ogres may treat anything of an appropriate size and shape as a club, and always have proficiency with their chosen club. Most Ogres choose one club as their favorite, and claim that other clubs just don't feel the same. Your club (and you may treat anything you can swing with two hands as a club) is a two-handed, heavy, martial weapon which inflicts 2D8 bludgeoning damage. If your club is lost, destroyed (or in direst need, eaten) you may replace it in 1D4 hours.

Company of Other Races

In adolescence, Bull Ogres spend their time mingling with other races, working as Dogs of War and hiring themselves out to foreign militaries, or living amongst a people as barbaric as themselves. These years help an Ogre develop outside of their own culture, and often it is these experiecnes which differentiate the Ogre from others of his kind. Choose a society from the list given later in this document and gain the specific rewards listed there.

Temperament (Choose 1 or 2):

You have learned your temperament, and understand what it is you seek. As such, you have chosen the path of solitude or companionship.

1) Protege


  • Companion: You gain an NPC companion from amongst the Goblin tribes. This companion is a level equal to 1/2 of your proficiency bonus rounded up, and is the Gnoblar sub-race of the Goblin race. You may choose the class of this companion. If the companion dies, you must search out a new companion which takes 1D12 months. The new companion need not have the same class as the old companion. This companion is fanatically devoted to you, and it mimics your way of dress and other mannerisms.

2) Lone Hunter


  • Proficiencies: You are proficient with Crossbows and Guns.
  • Survivalist: You gain advantage on your survival rolls to track animals or navigate the country of your chosen society.
  • Clan Hunter: Your standing within Ogre society is second only to the Tyrants of your clan, and should you return home to your clan you are given a king's welcome, and can call on the aid of the clan as a whole (if you can convince them its in their interest).

Title (Choose 1 or 2):

You have risen high either in the eyes of your Clan, or in the eyes of your

1) Irongut


  • Irongut: Ironguts have immunity to any saving throws required from ingestion of (amongst other things) poisons, diseases, warpstone, rotting flesh, lava, acid, bones, sleeping agents, fire, oil, gasoline, alcohol, wagon wheels, and chain-mail armor.
  • Well-Armed: Ironguts are proficient with all types of armor and leadbelchers.
  • Equipment: Ironguts are well-equiped and have access to the best weapons and armor which Ogres have to offer. You gain three pieces of munade equipment of your choosing, and you are rewarded a magic item of the DMs choosing.
  • Renown: You gain advantage on all rolls to convince an Ogre clan of a course of action.
  • Line-Breakers: The damage of your momentum racial feature is increased to 1D10 and when you utilize this feature you may move the target damage by your momentum 5 feet directly away from you.

Gut Plate: This Ogre wears a massive Gut Plate which protects their internal organs. This plate grants +1AC when worn, in addition to any other armor.


2) Maneater


  • Literally: You gain a bonus equal to your Ferocity on any roll to intimidate an employer.
  • Assimilation: Within a Maneater's chosen society, they are a fearsome creature, but understand the customs well enough to navigate as if a citizen - they may have papers certifying their citizenship in their chosen society, or they may be able to otherwise prove that they belong in their chosen society. You gain advantage to avoid conflict with members of your chosen society.
  • Worth the Coin: Such is the reputation of Maneaters, that you may demand (and subsequently recieve) double the regular price for completing mercenary contracts. In adition you gain advantage to negotiate the terms of your contract beyond the aditional payment.
  • To the Last: When reduced to zero hit points or below, before being incapacitated, immediatley gain health equal to your ferocity roll. Once you use this feature you must take a short or long rest before using it again.

Societies:

Choose one of the following when you gain the "Company of Other Races" feature. This indicates your time spent among these people learning about their culture and customs. Most Ogres adopt some of the mannerisms of the societies they spend time with (and this is particularly true of Maneaters), and such influences can greatly change the behavior of an Ogre. Though Ogres almost universally hold their god (the Great Maw) above the gods of other races, they may come to recognize particular gods as prophets of aspects of their own. It is not uncommon for an Ogre to consider Khorne and the Great Maw as one in the same, for instance. Choose which race you were raised among, and if relevant, the region you were raised in.

Among the Greenskins


  • Language: You speak Greenskin.
  • Proficiency: You proficient in intimidate.
  • Big is Best: Among the Orcs you became accustomed to respect, and to having your orders followed by those who could not match your physical size or might. You gain advantage on intimidation rolls against any creature which is smaller than you (even if they occupy the same size category).

Among the Dead

  • Langauge: You speak the dead language of Nehekhara.
  • Proficiency: You are proficient in Religion.
Nehekhara
  • Desert Walker: You are immune to the effects of extreme heat.
Sylvania
  • Blood Drinker: You are immune to the negative effects of Vampiric Corruption.

Among the Humans

  • Langauge: You speak common in the dialect specific to the region chosen.
  • Proficiency: You gain proficiency in a skil of your choice.
Bretonnia
  • Chivalry: You are bound by a knightly code.
  • Siege Breaker: You gain advantage on Strength checks to burst doors and are proficient with battering rams.
  • Proficiency: You gain proficiency with a tool of your choice.
The Empire
  • Sigmaran Faith: You may treat damage generated by your ferocity dice as Radiant.
  • Strength of Sigmar: increase the value of your ferocity dice by one step.
Nippon (Ronin)
  • Disgraced: You have failed your master and are an exile from Nippon.
  • Oni-Blood: - When reduced to zero hit points or below, before being incapacitated, immediatley gain health equal to your ferocity roll. Once you use this feature you must take a short or long rest before using it again. If you also have the feature To the Last, you instead have two uses of this ability before resting.
Nippon (Ninja)
  • Master of Subterfuge: You gain advantage on Stealth rolls to avoid visual notice and on vision-based Perception rolls.
Nippon (Samurai)
  • Honor: You are bound by a sense of honor.
  • Protector: If an ally within 5 feet would be hit by an attack your may choose to be hit instead.
Kislev
  • The Winterlands: You are immune to the effects of extreme cold.
Araby
  • Horse Master: You gain advantage on Handle Animal checks to control a mount.
The Chaos Wastes
  • Taint of Chaos: You are an initiate of the rituals of chaos and may treat damage generated by your ferocity dice as Necrotic damage.
  • Blood for the Maw: Increase the value of your ferocity dice by one step.

    Among the Lizardmen

  • Langauge: You speak Saurian.
  • Proficiency: You are proficient in Arcana.
  • Thaumaturgy: You gain the Thaumaturgy cantrip.
  • Indoctrination: You gain advantage on Wisdom saves to resist taking any action against your will. You have disadvantage on Wisdom saves to resist taking an action against your will if the source of the save is a Lizardman.

Among the Dwarves

  • Langauge: You speak Dwarvish.
  • Proficiency: You gain proficiency with Artisan's tools.
Dwarves
  • Tempered: Reduce the value of your ferocity dice by one step.
  • Smith-Lore: You gain advantage on rolls to create metal items.
  • Magnum Opus: You forge a melee weapon of your choice. This weapon is imbued with a magic chosen by your DM and is masterwork +1. You may increase the damage dice of this weapon by one step (you may not increase D12s). Characters other than yourself have disadvantage when wielding this weapon.
Chaos Dwarves
  • Taint of Chaos: You are an initiate of the rituals of chaos and may treat damage generated by your ferocity dice as Necrotic damage.
  • Grafted Armor: You gain +1 AC and have pieces of metal surgically implanted in your flesh.

Among the Elves

  • Langauge: You speak Elvish.
  • Proficiency: You are proficient in History.
  • Runner: Your base movement speed is increased by 5 feet.
Athel Loren
  • Common Spells: You gain the Druidcraft cantrip.
Naggaroth
  • Worshipper of Khaine: You may treat the damage generated by your Ferocity dice as fire damage.
Ulthuan
  • Common Spells: You gain the Prestidigitation cantrip.

Among the Beastmen

  • Langauge: You speak Bestial.
  • Proficiency: You are proficient in the Nature skill.
  • Stampede: Increase the value of your racial feature Momentum die by one step.

Among the Skaven

  • Langauge: You speak Skaven.
  • Proficiency: You are proficient in Sleight of Hand.
  • Again?: You may make an attack as a reaction any time you catch a character stealing. You gain advantage on Perception checks to detect theft via sleight of hand.

Alone in Nature

  • Langauge: You speak Sylvan and one other language of your choice.
  • Proficiency: You are proficient in Survival.
  • Weatherworn: You are immune to vision impairing effects common in nature, such as falling leaves, snowfall, rain, dust storms and fog or mist.

Butcher



Prerequisites

In order to become an Ogre Butcher you must be a first level character, and you must choose the Ogre race. Before taking levels in another class you must complete three levels in this class.

Hit Points


  • Hit Dice: 1d12 per Butcher level
  • Hit Points at 1st Level: 12 + twice your Constituion modifier
  • Hit Points at Higher Levels: 1d12 (or 7) + your Constituion modifier per Butcher level after 1st
  • Note: This is a Half-caster class.

Proficiencies


  • Armor: None
  • Weapons: All large weapons that cause Bludgeoning damage, Gut-hook
  • Tools: Cook's Utensil's, Butcher's Tools
  • Saving Throws: Consitution, Wisdom
  • Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival.
    
    

Equipment

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

  • (a) a martial weapon and a shield or (b) two martial weapons
  • One Gut-Hook:


The Butcher
Level Proficiency Bonus Features Slaughter Points
1st +2 Gut Magic 1
2nd +2 Kin-Slayer, Gore 3
3rd +2 Blood-Feast 5

Spellcasting Ability

Constitution is your spellcasting ability for your Butcher spells, and becomes your spellcasting ability for any class that you pursue after Butcher.

  • Spell save DC: 8 + your proficiency bonus + your Constitution modifier
  • Spell attack modifier: your proficiency bonus + your Constitution modifier

Slaughter Points

When you rest you lose all your Slaughter Points. When you wake from a rest, you gain Slaughter points equal to the value indicated on the table above. Slaughter points can be spent to use the Butcher's class abilities. Slaughter points can also be turned into Spell points at a 1:1 ratio (spell points cannot be turned into Slaughter points).

Gut Magic

You have access to the lore of the Great Maw in addition to the Lore awarded for taking a level in a spell-casting class. In addition you have the following abilities:

  • Grotesque: You are terrifyingly monstrous, especially after a particularly bloody conflict. You gain advantage on intimidation rolls after a combat in which you slew a foe in melee.
  • Hooked: After hitting an enemy with a melee attack and inflicting damage, immediatley move that enemy 10 feet in a direction of your choosing. The enemy makes a DC 15 Dexterity save or falls prone.
  • Trophies: Each time you slay an enemy, you take a trophy from their corpse and immediatley gain Slaughter points as indicated on the table above.

Kin-Slayer

You have advantage on attacks and intimidation rolls against other Ogres.

Gore

  • After inflicting momentum damage, you may immediatley spend a Slaughter point to make a free melee attack action.
  • Blood Drinker: You are immune to the negative effects of Vampiric Corruption.

Blood Feast

You may feast on a corpse of a sentient creature, or a multitude of corpses (you need not spend the time to eat the entire body, a portion will do - but a selection of meat feeds the Butcher's spells). After feasting on a corpse, expand your spell-list according to the following table until you take a rest. If the Ogre is unable to eat the available meat, the meat can be added to a pit and given in offering to the Great Maw to generate the same effect. Your casting stat for these spells is constitution.

Corpses Eaten/Sacrificed
Number Spells Granted
1+ Hungering Maw, Blood Blessing
3+ Sinew, Blood Boil
5+ Doom Teeth, Bonesnap
10+ Sated Maw,, Butcher's Blessing

Hungering Maw, Sated Maw

1st-level, 6th-Level


  • Casting Time: 1 action
  • Range: 120 Feet.
  • Components: S
  • Duration: Instantaneous

Choose a point you can see on the ground within range. A fountain of churned earth, blood and bone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared away. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.

When cast as Sated Maw, this ability causes an additional 3D12 damage and creatures who fail their save are knocked prone.

Blood Boil, Bonesnap

1st-level, 3rd Level


  • Casting Time: 1 action
  • Range: 60 feet.
  • Components: S
  • Duration: Concentration, up to 1 minute.

Target creature makes a Constitution saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.

If cast as Bonesnap the spell does an additional 2d6 bludgeoning damage on a failed save, and each time a character fails a save choose one of the following effects:

  • That character drops an item held in one hand.
  • That character falls prone.
    
    

Doom Teeth

2nd-level


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You create three floating shards of bone. Each shard hits a creature of your choice that you can see within range. A dart deals 1d6 piercing damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 2nd.

Butcher's Blessing

1st-level


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to one minute.

At the end of each round you gain 1 hitpoints. If cast as a level three spell increase this to 5 hitpoints. If cast as a level six spell increase this to 10 hitpoints.

Sinew

1st-level


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Concentration

Choose one for the duration of the spell:

  • Treat your Strength bonus as your Dexterity bonus.
  • Treat your Dexterity bonus as your Strength bonus.

Blood Blessing

3rd-level


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Next melee attack or up to one hour.

When you cast this spell, expend a number of slaughter points. Increase the damage of the touched character's next melee attack based on the ammount of points spent.

Points Spent Damage Increase
1+ 1D8
3+ 1D10
5+ 1D12
10+ 4D12

Firebelly

Unique Traits


  • Prerequisites: To play as a Fire Belly you must be the Ogre extreme race.

Hit Points


  • Hit Dice: 1d12 per Firebelly level
  • Hit Points at 1st Level: 12 + your Constituion modifier
  • Hit Points at Higher Levels: 1d12 (or 7) + your Constituion modifier per Firebelly level after 1st
  • Note: This class is a spell-casting class.

Proficiencies


  • Armor: Gut Plate
  • Weapons: Simple weapons
  • Tools: Cook's Utensil's

  • Saving Throws: Consitution, Charisma
  • Skills: Choose two from Arcana, Athletics, Intimidation, Nature, Perception, and Survival.

Equipment

  • One Gut Plate: This Ogre wears a massive Gut Plate which protects their internal organs. This plate grants +1AC when worn, in addition to any other armor.
The Fire Belly
Level Proficiency Bonus Features Furnace Dice Spells Known
1st +2 Flame Breath, Flame Mage, Born of Heat 1D4 1
2nd +2 Rageflame 1D6 2
3rd +2 Mawflame, Molten Frenzy 1D8 3

Furnace Dice

Furnace Dice inflict fire damage. Any time you inflict fire damage you may add your furnace dice. You may not add your funace dice to a single source of fire damage more than once. Each dice applies to all damage caused from a certain source (for instance, if that source hits multiple creatures, the Furnace dice adds damage against all creatures hit).

Flame Breath

You can use your action to exhale destructive energy. This is a 15 foot cone. When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw, the DC of which equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 fire damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you com plete a short rest, long rest or spend 5 spell points.

Flame Mage

You have access to spells from the Lore of Fire, in addition to the lore granted for being a magic-user. Any time you inflict fire damage, you may add your furnace dice to the damage inflicted - the extra damage inflicted is also fire damage.

Spellcasting Ability

Constitution is your spellcasting ability for your Firebelly spells, and becomes your spellcasting ability for any class that you pursue after Firebelly.

  • Spell save DC: 8 + your proficiency bonus + your Constitution modifier
  • Spell attack modifier: your proficiency bonus + your Constitution modifier

Born of Heat

You are resistant to fire damage and immune to the effects of extreme heat.

Rageflame

You may cast cantrips that have the fire damage type while raging.


On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:

  • You have advantage on Strength checks and Strength saving throws.
  • You have resistance to bludgeoning, piercing, and slashing damage.

If you are able to cast spells, you can't cast them or concentrate on them while raging (rageflame overcomes this limitation for spells that inflict fire damage). Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table (plus one for this firebelly rage), you must finish a long rest before you can rage again.


Molten Frenzy

Increase the number of times you can rage by 1. While raging your fire resistance becomes fire immunity.

Mawflame

You can use your action to exhale destructive energy. This is a 15 foot cone. When you use your breath weapon, each creature in the area of the exhalation must make a Constitution saving throw, the DC of which equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 psychic damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you com plete a short rest, long rest or spend 5 spell points.

Moulder Monstrosity


  • Prerequisites: To play as a Moulder Monstrosity you must be the Rat Ogre extreme race.

Hit Points


  • Hit Dice: 1d12 per Moulder Monstrosity level
  • Hit Points at 1st Level: 12 + your Constituion modifier
  • Hit Points at Higher Levels: 1d12 (or 7) + your Constituion modifier per Moulder Monstrosity level after 1st.

Proficiencies


  • Armor: None
  • Weapons: Large simple melee weapons.
  • Tools: None
  • Note: Moulder Monstrosity is a Martial class.

  • Saving Throws: Consitution, Strength
  • Skills: Choose two from Athletics, Intimidation, Nature, Perception, and Survival.
Moulder Monstrosity
Level Proficiency Bonus Features
1st +2 Mutate
2nd +2 Augmentation, Mutate
3rd +2 Splicing, Mutate

Mutate

Each time you recived this feature, gain one mutation from the list of mutations provided. You may not gain the same mutation twice unless otherwise noted. You may not change mutations once you have selected them except via the Splicing class feature.

Augmentation

When you gain this ability, choose one mutation to augment. The augmented mutation becomes permanent and can no longer be altered using the splicing class feature. Use that mutant power's enhanced profile once it is augmented.

Splicing

With the proper medical facilities, a character other than yourself can make a DC 20 Medicine roll in order to exchange one mutation for another. This process takes 2D4 hours. If that character is a member of clan moulder, they gain advantage on the roll. This process can not effect a mutation that has been augmented. This process causes you to lose one mutation and gain a new mutation. After this process you gain disadvantage on all saves until you complete a long rest.

Should the character performing the operation fail, they immediatley take 2D12 damage as you thrash them violently, and you lose one mutation (but do not gain another). After a failed operation, the character may then make an additional DC 15 Medicine check to grant you access to a new mutation. If they succeed, you gain the new mutation. If they fail they take an additional 2D12 damage as you thrash them again. No more splicing tests may be made following a second consecutive failure until you have taken a long rest. After the long rest, the operation to restore your mutation can be attempted again at DC 15.

Mutations List

Battering Ram

You are heavily armored, with plating stitched directly into your body, leaving gaps in your fur where metal shows through. You gain +2 AC.

  • Enhanced: While you have this mutation you are proficient with all armors and shields.

Sabre-Fangs

Increase the damage of your Claws and Fangs attack by one step.

  • Enhanced: Increase the damage of your Claws and Fangs attack by an additional step.

Tentacles

You may take this mutation twice. You have grasping tentacles which sprout from your back. These tentacles can interact with objects, and gain one action to do so. They act independantly of you, but any skill rolls they are required to make are based on your attributes and skills. They have a 10 foot reach. They cannot wield weapons or make attacks. They cannot be disarmed.

  • Enhanced: You may use your tentacle's action to grant advantage on a grapple or climb roll. Your tentacles' reach extends to 15 feet.

Multiple Tails

You may take this mutation twice. Add 2D4 damage to attacks of opportunity generated from an opponent disengaging from you.

  • Enhanced: Increase the damage of this feature to 2D6.

Additional Limbs

You may take this mutation twice. You gain an additional arm and hand. It works like your other arms, but is by no means natural. This arm may wield a weapon. Any action performed with this arm has disadvantage.

  • Enhanced: This arm no longer causes disadvantage on actions it performs.

Padded Paws

You are proficient in the stealth skill.

  • Enhanced: Your skin has been treated with a particular chemical so that your fur shifts and blends in with its surroundings. You add double your proficiency bonus on all stealth checks.

Suckers

You may not be disarmed.

  • Enhanced: You gain a climb speed equal to your movement speed.

Additional Eyes

You gain Darkvision with a range of 60 feet.

  • Enhanced: You gain darkvision with a range of 120 feet. You may read fine print, and you can see behind yourself. When you rest, one set of eyes remains opened, and you are aware of your surroundings.
    
    

Acidic Saliva

When you use your Claws and Fangs racial feature, add 1D6 Acid damage to the attack.

  • Enhanced: Increase the damage of this feature to 1D8. You may use your acid to melt small objects by drooling on them - this does 15 damage to the object.

Horns

Natural Attacks: Gore. Whenever you hit an enemy with a melee attack on your turn, as a bonus action you can make a melee attack against the same enemy. On a hit, the target is knocked prone. You are always considered proficient with this bonus attack. You may not use this feature in addition to the Claws and Fangs natural attack.

  • Enhanced: You lose the above natural attack Gore and your Claws and Fangs natural attack now knocks enemies prone as well as inflicting damage normally.

Pit Beast

As a pit beast you are accustomed to fighting multiple opponents. Enemies do not gain advantage on their attacks when flanking you.

  • Enhanced: Elder Pit Beast. You have survived countless battles in the pits, and have grown accustomed to such conditions. You gain advantage on improvised attacks which utilize a dexterity or constitution roll.

Bone Protrusions

You are resistant to slashing damage.

  • Enhanced: You are immune to slashing damage.

Behemoth

Increase your maximum health by 10.

  • Enhanced: Increase your maximum health by 20 instead.

Unique Mutation

There are several unique opportunities for Moulder mutations. If the specific mutation is not shown on the list, you may discuss with your DM the advantage you wish to gain from the mutation, and the DM may allow any suitable benefit to be gained, as long as it is roughly equivalent in value to those shown here. You may only have one unique mutation, and it must be approved by your DM.

Skryre Behemoth


  • Prerequisites: To play as a Skryre Behemoth you must be the Rat Ogre extreme race.

Hit Points


  • Hit Dice: 1d12 per Bull level
  • Hit Points at 1st Level: 12 + your Constituion modifier
  • Hit Points at Higher Levels: 1d12 (or 7) + your Constituion modifier per concierge level after 1st

Proficiencies


  • Armor: None
  • Weapons: Large simple melee and weapons.
  • Tools: None
  • Note: This is a Martial Class.

  • Saving Throws: Consitution, Wisdom
  • Skills: Choose two from Athletics, Intimidation, Nature, Perception, Insight, and Survival.
Skryre Behemoth
Level Proficiency Bonus Features
1st +2 Experimental Implant
2nd +2 Experimental Implant
3rd +2 Warp-rat, Experimental Implant

Experimental Implant

Each time you recived this feature, gain one implant from the list of implants provided. You may not gain the same implant twice unless otherwise noted. You may change implants using the Warp-Rat feature. It is a bonus action to turn an implant on or off.

Warp-Rat

Changing implants is a neccesary attribute of Skryre rat Ogres, as unlike the Moulder beasts, Skryre rat-ogres are less readily avaialble, and thus must be constantly outfitted to serve different purposes - Skryre do not have the luxury (or wealth) that allows clan Moulder to breed a new rat for every purpose.

Skryre technology is meant to be swapped on and off of the Rat-Ogre, but a single creature's flesh can still only absorb so much warp-polution and electric feedback before certain thresholds are crossed and the creature becomes unreliable.

If you wish to change implants, a character other than you may make a DC 20 Medicine check in order to remove one implant and install a new implant. This requires the proper facilities, and access to the parts required to upgrade to a certain implant. If the character is a member of clan Skryre they gain advantage on the Medicine roll to replace the parts. If the character is not a member of clan Skryre, then the operation is illegal (you may still perform it, of course, it is simply against Skryre law).

If the medicine check is successful, you lose 1 implant, and gain another implant of your choice. If the medicine check is failed then the character making the medicine check takes 1D12 damage as you thrash them. They may then attempt the check again at DC 15. If they fail they take another 1D12 damage as you thrash them, and may attempt the check at DC 10, DC 5, and finally succeed automatically. Each failed check, of course, results in 1D12 damage from being thrashed.

Impants List

Chrono-Tamperer

While the Chrono-Tamperer is on, you lose 1 health each round. When the Chrono-Tamperer is off it grants no benefits. The Chrono-tamperer effects you and everything within 30 feet of you. Each round, if the Chrono-Tamperer is on, roll on the following table:

Tamper-Table
Roll Result
1-5 Stop: All projectiles entering the range of this power stop and become harmless.
6-10 Pause: You gain advantage on your next roll, regardless of what it is.
11-15 Rewind: Characters may not enter the range of this power, any attempt to do so results in them standing outside of the range of this power. Characters already within range of this power are not effected in any way, unless they first leave the range of this power.
16-20 Fast-Forward: While within the range of this power, characters move at twice their normal movement speed (each movement costs half the distance it would normally cost, rounded up).

Kinetic Thruster

When turned on, you lose 5 health each round, but you gain 10 feet of movement speed.

Sniffer

The sniffer has six settings, detailed below. You choose one setting when you gain this ability, and you may take 1D4 hours to adjust the setting to one of your choice. During those 1D4 hours, the sniffer grants no benefits. While the sniffer is active, you can smell the indicated thing, and gain advantage on rolls to track that thing via smell.

  • Warpstone: You can smell warpstone and warptokens. When encountering someone, you have a general idea of how many warptokens they are carrying.
  • Gold: You can smell veins of gold or stockpiles of gold.
  • Goblins: You can smell Goblins, and can track their sent through tunnels.
  • Manthings: You can track the smell of men, and can smell when equipment has been used recently by men.
  • Surface-Scent: You can track the smell of the surface. You can smell when someone has recently come from the surface, and you can smell the nearest path to the surface world.
  • Dwarves: You can smell dwarves, and you can smell items recently used by dwarves, or sniff out places full of dwarves.
  • Rats: You can sniff out rats and other Skaven, and when sniffing other Skaven you can identify their clan, and any strong emotions they may be feeling.

Arcane Projector

The arcane projector has six settings: Fire, Poison, Cold, Lightning, Psychic, Thunder. You choose one setting when you gain this ability, and you may take 1D4 hours to adjust the setting to one of your choice. During those 1D4 hours, the arcane projector cannot be turned on. While the arcane projector is on, you lose 1 health each round. The arcane projector grants you, and all characters within 5 feet one of the following resistances. If they already have that resistance, then they gain immunity. When the arcane projector is off it grants no benefits.

Speech Module

When turned on, you lose the ability to speak and understand all languages, but gain the ability to speak and understand a language of your choice from the following: Common, Greenskin, Skaven, Ogre, Elvish, Dwarvish

Bell of the Horned Rat

The bell of the horned rat is a giant warpstone-infused bell, mounted directly onto your back. As a bonus action, you may ring the bell. As an action, anyone on your back may ring the bell. The bell makes a lot of noise when rang, and has the following effect:

Bell of the Horned Rat
Roll 1d20 Result
1-4 All characters within 30 feet move 10 feet directly towards you, stopping if they reach you.
5-12 All characters within 30 feet gain 5 spell points.
13 Choose two of the other results on this table.
14-16 All characters within 30 feet gain advantage on their next attack roll (up to one minute).
17-20 All unattended objects within 30 feet take 20 Psychic damage.

Sharp-light Emmiter

This device can be turned on and off as a reaction. When on this device adjusts the light level to a level of your choosing from the following list: Darkness, Dim Light, Light and Daylight. You may change the light level projected as an action. As a reaction you may cause this device to send out a flare, which blinds creatures within 15 feet, excluding yourself, unless they pass a Dexterity Save of DC 15.

Unique Implant

There are several unique opportunities for Skryre Implants. If the specific implant is not shown on the list, you may discuss with your DM the advantage you wish to gain from the implant, and the DM may allow any suitable benefit to be gained, as long as it is roughly equivalent in value to those shown here. You may only have one unique implant, and it must be approved by your DM.

Chaos Troll


  • Prerequisites: To play as a Chaos Troll you must be the Troll extreme race.

Hit Points


  • Hit Dice: 1d12 per Chaos Troll level
  • Hit Points at 1st Level: 12 + your Constituion modifier
  • Hit Points at Higher Levels: 1d12 (or 7) + your Constituion modifier per Chaos Troll level after 1st

Proficiencies


  • Armor: None.
  • Weapons: Large, simple, melee weapons that inclifct bludgeoning damage.
  • Tools: None
  • Note: This is a Martial Class.

  • Saving Throws: Consitution, Wisdom
  • Skills: Choose two from Athletics, Intimidation, Perception, and Survival.
    
    
Chaos troll
Level Proficiency Bonus Features
1st +2 Improved Acid Blood
2nd +2 Corrosive Vomit
3rd +2 Durability, Mutation

Imrpoved Acid Blood

Your acid blood racial feature deals 1D4 damage instead of 1.

Corrosive Vomit

You can use your action to vommit acid. This is a 15 foot cone. When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw, the DC of which equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 acid damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you com plete a short rest, long rest or spend 5 spell points.

Durability

You gain 1 Constitution and 10 maximum health.

Mutation

Gain one mutation from the Moulder Monstrosity class list, and gain the following mutation:

Two heads are better than one

You gain a second head. Gain one skill or tool proficiency of your choosing. This new head has a seperate personality, and seperate opinions from your main head. Both heads are PCs and the thoughts and opinions of both heads are up to you (not your DM). You may choose to give yourself disadvantage on an attack roll, saving throw, or skill check as the two heads bicker. After you have done this, your next attack roll, saving throw or skill check gains advantage. You may only do this once, and regain the ability to use this race feature after a short or long rest. In addition, decapitation (like by a vorpal weapon) does not kill you, but instead removes this feature (and inflicts damage as normal). If your head is removed it will grow back in 1D10 days, as long as your body and other head remain alive. When your head regrows, you regain the benefits of this feature.

River Troll


  • Prerequisites: To play as a River Troll you must be the Troll extreme race.

Hit Points


  • Hit Dice: 1d12 per River Troll level
  • Hit Points at 1st Level: 12 + your Constituion modifier
  • Hit Points at Higher Levels: 1d12 (or 7) + your Constituion modifier per River Troll level after 1st

Proficiencies


  • Armor: None
  • Weapons: Large, simple, melee weapons that inclifct bludgeoning damage.
  • Tools: None
  • Note: This is a Martial Class.

  • Saving Throws: Consitution, Wisdom
  • Skills: Choose two from Athletics, Intimidation, Nature, Perception, and Survival.
River Troll
Level Proficiency Bonus Features
1st +2 Amphibious, Low Cunning
2nd +2 Corrosive Vomit
3rd +2 Lurk

Low Cunning

Increase your wisdom by 1 (to a maximum of 20). You lose the intense stupidity racial feature.

Amphibious

You can breath under water, and you have a swim speed equal to your movement speed.

Corrosive Vomit

You can use your action to vommit acid. This is a 15 foot cone. When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw, the DC of which equals 8 + your Constitution m odifier + your proficiency bonus. A creature takes 2d6 acid damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you com plete a short rest, long rest or spend 5 spell points.

Lurk

You are proficient in stealth and have advantage on stealth rolls while in water, or in swamps and similar terrain.

Stone Troll


  • Prerequisites: To play as a Stone Troll you must be the Troll extreme race.

Hit Points


  • Hit Dice: 1d12 per Strone Troll level
  • Hit Points at 1st Level: 12 + your Constituion modifier
  • Hit Points at Higher Levels: 1d12 (or 7) + your Constituion modifier per Stone Troll level after 1st

Proficiencies


  • Armor: None
  • Weapons: Large, simple, melee weapons that inclifct bludgeoning damage.
  • Tools: None
  • Note: This is a Martial Class.

  • Saving Throws: Consitution, Wisdom
  • Skills: Choose two from Athletics, Intimidation, Perception, and Survival.
Stone Troll
Level Proficiency Bonus Features
1st +2 Eat Rocks, No Cunning
2nd +2 Magic Resistance
3rd +2 Durability

Eat Rocks

You may eat rocks, gems and metals as a means of providing yourself sustenance.

No Cunning

Increase your strength by 2 (to a maximum of 20). Replace your racial feature of intense stupidity with the following:

  • Intense Stupidity (Truly Intense): You have a maximum intelligence score of 6. Stone Trolls have disadvantage on intelligence rolls and saves.

Magic Resistance

You are resistant to magic damage and have advantages on saves against magic.

Durability

You gain 1 Constitution and 10 maximum health.

Daemonette


  • Prerequisites: To play as a Daemonette you must be the Chaos Demon extreme race.

Hit Points


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

Proficiencies


  • Armor: None.
  • Weapons: Simple melee weapons
  • Tools: None
  • Note: This is a Half-Caster class.

  • Saving Throws: Charisma, Dexterity
  • Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival.

Attribute Bonus

Increase your Dexterity by 2 and your Charisma by 2.


Daemonette
Level Proficiency Bonus Features
1st +2 Attribute Bonus, Claws, Herald of Slannesh
2nd +2 Seductive
3rd +2 Lithe

Claws

You have disadvantage on Dexterity checks using your hands. One arm is a large rending claw, and the other is a manipulating claw. You may not wield weapons in the larger claw (this prevents you from wielding weapons requiring two hands), but it grants the natural attack listed below:

  • Natural Attacks, Razored Claw Whenever you hit an enemy with a melee attack on your turn, as a bonus action you can make a melee attack against the same enemy with your claw. On a hit, the target suffers 1D8 + Dexterity Modifier damage. You are always considered proficient with this bonus attack. This natural attack counts as a 1 handed light finesse weapon for the purpose of fulfilling requirements to utilize any feats.

Heralds of Slaanesh

Heralds of Slaanesh not only attend to Slaanesh’s whimsical desires, but muster his armies, plot his campaigns (Slaanesh is easily bored by the minutiae of war) and carry his creed to the mortal realm, returning to bring morsels of courtly intrigue to Slaanesh’s ears. Such scraps can lead to the corrupting of a mortal ruler and the Dark Prince is always carefully attentive.

At other times, the Heralds carry their master’s word to specific followers singled out for divine notice. Not all such visitations are welcomed by those who receive them, for Slaanesh is nothing if not effusive in his tempers, but the coming of Herald of Slaanesh has nevertheless become an omen of great import.

You are feared, and considered dangerous, but will not often be turned away by civilized peoples. They may escort you to a priest or other authority, but they will not kill you on sight.

Seductive

You are proficient in persuasion. You gain advantage on charisma rolls to make improvised actions in combat.

Lithe

You are proficient in acrobatics. Increase your base movement speed by 10 feet.

Bloodletter


  • Prerequisites: To play as a Bloodletter you must be the Chaos Demon extreme race.

Hit Points


  • Hit Dice: 1d12 per Bloodletter level
  • Hit Points at 1st Level: 12 + your Constituion modifier
  • Hit Points at Higher Levels: 1d12 (or 7) + your Constituion modifier per Bloodletter level after 1st

Proficiencies


  • Armor: Light Armor
  • Weapons: All melee weapons, Hellblades
  • Tools: None
  • Note: This is a Martial Class.

  • Saving Throws: Consitution, Wisdom
  • Skills: Choose two from Anim al Handling, Athletics, Intimidation, Nature, Perception, and Survival.
Bloodletter
Level Proficiency Bonus Features
1st +2 Attribute Bonus, Without Magic, Horns, Sated, Killing Frenzy
2nd +2 Hellblade
3rd +2 Hardened Skin

Attribute Bonus

Increase your Strength by 2 and your Dexterity by 2.

Without Magic

This is not a casting class and this character may never enter a class that casts spells or gain an archetype which uses spells. This character may not cast spells.

Horns

  • Natural Attacks: Horns. Whenever you hit an enemy with a melee attack on your turn, as a bonus action you can make a melee attack against the same enemy with your horns. On a hit, the target suffers 1D6 damage. You are always considered proficient with this bonus attack.

Herald of Khorne

You are not welcome within civilized society. You will be killed on sight. Khorne brings nothing but blood and murder - he is not like other Chaos lords who can be negotiated with, or who use deception to achieve their goals.

Bronze Skinned

  • Your skin glows with what seems like molten magma, and you give off dim light in a five foot radius.
  • You smell of rusting iron and spilled blood.

GM Granted: Killing Frenzy

If the Bloodthirster has gone a very long time without spilling blood, the DM may choose to grant them this feature, and it replaces the Sated racial feature while it is active. This feature does nothing unless activated by the DM. When activated, if this character is aware of blood being spilled, make a Wisdom save DC 20, or Frenzy:

  • Frenzy lasts for 1 minute. This duration is refreshed each time a character is killed within 30 feet of you.
  • While frenzying you must attempt to kill the nearest enemy in line of sight (how you choose to kill them is up to you - traditionally, cutting them to pieces is prefered, but pushing them from a cliff or other inventive method is equally acceptable).
  • If there is no enemy which you can percieve, you will attempt to kill the nearest ally.
  • If there is no leaving creature you can percieve, the frenzy ends.
  • Because Killing frenzy can have a drastic impact on how the game is played, by you, and by your DM, you must have your DMs permission to take this optional feature.

Hellblade

The Hellblade is a Longsword (1D8, Slashing; Versatile (1D10)). This Longsword inflicts 1D6 fire damage in addition to the other damage it inflicts. It also inflicts the bleed status on characters who take damage from it. At the start of each of the damaged creature's turns, it takes 1d4 necrotic damage for each time you've inflicted the bleed status on it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such bleed statuses on itself on a success.

If the weapon is lost or destroyed, you can conjure another Hellblade by quenching a newly forged longsword in the fresh blood of an enemy. This takes 1D4 hours to perform, and requires a recently slain enemy.

Hardened Skin

While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Plaguebearer


  • Prerequisites: To play as a Plaguebearer you must be the Chaos Demon extreme race.

Hit Points


  • Hit Dice: 1d12 per Plaguebearer level
  • Hit Points at 1st Level: 12 + your Constituion modifier
  • Hit Points at Higher Levels: 1d12 (or 7) + your Constituion modifier per Plaguebearer level after 1st

Proficiencies


  • Armor: Heavy armor, Medium armor
  • Weapons: Simple weapons
  • Tools: None
  • Note: This is a Half-caster class.

  • Saving Throws: Consitution, Wisdom
  • Skills: Choose two from History, Religion, Intimidation, Nature, Stealth, and Survival.
    
    
Plague Bearer
Level Proficiency Bonus Features
1st +2 Attribute Bonus, Fly on the Wall, Herald of Nurgle
2nd +2 Child of Nurgle
3rd +2 Rot and Disease, Filth

Attribute Bonus

Increase your Constitution by 2 and your Strength by 2.

Herald of Nurgle

You are not welcome within civilized society. You will be killed on sight. Nurgle brings nothing but disease and death - he is not like other Chaos lords who can be negotiated with, or who use deception to achieve their goals.

Fly on the Wall

You gain an empathic link with 1D10+5 flies. These flies appear around you when you use this ability. While using this ability you are blind and cannot move. You may use this ability at will and its duration is concentration. The fly swarm gains the ability to understand you, and it takes simple orders from you. The fly swarm can move up to 2 miles from you. If it moves further than two miles, this ability ends. You may see and hear what the flies see and hear. The flies may communicate your thoughts to allies which they land upon, and when landed on an ally they establish a telepathic link between you and that ally. This telepathic link does not translate languages, and if you do not have a language in common with the ally, you cannot understand their thoughts. Multiple flies may land on multiple allies in order to establish a telepathic network. Plaguebearers have been known to use this ability to scout out civilized areas in order to find the best method for spreading disease.

Child of Nurgle

You are immune to poison damage and diseases.

Filth

You may treat a weapon, or piece of ammunition with the filth from your body; it causes 1D6 additional poison damage.

Rot and Disease

When you are exposed to a disease, you become a carrier of that disease. Each time you injure an enemy with a melee attack, you may force them to make a Constitution save (12 + your Wisdom Modifier) or gain the disease. This does not apply to complex diseases such as Vampirism or Lycanthropy.

Horror


  • Prerequisites: To play as a Horror you must be the Chaos Demon extreme race.

Hit Points


  • Hit Dice: 1d12 per Bull level
  • Hit Points at 1st Level: 12 + your Constituion modifier
  • Hit Points at Higher Levels: 1d12 (or 7) + your Constituion modifier per concierge level after 1st

Proficiencies


  • Armor: Heavy armor, Medium armor
  • Weapons: Simple weapons
  • Tools: None
  • Note: This is a Spellcasting class.

  • Saving Throws: Consitution, Wisdom
  • Skills: Choose two from Arcana, Deception, Persuasion, Insight, Religion.
    
    
The Horror
Level Proficiency Bonus Features
1st +2 Herald of Tzeentch, Shifting Skin
2nd +2 Demon Fire
3rd +2 Blue Horrors, Phasing

Attribute Bonus

Increase your Intelligence by 2 and your Charisma by 2.

Heralds of Tzeentch

As the magically fashioned slaves of Tzeentch, Horrors are considered automatons to be expended as part of a carefully wrought plan. Should a servant of greater power be required, Tzeentch will create a Herald, a more stable type of Horror. Such Daemons have enough consciousness to direct others of their kind without constant guidance from a Lord of Change, directing furious sorcery against Tzeentch’s enemies. In their true form, Heralds of Tzeentch are horrible pink-hued monsters, and would be killed on sight by any rational being, but unlike most daemons, the servants of Tzeentch conceal themselves behind shifting skin.

Shifting Skin

You may cast disguise self at will, without using spell points.

Demon Fire

  • You have the firebolt cantrip.
  • Whenever you cast a spell that does fire damage, it inflicts an additional 1D6 Psychic damage.

Blue Horrors

If you would die, instead two blue horrors (which you control) are formed from your body. Blue horrors have the same abilities as you, with the following exceptions: blue horrors have 5 health, cannot cast spells, do not have the shifting skin feature, and are small sized. Blue horrors have disadvantage on every roll. If at least 1 blue horror survives for 13 hours, both blue horrors die and you are true resurrected at the location of one of the dead blue horrors.

Phasing

As a reaction, negate the damage caused by a single source. You may not use this ability again until you complete a short or long rest.

Doombull


  • Prerequisites: To play as a Doombull you must be the Minotaur extreme race.

Hit Points


  • Hit Dice: 1d12 per Doombull level
  • Hit Points at 1st Level: 12 + your Constituion modifier
  • Hit Points at Higher Levels: 1d12 (or 7) + your Constituion modifier per concierge level after 1st

Proficiencies


  • Armor: Heavy armor, Medium armor
  • Weapons: Simple weapons
  • Tools: None
  • Note: This is a Martial Class.

  • Saving Throws: Consitution, Wisdom
  • Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival.
Doombull
Level Proficiency Bonus Features Fight On
1st +2 Fight On 1
2nd +2 Gorecharge 2
3rd +2 Chosen 3


Fight On

Any time you are hit by a ranged attack that inflicts only piercing damage, you may expend a charge of fight on to ignore the damage. You regain all charges of fight on after a short or long rest.

Gorecharge

When making your minotaur natural attacks, increase the damage to 1D12 + Strength. When making improvised attacks using your horns and requiring a Strength roll, you gain advantage.

Chosen

While speaking aloud a prayer to your chosen God, you cannot be targeted by spells. Those who can hear your prayer gain advantage on their Wisdom saves.

Ghorgon


  • Prerequisites: To play as a Ghorgon you must be the Minotaur extreme race.

Hit Points


  • Hit Dice: 1d12 per Ghorgon level
  • Hit Points at 1st Level: 12 + your Constituion modifier
  • Hit Points at Higher Levels: 1d12 (or 7) + your Constituion modifier per Ghorgon level after 1st

Proficiencies


  • Armor: Heavy armor, Medium armor
  • Weapons: Simple weapons
  • Tools: None
  • Note: This is a Martial class.

  • Saving Throws: Consitution, Wisdom
  • Skills: Choose two from Anim al Handling, Athletics, Intimidation, Nature, Perception, and Survival.
Ghorgon
Level Proficiency Bonus Features Insatiable
1st +2 Bladed Limbs, Kin-Eater 1
2nd +2 Size Increase (Huge) 2
3rd +2 Size Increase (Colossal) 3

Insatiable

You must consume flesh equal in weight to the number of adult humans indicated by the table before each rest. At first level a single body will appease your appetite, but as you grow in size you must consume more flesh. When you devour a corpse you regain 1D12 + Constitution health instead of the regular 1D8 + Constitution health. You may not rest until you have consumed an appropriate ammount of flesh. Should you fail to rest for too long, the exhaustion rules apply as normal. Note: Insatiable does not continue to grow (you do not become more insatiable each day, but rather only after each rest) - in between each rest, you must simply eat an appropriate ammount of flesh. Of course, only meat counts.

Kin-Eater

Ghorgons have a reputation as cannibals. You gain advantage on intimidation checks against minotaurs and other beastmen.


Bladed Limbs

You have a set of bladed limbs. These limbs inflict 1d8 damage when used as weapons. These limbs have disadvantage on all rolls that are not melee attack rolls.

Size Increase (Huge)

You are now a Huge sized creature. Your reach extends to 15 feet. 10 feet greater than a medium sized creature.

Size Increase (Colossal)

You are now a Colossal sized creature. Your reach extends to 20 feet. 15 feet greater than a medium sized creature.

Cygor


  • Prerequisites: To play as a Cygor you must be the Minotaur extreme race.

Hit Points


  • Hit Dice: 1d12 per Cygor level
  • Hit Points at 1st Level: 12 + your Constituion modifier
  • Hit Points at Higher Levels: 1d12 (or 7) + your Constituion modifier per Cygor level after 1st

Proficiencies


  • Armor: Heavy armor, Medium armor
  • Weapons: Simple weapons
  • Tools: None
  • Note: This is a Half-casting class.

  • Saving Throws: Consitution, Wisdom
  • Skills: Choose two from Anim al Handling, Athletics, Intimidation, Nature, Perception, and Survival.
Cygor
Level Proficiency Bonus Features Insatiable
1st +2 One Eye, Soul-Eater 1
2nd +2 Increase Size (Huge) 1
3rd +2 Increase Size (Colossal) 2


Insatiable

You must consume flesh equal in weight to the number of adult humans indicated by the table before each rest. At first level a single body will appease your appetite, but as you grow in size you must consume more flesh. When you devour a corpse you regain 1D10 + Constitution health instead of the regular 1D8 + Constitution health. You may not rest until you have consumed an appropriate ammount of flesh. Should you fail to rest for too long, the exhaustion rules apply as normal. Note: Insatiable does not continue to grow (you do not become more insatiable each day, but rather only after each rest) - in between each rest, you must simply eat an appropriate ammount of flesh. Of course, only meat counts.

One Eye

Possessed of but a single eye that barely sees the world in the centre of your forehead you are cursed to see not the material realm that mortals perceive, but the evershifting Winds of Magic, seeing perfectly the spectrum of arcane power as they blow through and around the indistinct, ghostly shapes that populate their world.

You have disadvantage on Perception rolls to percieve the physical world, and you have disadvantage on other rolls that require sight in the physical world (including attack rolls). You have advantage on perception rolls to percieve the non-physical world. This feature never causes disadvantage on Arcana rolls, melee attack rolls, or rolls to perform spells.

You can see the winds of magic and have an innate understanding of their workings. You can track the source of a spell, and you can see residue from recently casts spells as obviously as another might see footprints in the snow. You can see invisible creatures, hidden doors and can see into the ethereal plane.

Soul-Eater

When you consume a creature, (if it was sentient) you digest its soul. A creature devoured in this may not be resurrected, but may still be reanimated. After consuming a soul, until you rest, add an additional ammount of Psychic damage to each spell you cast, and to each melee attack you hit with as determined by the following table.

Souls Consumed Damage Bonus
1 1d4
2 1d6
3-4 1d8
5+ 1d10

Size Increase (Huge)

You are now a Huge sized creature. Your reach extends to 15 feet. 10 feet greater than a medium sized creature.

Size Increase (Colossal)

You are now a Colossal sized creature. Your reach extends to 20 feet. 15 feet greater than a medium sized creature.

Titan


  • Prerequisites: To play as a Titan you must be the Giant extreme race.

Hit Points


  • Hit Dice: 1d12 per Titan level
  • Hit Points at 1st Level: 12 + your Constituion modifier
  • Hit Points at Higher Levels: 1d12 (or 7) + your Constituion modifier per Titan level after 1st

Proficiencies


  • Armor: None
  • Weapons: None
  • Tools: None
  • Note: This is a Martial class.

  • Saving Throws: Strength
  • Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival.
Titan
Level Proficiency Bonus Features
1st +2 Strong and Warlike
2nd +2 Titanic Might
3rd +2 Memory of the Sky-Titans


Strong and Warlike


  • Giants fight with an inherent understanding of their superior Strength. Whenever they make a melee attack, they gain one of the following benefits:
  • Sweep: After a successful melee attack, you hit all enemies with 5 feet of your target automatically, but only inflict half damage on these secondary targets.
  • Crush: After a successful melee attack, the target of your attack must make a Dexterity save. The DC of this save is 8 + your Strength Modifier + Your proficiency. If they fail the save they are knocked prone.
  • Toss: After a successful melee attack, the target of your attack must make a Dexterity save. The DC of this save is 8 + your Strength Modifier + Your proficiency. If they fail they are flung through the air 10 feet in a direction of your choice. They may make a DC 10 acrobatics check to land on their feet, otherwise they fall prone.

Titanic Might

  • Increase your Constitutione and Strength by 1.
  • The raw power of a Giant is such that they can accomplish feats of Strength and Constitution that would be impossible for a lesser race. Simple feats for a Giant include uprooting a tree, or lifting a house from its foundations to search for food within. These things are commonplace for such a race as are descended from the Sky Titans. When performing feats of Strength such as this, you gain advantage. When performing what might be considered a feat of strength for another race (such as drawing a sword from a stone) you accomplish the feat automatically and easily.

Memory of the Sky-Titans


  • The giants were not always Brutish and without intelligence. It is a state they have fallen to. As such, each Giant reaches a moment when they are forced to remember this Ancestry. There are two paths for such Giants, and with the rise of chaos, and the blowing of the winds of magic, most cannot help but accept their new lives; however, their is another, almost extinct path - the path of memory, a return to the glory of the Sky-Titans.

The Path of Acceptance

  • Gain one melee Weapon proficiency and one armor proficiency.
  • You increase your Strength or Constitution by 2.

The Path of Memory

  • Gain one Tool proficiency and one skill proficiency.
  • You lose the racial feature Intense Stupidity.
  • You increase your Wisdom or Intelligence by 2.

Tree Lord


Treemen are revered by Elf and forest-creature alike, and are often infested with lesser spirits living amongst their branches, roots and hollows. For their part, the Treemen cherish all lesser creatures ?they have a warmth of character wholly at odds with that of the Dryads. These incredibly old beings have seen entire races rise and fall like the ascent and descent of the sun, and understand the passing of time in a completely different way to mortal creatures. Even the long-lived Elves seem to pass into dust at an alarming rate to the Treemen, the oldest of whom can remember times before the footsteps of the Elves left a mark upon the world and can expect to remain when the Elves walk no more.


  • Prerequisites: To play as a Tree Lord you must be the Treeman extreme race.

Hit Points


  • Hit Dice: 1d12 per Bull level
  • Hit Points at 1st Level: 12 + your Constituion modifier
  • Hit Points at Higher Levels: 1d12 (or 7) + your Constituion modifier per concierge level after 1st

Proficiencies


  • Armor: Heavy armor, Medium armor
  • Weapons: Simple weapons
  • Tools: None
  • Note: This is a Half-Caster class.

  • Saving Throws: Consitution, Wisdom
  • Skills: Choose one skill of your choice. You are proficient in the nature skill.
Tree Lord
Level Proficiency Bonus Features Genetic Banishing
1st +2 Druidic, Ancient and Wise +1
2nd +2 Roots, Vines +1
3rd +2 Minor Spirits +2


Druidic

You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.

Roots

You may take an action to root yourself to the ground. While rooted you may not move, you may not be knocked prone or moved against your will. You may choose to appear as though you are a tree while rooted, blending into the forrest around you. You are indistinguishable from a tree when rooted unless you choose to appear otherwise. You may stop being rooted as an action.

Vines

You gain advantage on Grapples.

Minor Spirits

You gain an empathic link with 1D6 + 1 sprites. These sprites appear around you when you use this ability. You must be rooted to use this ability. You may use this ability at will and its duration is concentration. The sprites gain the ability to understand you, and they take simple orders from you. The sprites can move up to 2 miles from you. If they move further than two miles, this ability ends. You may see and hear what the flies see and hear. The flies may communicate your thoughts to allies which they land upon, and when landed on an ally they establish a telepathic link between you and that ally. This telepathic link does not translate languages, and if you do not have a language in common with the ally, you cannot understand their thoughts. Multiple sprites may land on multiple allies in order to establish a telepathic network. Tree Lords have been known to scout places where they would not be welcome, or when they do not want to be seen using their sprite allies. Sprites are tiny creatures and are inatley invisible.

New Classes and Class Archetypes

New Fighter Martial Archetypes

Lizardmen Templeguard

In the Jungles of Lustria

This Martial Archetype for the Fighter Class may only be taken by Lizardmen. You are a Devotee of the Slann, indoctrinated in the protection of the secrets of Lustria since birth. You are a devotee of the Slann and a commited warrior.

Jungle Fighter

Beginning when you choose this archetype at 3rd level, in Jungles and similar terrain difficult terrain doesn’t slow your group’s travel. Your group can’t become lost except by magical means. Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. If you are traveling alone, you can move stealthily at a normal pace. When you forage, you find tw ice as much food as you normally would. While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

The Bone Helm

Starting at 7th level you gain a helm of extraordinary power, imbued with the memories and souls of past Templeguard, it increases your AC by 1, and allows you to gain advantage on a skill of your choice by using up either a Second Wind or an Action Surge.

Beyond Distraction

At 10th level you have been heavily indoctrinated in the protection of your Slann overseers. You do not suffer disadvantage on skill rolls due to loud noises, pain or other distractions. You also gain proficinecy in one skill of your choice. Using this skill is second nature to you, and you may perform actions with this skill during combat, which would normally take a huge ammount of time. You may grant yourself disadvantage on a skill roll involving this skill in order to complete something in a single action which should take multiple actions to complete.

Arcane Nexus

At 15th level, you become a source of reassurance and stability to allied spellcasters. Spellcasters who you consider allies reduce the cost of all spells by 1 spell point, to a minimum of 1. Anytime a spellcaster within 5 feet is hit by an attack, as a reaction you may choose to be hit by that attack instead.


Revered Guardians

At 18th level, your spirit ascends and becomes one with those templeguard which passed their spirits into the bone helm. Instead of dying, if your Bone Helm is successfully returned to Lustria, you are reborn in a body with identical skills and abilities, but with the memories of your past lives storred in the bone-helm and readily accessible. You have a new personality, and you are a new individual, but you have access to the memories of your past, which have been stored in the helmet and passed on to a new templeguard.

Ironbreaker

The Dwarven Siege Corps

This Martial Archetype for the Fighter Class may only be taken by Dwarves (Chaos or Dawi, and cannot be taken by a Runesmith). You are a siege master of the Dwarven nation.

Machines of War

You are proficient with siege weapons and land vehicles, and add double your proficiency bonus when making tests with siege weapons and land vehicles. You are proficient with firearms.

Ruiner

At 7th level you gain advantage on Rolls to resist movement impairing effects, such as being knocked prone, or prevented from moving. When laying siege to a castle or fortification, double the damage you would normally inflict to doors, battlements, gates, walls or similar fortifications. When striking objects with a melee weapon, inflict double damage on those objects.

Relentless

At 10th level when you are hit by an attack you may move 5 feet, and you have +2 AC against attacks from the same character for the remainder of their turn. When wearing heavy armor, increase your AC by 1.

Resourceful

At 15th level, as long as you are able to move freely (not imprisoned) you may spend 1D4 hours preparing in order to acquire a single siege weapon from the DMG page 255. This weapon will be in good condition.

Battlemaster

At 18th level you are a master tactician and gain advantage on rolls to oversee or plan a battle or siege. When plans have been set, you (and allies following your instructions) gain advantage on rolls to perform the plan. This ability effects all rolls until the plan has changed significantly or the plan has succeeded.

Slayer/Infernal Guard

The Dwarven Siege Corps

This Martial Archetype for the Fighter Class may only be taken by Dwarves. Chaos (Infernal Guard) or Dawi (Slayers), and cannot be taken by a Runesmith.

Slayer Oath

You cannot wear armor or use ranged weapons. You may wield weapons as if you were large size. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit. You have said the Slayer Oath: Slayers are members of a strange sub-cult of Dwarven society. They seek death in combat in order to atone for some wrongdoing. Although they seek death, Dwarfs are incapable of deliberately fighting to lose, and so always enter the fray to win. Therefore Slayers spend as much time as possible improving their warrior skills. Slayers deliberately seek uneven combat, for example by entering a Goblin stronghold alone. Trolls are considered the ideal opponents, as the Dwarf's death is almost assured. Their way of life weeds out all but the toughest and most determined warriors, so that those Slayers who survive for any period time are invariably exceptionally tough, violent, and extremely dangerous. As a mark of their Oath, all Slayers dye their hair bright orange, and stiffen it with pig grease so that it sticks out at alarming angles. Tattoos also cover their bodies. In the case of Infernal guard, a death mask is welded to your face.

Unstoppable

At 7th level as a bonus action you may choose to fall under the effects of freedom of movement. You may not use this feature again until you complete a short of long rest.

Relentless

At 10th level when you are hit by an attack you gain a cummulative +1 AC. You lose this AC bonus when you move or take an action other than a reaction.

Slaying Songs

At 15th level, in battle, you may sing a hymn to the lords of battle, invoking the name of the Slayer King Ungrim Ironfist, and instilling fear in all those who hear you. You gain advantage on intimidate rolls and any improvised actions which utilize Wisdom or Charisma rolls so long as you have a weapon and are singing.

Grimnir's Chosen

At 18th level, it seems you cannot meet your death, despite your best attempts. You have spent years pursuing glorious combat, and none have been able to strike you down. Your orange beard has grown long, and such a distinction is a rarity amongst Dwarves (you gain advantage on Charisma rolls when interacting with Dwarves and Chaos Dwarves). You may wield weapons as if you were Huge size. You may treat any damage you inflict with a melee weapon as Radiant damage.


Stormvermin

Chosen at Birth

This Martial Archetype for the Fighter Class may only be taken by Skaven. All Storm Vermin have black fur.

Well-Fed

You may consider yourself Medium sized for the purpose of wielding weapons. You gain +1 constitution.

Vicious

At 7th level when you make a melee attack, you may immediatley bite your opponent for 1d6 damage. This damage increase to 1d8 at level 10; 1d10 at level 15; and 1d12 at level 18.

Fangleader

At 10th level you change your size-category to Medium, and you may treat your size as Large for the purpose of wielding weapons. You gain +1 constitution.

Warlord

At 15th level, you are a master tactician of the Skaven horde and gain advantage on rolls to oversee or plan a battle or siege. When plans have been set, you (and allies following your instructions) gain advantage on rolls to perform the plan. This ability effects all rolls until the plan has changed significantly or the plan has succeeded.

Verminlord

At 18th level, you are more than a warlord. You are more than a stormvermin. You are a chosen verminlord. You have horns which sprout and curl from your head, increasing the damage of your Vicious feature by 1d6, and causing your vicious feaure to knock those hit prone. In addition, you have a pheremone fuelled presence which causes lesser skaven to obey you. Any skaven which is not your enemy will accept your orders without hesitation and fulfill those orders to the best of their abilities.

New Paladin Oaths

Hey, Hummie!

Yeah, you git! You readin' these letters! This here is Greenskin turf, so push off. Its only Greenskins what can swear deez oafs down here, and its only Paladins what can swear 'em too. If youse a Hummie or a Stunty or a Pointy ear, get lost. And if youse some sorta Wizard or Sorcerer, take a soddin' leap. This 'ere is Paladins only.

Youse Gotta Choose

Bein' a paladin is rough thinkin'. It needs real cunnin' ta think youse the Ork what speaks for da best god, da most cunnin' and da most brutal. When youse reach 3rd level as a Paladin, it should be clear to any git worf his teef, dat you iz a true Paladin. Dere are two oafs presented 'ere. Dey both good, but I fink we know which one is bettah'.

Oaf of Gork

The Oaf of Gork is all about beein' cunnin' and strong. Da Paladins of Gork iz the biggest and the best.

Fuelled by da WAAAAAAAAAAAGH!!!

Any time a Paladin Class feature states that it inflicts Radiant Damage, a Fist of Gork Paladin instead inflicts Psychic damage.

Big Important Words

When we is becomin' Paladins, we got to remember why we doin' it. Its about da boys, and its about da WAAAAGH!! and its about bein' da best. Now you might fink, you might be askin', ain't it bigness wot is best? Can't youse just look at a git, and if he's smaller than you, youse better? Yes! But, you'se gotta fink of other ways to be big too, like bein' the loudest (dats the biggest voice) or bein' the smartest (dats the biggest cunnin'). You gotta fink about how to make uvver gits big too, because you know youse da biggest, so dey can be big too, and den your fights will be dead 'ard, and your WAAAAAGH!! will be da best.

Tennets of Mork

  • Treat small 'uns like, maybe, someday, dey might be bigguns.
  • Try to be da biggest, but if you 'ent the biggest, try ta be the best. Remember all the ways to be big (loudest, cunninest, sneakiest, boss'est).
  • Listen to him wot is da biggest until youse bigger den dat git.

Oaf Spells

Paladin Level Gork Spells
3rd Thunderclap, Thaumaturgy
5th Find Steed
9th Feign Death, See Invisibility
13th Vitriolic Sphere, Wall of Fire
17th Commune, Telekinesis

Channel Divinity

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

Lesser Flame Face: As an action, you can cause powerful energies to errupt from your face, using your Channel Divinity. For 1 minute, flame erupts from your face, causing 1D6 damage each round to any character in the five foot square directly in front of you. You may not willingly end this effect and the effect continues even if you fall unconcious.

Yelling Loudly: As an action, using your Channel Divinity: Smaller creatures (even if they are the same size category as you) which can see or hear you, within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Big Important Nob

Starting at 7th level, you and friendly creatures within 10 feet of you can’t be targeted by spells that inflict psychic or fire damage. At 18th level, the range of this aura increases to 30 feet.

Wyrdness

Beginning at 15th level, creatures which are a size category smaller than you cannot charm, frighten or possess you.

Da Orkiest Boy

At 20th level, as an action, you can become a beacon for the WAAAAAAAGH!! You emanate and aura of purple-green energy. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. Whenever a creature starts its turn in the bright light, that creature comes under the effect of Flame Face as described above. In addition, for the duration, you have advantage on saving throws against spells cast by creatures a size category smaller than you. Once you use this feature, you can’t use it again until you finish a long rest.

Oaf of Mork

The Oaf of Mork is all about beein' strong and cunnin'. Da Paladins of Mork iz the biggest and the best.

Fuelled by da WAAAAAAAAAAAGH!!!

Any time a Paladin Class feature states that it inflicts Radiant Damage, a Fist of Gork Paladin instead inflicts Psychic damage.

Big Important Words

When we is becomin' Paladins, we got to remember why we doin' it. Its about da boys, and its about da WAAAAGH!! and its about bein' da best. Now you might fink, you might be askin', ain't it bigness wot is best? Can't youse just look at a git, and if he's smaller than you, youse better? Yes! But, you'se gotta fink of other ways to be big too, like bein' the loudest (dats the biggest voice) or bein' the smartest (dats the biggest cunnin'). You gotta fink about how to make uvver gits big too, because you know youse da biggest, so dey can be big too, and den your fights will be dead 'ard, and your WAAAAAGH!! will be da best.

Tennets of Mork

  • Treat small 'uns like, maybe, someday, dey might be bigguns.
  • Try to be da biggest, but if you 'ent the biggest, try ta be the best. Remember all the ways to be big (loudest, cunninest, sneakiest, boss'est).
  • Listen to him wot is da biggest until youse bigger den dat git.

Oaf Spells

Paladin Level Mork Spells
3rd Thaumaturgy, Thunderclap
5th Find Steed
9th Feign Death, See Invisibility
13th Vitriolic Sphere, Wall of Fire
17th Commune, Telekinesis

Channel Divinity

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

Yelling Loudly: As an action, using your Channel Divinity: Smaller creatures (even if they are the same size category as you) which can see or hear you, within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Fire Eyes: As an action, you can cause powerful energies to errupt from your face, using your Channel Divinity. For 1 minute, flame erupts from your eyes, causing 1D4 damage each round to any character in a fifteen foot line directly in front of you. You may not willingly end this effect and the effect continues even if you fall unconcious.

Important Big-Nob

Starting at 7th level, you and friendly creatures within 10 feet of you can’t be targeted by spells that inflict acid or poison damage. At 18th level, the range of this aura increases to 30 feet.

Wyrdness

Beginning at 15th level, creatures which are a size category smaller than you cannot charm, frighten or possess you.

Da Orkiest Boy

At 20th level, as an action, you can become a beacon for the WAAAAAAAGH!! You emanate and aura of purple-green energy. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. Whenever a creature starts its turn in the bright light, that creature comes under the effect of Flame Face as described above. In addition, for the duration, you have advantage on saving throws against spells cast by creatures a size category smaller than you. Once you use this feature, you can’t use it again until you finish a long rest.

New Wizard Arcane Traditions

Brightwizard

Bright-fire

Brightwizards emphasize battle magic that incinerates and destroys. Brightwizards must be human. Brightwizards must select the Lore of Fire as their free Spellcaster lore.

Evocation Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved. You gain the firebolt cantrip.

Feed the Flames

Beginning at 2nd level, you can create pockets of Incineration within the effects of your evocation or Fire Lore spells. When you cast an Evocation or Incineration spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. If the chosen creatures would normally take a save to take half damage from the spell, they automatically fail their saving throws.


Sear

Starting at 6th level, your Firebolt cantrip does 1d6 additional damage and ignores immunities and resistances.

Icendiary Commitment

Beginning at 10th level, you can add your Intelligence modifier to the damage roll of any fire damage you inflict with spells you cast. You become resistant to fire. If you are already resistant to fire, you become immune.

Overchannel

Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 5th level or lower that deals damage, you can deal maximum damage with that spell. The first time you do so, you suffer no adverse effects. If you use this feature again before you finish a long rest, you take 1d12 fire damage and are lit on fire for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the fire damage per spell level increases by 1d12. The damage inflicted to yourself ignores resistance and immunity.

New Barbarian Paths

Goblin Fanatic

Gobbos Only

Goblin Fanatics must be Goblins, and are most commonly of the Night Goblin sub-race (but all Goblins may become fanatics).

Mad-Cap Mushrooms

Starting when you choose this path at 3rd level, you can consume some mushrooms and go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion (as described in appendix A).

Doom-Flail

You gain a Doom-Flail. Doom-Flails are Simple Melee weapons which inflict 1d10 damage, have reach, are Heavy, and ignore AC provided by shields.

Whirling Death

Beginning at 5th level, you may perform a whirling death attack. If you peform a whirling death attack, it is all you may do on your turn. You may perform a whirling death attack while raging. Once you have declared a whirling death attack, do all of the following in the order shown:

Wind Up:

  • Move 5 feet in a direction of your choosing and make a melee attack with the Doom-Flail against a single enemy. Spin:
  • Move 5 feet in a direction of your choosing and make a melee attack against all characters within melee range (friends or enemies). Out of Control:
  • Move 5 feet in a random direction. If you cannot move in that direction, whirling death ends and you fall prone. After you move, all characters within the reach range of your weapon may make a dexterity save DC: 15. If they fail they take damage equal to the damage the weapon inflicts. Momentum:
  • Move 5 feet in a random direction. If you cannot move in that direction, whirling death ends and you fall prone. After you move, all characters within the reach range of your weapon may make a dexterity save DC: 20. If they fail they take damage equal to the damage the weapon inflicts and are knocked prone. Keep Going:
  • Repeat the Momentum step until Whirling Death ends.
  • Whirling death ends when you are stopped because you move in a direction which you cannot (such as into a wall) or you run out of movement to continue (you may only move up to your base movement speed while performing a whirling death attack).
  • When whirling death ends, you fall prone.

Fanatical Devotion

Beginning at 6th level, you may treat yourself as a Medium sized creature for the purpose of wielding weapons.


Mushroom Head

Beginning at 10th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

The Good Stuff

Starting at 14th level, when you enter a rage you gain +2 Strength for the duration of the rage.

Religions and New Cleric Domains

Honoring the Gods

The Empire

  • Sigmar: The founder and patron God of The Empire (not commonly worshiped outside The Empire)
  • Ulric: God of Wolves, Winter and Battle
  • Morr: Guardian-God of the Dead and Ruler of the Underworld (also the God of Dreams and Prophecies)
  • Shallya: Goddess of Healing and Mercy
  • Ranald: God of non-violent Thieves and Tricksters
  • Verena: Goddess of Knowledge, Science, Law and Justice
  • Taal: God of Nature and Wild Places
  • Rhya: Goddess of Life and Fertility
  • Manann: God of the Seas
  • Gunndred: God of rustlers, intimidation and blackmailing. Some claim he is an aspect of Ranald but both cults disagree.
  • Handrich: God of Trade, and all legitimate business, trade and commerce, centered in Marienburg. Patron of merchants.
  • Ahalt the Drinker: An ancient God of hunt and fertility. Sworn enemy of Taal. His worshipers are known mainly for their bloody rituals, many of which include human sacrifice.
  • Stormfels: God of Storms and Sharks; patron of pirates and wreckers.

Bretonnia

  • Lady of the Lake - The Patron Goddess of Bretonnia

Kislev

  • Ursun: The Father of Bears and Patron God of Kislev
  • Dazh: The God of the Sun and Fire
  • Tor: The Warrior-God of Storms, Thunder and Lightning

Tilea and Estalia

  • Myrmidia: Goddess of War, Tactics and Strategy. Also a patron of art, science and other things. Her worship has spread from the southern nations of Tilea and Estalia to The Empire.
  • Solkan: God of Vengeance (also God of the Sun), worshiped primarily in the southern parts of the Old World such as Tilea.

Other Gods

  • The Old Faith: An ancient religion which predates the gods of the Old World and involves the worshiping nature and natural forces. Priests called "Druids" served as the protectors of the land. This religion mostly evolved into the cults of Taal, Rhya, Manann and Ulric.
  • Gilgadresh: A God worshiped in the distant land of Ind.

Warrior Priest of Sigmar

Cult of Sigmar

Only humans and halflings of the Empire can be Warrior Priests of Sigmar. At the DMs discretion, other races may also worship Sigmar, but it is so uncommon that it is not allowed without DM approval.

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with all bludgeoning weapons, shields and armors.

Sigmar Domain Spells

Level Spell
1st firebolt, shield of faith
3rd magic weapon, spiritual weapon
5th crusader's mantle, wind wall
7th wall of fire
9th meteor swarm

Warpriest

From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your W isdom m odifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Sigmar's Guidance

Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Channel Divinity: Mighty Blow

At 6th level, when you make an attack roll and hit you can use your Channel Divinity to inflict an additional 1d6 fire damage on the attack. At 14th level this increases to 2d6.

Sear

Starting at 6th level, you gain the Firebolt cantrip and it does 1d6 additional damage and ignores immunities and resistances.

Twin-Tailed Commet

Starting at 8th level, whenver you cast the Firebolt cantrip, you may use a bonus action to immediatley cast the firebolt cantrip again.

Sigmar's Might

At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from non-magical weapons.


Greyseer

Raised from Birth

Only albino skaven are selected to become greyseers. All greyseers eventually grow horns, but such horns are ornamental rather than useful in a martial context. Apprentices are required to walk the Labyrinth of the Horned Rat to be fully initiated into the Grey Seers, and should they succeeded in all of this, they prove their fitness to guide, or some would say rule the skaven Clans.

Greyseer Domain Spells

Level Spell
1st false life, poison spray
3rd suggestion, protection from poison
5th stinking cloud, tongues
7th compulsion, dominate beast
9th vitriolic sphere

Sneakpriest

From 1st level, your gain magehand and have proficiency in sleight of hand. You have eidetic memory of passages and tunnels, so that once you navigate them you can remember the layout of a maze or tunnel system perfectly.

Blessing of the Horned Rat

Starting at 2nd level, you are proficient in stealth and gain advantage on sleight of hand rolls to when using mage hand.

Channel Divinity: Shadows of the Horned Rat

At 6th level, you can use your Channel Divinity to vanish. As an action, you become invisible until the end of your next turn. You becom e visible if you attack or cast a spell.

Sinister Strike

Starting at 8th level, you may double the range of your Mage Hand ability.

At 8th level, you also gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d6 poison damage to the target. At level 14, inflict 2d6 poison damage instead. If the enemy is unaware of your pressence, double the poison damage.

Invocation of Thirteen

Blood sacrifice is common in the day to day worship of the Horned Rat. The Skaven fear that if the Horned Rat’s appetite is not satisfied, he will devour his children instead. The form of the sacrifice - a slave, Skaven or otherwise ?is not as important as the sacrifice itself. There is no specific doctrine that governs who or what must be sacrificed. At 17th level, you gain the ability to make a blood sacrifice. After a blood sacrifice, the next spell you use has its damage maximized. The Horned Rat accepts only sentient sacrifices. Performing a sacrifice takes 1 minute.

New Class, The Witch Hunter

Witch Hunters are grim individuals who have dedicated themselves to the eradication of Chaos from the lands of the Empire of Man, either in the service of the State or the Church of Sigmar. Their dedication is such that they will travel far indeed if they think they can strike a meaningful blow against the forces of evil. Witch Hunters tend to be a surly and suspicious lot with no qualms about killing innocents, as long as they also manage to slay the guilty, which means their appearance is often regarded with dread by the common folk. The official name for the body which controls and coordinates the activities of sanctioned Witch Hunters is the Holy Order of the Templars of Sigmar, also known as the Order of Sigmar.

Accordingly, Witch Hunters refer to each other as Brother/Sister, as they are members of a Templar and Religious Order. The tall hat and dark cloak or coat is the distinctive garb of the Witch Hunter, almost like a uniform, although not all Witch Hunters choose to treat them as such. In addition to the hat and cloak, Witch Hunters often carry the symbol of the Twin-Tailed Comet as a sign of their membership in the Order. As instruments of their trade, Witch Hunters wield rapiers and pistols simultaneously. They also make use of knives, stakes, torches, holy water, chrisms, blessed ashes and other relics to further increase the suffering inflicted upon their foes. They are even able to anoint the weapons of their allies before a fight to dispatch their unholy enemies with even greater efficiency.

"These poor, simple folk - too fearful or too dull-witted to see the vulgarity and evil in their own midst. They wail and complain about my... uncompromising methods, but who among you can say that hanging half a village is a high price to pay for the assurance that corruption has been exposed and destroyed this day?"

—Ernst Traugott, Templar Witch Hunter

Chapter Houses

Chapter houses are the meeting place, and home away from home of the Witch Hunters. Despite the Sigmaran order being founded and operated out of the Empire of Man, chapter houses exist in many allied lands. Houses have been constructed in any lands with a significant human population, but especially Sylvania and Bretonnia. In foreign lands chapter houses are significantly less militant, and act more as embassies to the country in question. In Sylvania especially the chapter house is closely watched by the authorities, and in vampire-related crime the witch hunters' hands are often tied (though they acknowledge vampires for the abominations they are, they also acknowledge the neccesity of maintaining diplomatic relations with Sylvania).


Order of Sigmar

The Sigmarite Witch Hunters are a member of the Holy Order of the Templars of Sigmar or simply as the Order of Sigmar, which serves as one of the militant arms of the Cult of Sigmar, and as a law enforcement organization for the Empire. As such, the Order of Sigmar operates under the joint supervision of the Grand Theogonist (although the Theogonist's many duties often makes this post more official than practical when dealing with day-to-day policy) and the Emperor (where the same restrictions of oversight apply).

This arrangement prevents either the Church or State from gaining too much power through misuse of the powers of the Witch Hunters. Up until the deposing of Thaddeus Gamow, the Order was lead by a Lord Protector. Following his removal on suspicions of heresy, the Order was re-organized on a more decentralized plan; the Witch Hunter Order was divided into the Northern, Southern, and Eastern Districts, with each District commanded by a Witch Hunter General. While each District is semi-autonomous in its activity, the Order is generally organized into a quasi-military hierarchy defined by rank and responsibility:

Ranks of the Order

  • Apprentice: Trainee of the Order, assigned to a Templar or a Chapter House to learn the physical skills, spiritual discipline, and esoteric knowledge needed to seek out and destroy Chaos.
  • Witch Hunter Templar: Field agent of the Order, the archetypal Witch Hunter. Field agents operate rather autonomously, hunting down whatever targets they seek to destroy on their own, often accompanied by a small retinue of followers. However, Templars do use the Chapter Houses regularly as places to rest, resupply, share information, house prisoners, cooperate with Brothers or Sisters in need of assistance, and receive orders from their superiors.
  • Witch Hunter High-Templar: Officer, responsible for maintaining a Chapter House.
  • Witch Hunter District-General: Officer, responsible for an entire District House.

Methods

Witch hunters vary from direct in their confrontations of chaos, to subtle and investigative. They also vary in their faith in Sigmar, and unlike the priests of the order, or the flagellants, their position and authority do not neccesitate faith, but rather only the appearance of faith. Some Witch Hunters may indeed be zealous, but some take a more tempered approach to staving off the encroach of Chaos.

Though Witch Hunters prioritize their goals differently, in all cases they are bound by the laws of the land (though sometimes they skirt these laws) and the willingness of the people to assist them. In the Empire Witch Hunters may wield their power and authority like the Hammer of Sigmar, but in other nations they are more likely to bow to the neccesity of cloak and dagger politics.

Strictures of the Order

  • Obey your orders.
  • Aid Dwarf-folk.
  • Work to promote the unity of the Empire, even at the cost of individual liberty.
  • Bear true allegiance to His Imperial Majesty the Emperor.
  • Root out and destroy Greenskins, the servants of Chaos, and those who use corrupt magic, wherever they may hide.

Class Features

Hit Points


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

Proficiencies


  • Armor: Light
  • Weapons: Firearms, Crossbows, Simple and Martial Melee Weapons
  • Tools: You are proficient with Interragator's tools and Navigator's tools.

  • Saving Throws: Charisma, Dexterity
  • Skills: Choose two from Religion, Persuasion, Investigation, Insight, History, Medicine
    
    

Equipment

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

  • (a) a martial melee weapon and a firearm or (b) two martial melee weapons or (c) a martial melee weapon and a crossbow
  • Warrant of Authority and Purity Seals (identifying you as a devotee of Sigmar, and a member of the Sigmaran order)
  • Kerosene-burning torch (1 SP of fuel burns for 1 hours; does not blow out in strong winds)
  • One Capotain Hat, Many belts (often with large buckles)
  • Many sheathes, differently sized for an assortment of weapons.
The Witch Hunter
Level Proficiency Bonus Features Fervor
1st +2 Fervor, Fighting Style, Chapter Houses 1d4
2nd +2 Annoint, Improvisation 1d4
3rd +2 District Archetype, Rank: Witch Hunter Templar 2d4
4th +2 The Weapon for the Job 2d6
5th +3 Extra Attack 2d6
6th +3 Ability Score Improvement 3d6
7th +3 District Archetype 3d8
8th +3 Ability Score Improvement 3d8
9th +4 At Dawn 4d8
10th +4 Rank: Witch Hunter High-Templar 4d10
11th +4 Extra Attack (2), On the Hunt 4d10
12th +4 District Archetype 4d10
13th +5 -------------------- 4d10
14th +5 Measured and Found Wanting 4d10
15th +5 District Archetype 4d10
16th +5 Ability Score Improvement 4d10
17th +6 Rank: Witch Hunter District-General 5d10
18th +6 -------------------- 5d12
19th +6 Sigmar's Might 5d12
20th +6 Retinue 5d12

Fervor

As a Witch Hunter your are possessed of a strong fervor for pursuing your goals. Whether sourced in your faith in Sigmar, or drawn from within, your fervor is ever-present in your pursuit of justic and the destruction of Chaos. You gain a number of dice as indicated in the Fervor column of the table above. You may spend these dice in order to enhance your Witch Hunter class abilities. You regain all of your dice (up to the maximum indicated on the table) when you complete a short or long rest.

Fighting Style

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.

Gunslinger

You gain a +2 bonus to attack rolls you make with ranged firearms.

Arbalist

You gain a +2 bonus to attack rolls you make with crossbows.

Defense

While you are weaing armor gain +1 AC.

Dueling

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

Greatweapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee w eapon 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 im pose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

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


Chapter Houses

You have the luxury of being able to bed down and weather a storm in a chapter house of the Sigmaran order. In the empire most small towns will have a chapter house. In other nations, such as Sylvania or Araby, such chapter houses are less common and may only be available in large cities. In places where humans are not the primary populace, or where Chaos' hold is undisputed, there are no chapter houses. Staying a night at a chapter house is usually incredibly safe, as few would dare assail someone who sleeps under the roof of a group of hardened Witch Hunters. As an apprentice you pay money as appropriate of an Inn or similar lodging-place in order to stay the night, acquire a meal, or buy supplies.

Annoint

As an action you may bless a weapon. When the weapon inflicts damage, you may choose to increase that damage by spending one fervor dice. Annointing a weapon lasts for 10 minutes.

Improvisation

Witch hunters are master's of improvisation, and their improvised actions are neccesities of their line of work. The following rules apply to improvised actions for all characters:

  1. You must explain the improvised action to the DM. The DM may rule that what you want to do will require more than one round, or that it is simply impossible (you can’t fire an arrow into the sky and hit the moon). He may ask you to be more specific regarding the action you want to take and how the action will achieve the results you want.
  2. The improvised action can also include all or part of your move. Successfully jumping on ?or diving into a creature will give you advantage on the attack roll. A failed attempt results in your move stopping at the point there the attack takes place and may grant your opponent an advantage on his next attack against you.
  3. To perform the improvised action the DM will normally have you make an ability check. The DM will assign an appropriate difficulty class and will explain possible consequences if the attempted action fails. For example, if you attempt to jump off of the balcony onto the monster in the center of the room and miss you may end up prone.

As a Witch Hunter, your improvised abilities are considerably more likely to succeed. You are proficient with improvised actions made in combat situations.

District Archetype

At level three, choose a District from those detailed below. Each district is a particular location from which your operations as a Witch Hunter originate. Gain more related features at level 7, 12 and 15.

Rank: Witch Hunter Templar

At level 3 you gain a bigger hat and have achieved the rank of Templar within the Witch Hunter order. You may sleep and eat at chapter houses for free.

The Weapon for the Job

You are proficient with weapons from the following list, and may purchase them from chapter houses:

Name Class Cost Damage Weight Properties
Holy Water Simple Ranged 1 GP - 10 lb. Light, One Use, Thrown (20/60), Splash (5 feet), Inflicts 1d10 damage against undead.
Stake Simple Melee 1 SP 1D4 Piercing 10 lb. Light, a critical strike on vampires causes 2d10 bonus damage
Silver Rounds Simple Ranged 5 SP 1D10 Piercing 10 lb. Ammunition, Causes 1d10 bonus damage against Shapeshifters/Werewolves

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class.

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 16th, 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. Instead of taking this feature, you may exchange it for a feat of your choice.

At Dawn

At 9th level, each Dawn (not after each rest, but literally each time the sun rises) you choose a type of enemy from the following list: lizardmen, skaven, chaos worshipper, spellcaster, vampire, undead. When fighting those enemies, you may expend a fervor dice to inflict damage equal to that dice with your ranged and melee attacks. This feature is cumulative with the annointed class feature.

Rank: Witch Hunter High-Templar

At 10th level, you gain a bigger hat and gain control of your own Chapter House. You do not gain any income from this chapter house (unless you embezel from the Empire) but you do gain ready access to the resources the house provides. The price for weaponry granted by the Weapon for the Job perk is reduced to free. You manage Witch Hunters operating out of your chapter house, and have intimate knowledge of all Templar rank individuals working out of your chapter house - they provide notes and details regarding their targets and the outcomes of their missions. In times of need you can spend a day gathering 1D4 Witch Hunter Templars to assist you with a severe problem relevant to your line of duty.

Measured and Found Wanting

At 14th level, your mastery of yourself grants you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1 fervor dice to reroll it and take the second result.


Rank: Witch Hunter District-General

At 17th level, you gain a bigger hat and are now in command of all Chapter Houses in your district. This gives you access to a wealth of information throughout your district. You can call on resources such as mounts to carry you between chapter houses and fresh horses at each destination. In times of trouble you can petition the Order of Sigmar electorate to mobilize an army, or pass diplomatic sanctions.

Sigmar's Might

At 19th level, you gain resistance to bludgeoning, piercing, and slashing damage from non-magical weapons.

Retinue

At 20th level, you gain 4 human followers who worship Sigmar, and you must choose one of the following classes for them: cleric, paladin, witch hunter, fighter, rogue, wizard or ranger. These followers are level 9 and cannot multi-class.


These followers follow the tennets:

  • Obey your orders.
  • Aid Dwarf-folk.
  • Work to promote the unity of the Empire, even at the cost of individual liberty.
  • Bear true allegiance to His Imperial Majesty the Emperor.
  • Root out and destroy Greenskins, the servants of Chaos, and those who use corrupt magic, wherever they may hide.

Districts

Northern District (Nordland, Ostland, Middenland)

Heresy Without

At third level, when you gain membership in this district, you become adept at tracking agents of Chaos and Heresy within everyday people of The Empire. You gain proficiency in investigation. You may conduct research at a Chapter House on a topic. Research takes 1d4 hours. After researching a topic you may add a Fervor dice to skill checks regarding the topic until you complete a short or long rest.

Heresy Within

At 7th level, you gain advantage on investigation rolls to track agents of Chaos, or identify the taint of chaos in humans which you interact with. You gain the ability to cast Zone of Truth by expending a single Fervor dice.

Know Thine Enemy

At 12th level, you gain advantage on Wisdom (Survival) checks to track heretics and chaos worshippers, as well as on Intelligence checks to recall information about them. You speak Darktongue.

Sigmar's Pressence

At 15th level, you may cast detect magic, truesight of hallow by expending a Fervor dice.


Eastern District (Talabecland, Ostermark, Kislev)

Purge

At third level, when you gain membership in this district, you gain the authority to order mass-purgings within your district. These mass purgings must serve the purpose of loosening Chaos' grip on the surrounding territories, but will usually be carried out as ordered (if begrugingly) by the local authorities. You gain advantage on Improvised Combat actions calling for a Strength roll. You are not considered guilty of the crime of murder so long as you are killing in the name of defeating the forces of chaos, even if an individual is later proven to be free of the taint of chaos.

Guilty until Proven Innocent

At 7th level, you gain a Maneuvre from the Battlemaster Fighter Archetype and may use Fervor dice in place of Superiority dice in order to use that Maneuvre. It takes you one less action to reload a weapon with the Long Reload or Reloading quality. You may draw a weapon as a free action once a minute.

Collateral Damage

At 12th level, you gain a Maneuvre from the Battlemaster Fighter Archetype and may use Fervor dice in place of Superiority dice in order to use that Maneuvre. When you make a ranged or melee attack, by expending a fervor dice you may immediatley make an additional attack against a secondary target within 5 feet of the original target and also within range of your weapon.

Punisher's Battle Carriage

At 15th level, at the Chapter House you have stored a carriage, and team of four horses. You are proficient with weapons mounted on that carriage. Mounted atop that carriage is a grinder machine gun with the following profile:

Name Class Cost Damage Weight Properties
Grinder Machine Gun Martial Ranged 1000 GP 2d12 Piercing 150 lb. Ammunition (30/300), Special

Special Quality: This weapon may not be removed from the carriage. This weapon need only be reloaded after 30 attacks have been made with it, and it has the Slow Reload quality when it is being reloaded.

Southern District (Averlan, Wissenland)

Well Spoken

At third level, when you gain membership in this district, you gain the languages: Elvish, Sylvan and Nehekharan. You can speak common in every dialect, and will seem like a natural speaker of that dialect.

Hostage Negotiations

At 7th level, you gain advantage on improvised combat actions calling for a Charisma roll. You gain advantage on Charisma rolls when negotitating the return of a hostage, or when negotiating using a hostage as leverage. When you reduce a character to zero hit points, instead of them falling unconcious, if they are within 5 feet of you, you may choose to have them remain concious and at 1 hit point as a hostage. A character which has been taken hostage requires one free arm to manipulate, but does not hinder your movement or prevent you from taking actions. The hostage may be convinced to resist you, but will not do so without the influence of another character.

Expertise

At 12th level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 15th level, you can choose another two skill proficiencies to gain this benefit.

Remove the Threat

At 15th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.


Small Districts (Bretonnia, Sylvania, Border Princes, Tilea, Estalia)

Favored Enemy

At third level, choose a type of favored enemy: vampire, undead, chaos worshipper, greenskin, or spellcaster 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.

Defensive Tactics

At 7th level, you gain +1 AC against attacks made by your favored enemy. You also gain one of the following features of your choice:

  • Escape the Horde: Opportunity attacks against you are made with disadvantage.
  • Multiattack Defense: When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
  • Steel Will: You have advantage on saving throws against being frightened.

Multiattack

At 12th level, you gain one of the following features of your choice.

  • Volley: You can use your action to make a ranged attack against any num ber of creatures within 10 feet o f a point you can see within your w eapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
  • Whirlwind Attack: You can use your action to make a melee attack against any number o f creatures within 5 feet of you, with a separate attack roll for each target.

Deadly Gambit

At 15th level, by expending a fervor dice you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on ranged and melee weapon attack rolls during this turn, but attack rolls against you have advantage until your next turn. If you inflict a hit while using deadly gambit, you may add a fervor dice to the damage of each attack without expending any fervor dice.

Language and Culture

Languages

Languages can be used simply, as described below, or can incorperate the dialect mechanic. If you wish to use dialects, and thus increase the number of languages significantly, you should apply the following rules: Each dialect counts as a seperate language. This would mean that Common is broken up into the languages spoken by each nation. If you use dialects in your campaign either (a) grant each PC an additional language or (b) make certain tha PCs have a language in common which they can use to communicate. The third option (which could be quite fun with more experienced players) would be to intentionally eschew language in the game, and force players to communicate through other means while slowly learning the languages of their companions so that they can grow as a group. This could work well in a campaign where you play one mission introducing the PCs to one another, and then take one month off in game time during which the PCs develop relationships and become friends, learning some of each others' language along the way. Like breakfast club, but with Chaos Dwarves and Greenskins.

  • Common (Reikspiel): Common is the most widly spoken language in the old world, but it is far from uniform. It is spoken by Sylvanians, Arabians, the Nipponese and Bretonnians alike, and yet the dialects of each of these peoples is so resoundingly different that they often struggle to understand one-another.
  • Saurian: Saurian is the language of the Lizardmen.
  • Nehekharan: Nehekharan is the language of the dead. It is spoken by the Tomb Kings in the Desert of Nehekhara, but also serves as the speech of the courts in the lands of the Vampire Counts.
  • Skaven (Queekish): Skaven is spoken by the people of its name-sake, and though technically its own language, draws strongly on every other language in the old world. Skaven often take words they like from other languages and use them to their own purpose. For this reason dialects within the Skaven language are even more diverse than those of the common tongue.
  • Elvish (Eltharin/Fan-Eltharin): The Elvish language is complex, but the dialects into which it diverges are easily understood by any who speak Elvish fluently.
  • Sylvan: Sylvan is the language of nature, and though it shares similarities to Bestial, the two languages diverged significantly long ago and now speakers of one may not easily understand the other.
  • Beastial: Bestial is a harsh and powerful language, with barking and braying. It is meant to carry long distances over the sound of stampeding hooves and so used short, simple words and phrases.
  • Ogre: The Ogre language shares some words with common, but has developed largely seperatley from common, and thus does not resemble that language contemporarily
  • Greenskin: Greenskin is slow, but direct. Many words in Greenskin have different meanings based on the context, especially some verbs which are conjugated based on the relative size of the speaker. Other words change in meaning when spoken by greater numbers of Greenskins.
  • Demonic: Demonic is the language of those things that come from beyond the Old World, and slip in through the gaps from which the winds of magic come.
  • Speech of Chaos (Darktongue): The speech of chaos is the language chosen by the Chaos gods to communicate with their non-demonic servants, and to spread their word to the people of the old world. It is more commonly spoken by servant of chaos than demonic, though the two languages have similar roots.
  • Dwarvish (Khazalid): Many dwarves claim that the dwarvish language has not changed since its inception. They will claim that it was forged perfectly and has long ago been quenched, but even metal bends, and even the grudges of the Dwarves can be forgotten (otherwise why have a book to write them in?).

More information on languages in Warhammer can be found here: http://warhammeronline.wikia.com/wiki/Language

For warhammer maps visit this thread: http://www.twcenter.net/forums/showthread.php?688692-Warhammer-cartography-and-maps (The next page includes two maps of the warhammer world which I found. I've included them because they are the best two that I've found for running an RPG.)

Maps

Backgrounds


Chaos Devotions

Cultist of Nurgle


  • Skill Proficiencies: Medicine, Nature
  • Tool Proficiencies: Poisoner's Kit, Herbalism Kit
  • Equipment: Cultists of Nurgle have robes suitable for preaching or daily wear.
  • Feature: You are marked visibly by chaos, the symbol above inscribed somewhere on your flesh. You can imbue poisons which you craft with the diseases harvested from creatures or other sources you encounter. To harvest a disease you simply need an empty vial and a sample of the diseases source such as blood from a dead animal, or water from a conaminated well. You may then reproduce this disease and create doses of it. You are a man of religous faith.
    
    

Cultist of Slaanesh


  • Skill Proficiencies: Performance, Persuasion
  • Tool Proficiencies: Musical instrument of your choice.
  • Equipment: Cultists of Slaanesh have clothes that would be suitable in high society, for a cortesan or a lord. They have a room in a manor house or similar comfortable accomodations.
  • Feature: You are marked visibly by chaos, the symbol above inscribed somewhere on your flesh. You are a high-ranking and influential individual in the nation of your choosing. This affords you unique connections, access to wealth, and other benefits - it may help you generate an income, or it may give you some kind of prestige (as head of an academic institution or other similar position of power). This is not a subtle position - you are well known in the circles in which you move, and you are known for at least one hobby that is a little disreputable (a fondness for one of the followin, perhaps: ladies/men of the night, substance abuse, wild parties; and depending on your race: drinking blood, drinking blood to excess, hunting others for sport, killing underlings, etc....).

Cultist of Khorne


  • Skill Proficiencies: Athletics, Intimidation
  • Weapon Proficiencies: Axes
  • Equipment: You gain one mundane axe of your choice. You have clothes meant to fit well beneath armor, padded expertly to improve your comfort of movement when wearing chain or plate. You could easily pass for a squire or knight.
  • Feature: You are marked visibly by chaos, the symbol above inscribed somewhere on your flesh. You belong to a military order of your choosing, and are outfitted properly for a member of that nations military. You have a middling rank in that military order, and though no soldiers are actively under your command, you are of a middling rank. Your desire for blood in combat has not gone unnoticed by your superiors, and for some of them it certainly makes them uncomfortable, but for others such bloodlust is useful, and some military leaders (those of the Orcs or the Ogres) actively value such traits in their warriors.

Cultist of Tzeentch


  • Skill Proficiencies: Religion, Arcana
  • Tool Proficiencies: Forgery Kit, Disguise Kit
  • Equipment: You may choose any manner of mundane clothing, from the garb of kings to a peasants clothes.
  • Feature: You are marked visibly by chaos, the symbol above inscribed somewhere on your flesh. You have made several connections since you swore yourself to chaos - you are an agent within a wealthy house or have formed a relationship with a person of influence. You are not wealthy, but not poor. You are unseen, but influential. The difference between an agent of Tzeentch, and one of Slannesh, is that you have not drawn attention to yourself. You have less visible power, but you are in a position to use your power most readily.

Bloodbowl Player

Back in the Day


  • Skill Proficiencies: Athletics, Acrobatics
  • Tool Proficiencies: Bloodbowl Rulebook, One tool of your choice.
  • Equipment: Helmet, Jockstrap if aplicable, Mouthguard, Shoulder Pads. Counts as leather armor. One bloodbowl ball.
  • Feature: No one remembers the days when you played bloodbowl, it was a long time ago, but you are able to talk about some of the biggest arenas and what to expect in them. You have extensive knowledge of teams and their tactics, and you could discuss famous players and teams from the past. You gain bonusses on all knowledge rolls related to bloodbowl and its rules. You gain bonuses on Charisma checks when conversing about the sport with fellow fans.
    
    

Star Player


  • Skill Proficiencies: Athletics, Acrobatics
  • Tool Proficiencies: Bloodbowl Rulebook, One tool of your choice.
  • Equipment: Helmet, Jockstrap if aplicable, Mouthguard, Shoulder Pads. Counts as leather armor. One bloodbowl ball.
  • Feature: You are a current all-star bloodbowl player, taking a break from the game. You could put a team of talented players together in a pinch, and you can evaluate the talent of players accuratley when observing them play. You don't have much of a head for tactics or trivia, but you can throw a ball with the best of them. When playing bloodbowl you have advantage on Athletics and Acrobatics checks. You gain advantage on Charisma rolls when trashtalking.You may be recognized and asked for autographs, or mugged to prevent you from playing in an upcoming game.

Careers and Professions

Ferryman


  • Skill Proficiencies: Athletics, Insight
  • Tool Proficiencies: Watercraft, One tool of your choice.
  • Equipment: Oar and a small watercraft appropriate to your race and region.
  • Feature: You are adept at navigating waterways, and never get lost when doing so. You have advantage on rolls to locate waterbased transportation, even in areas you are not familiar with. You gain advantage on rolls to conceal a boat, or to steer in difficult weather.

Coachman


  • Skill Proficiencies: Animal Handling, Insight
  • Tool Proficiencies: Landcraft, one tool of your choice.
  • Equipment: Coach, 2 Draft horses (all of which in good condition). You gain either 20 SP worth of horse-feed each week (enough to feed both horses) or, if not feeding the horses, you simply gain 20 SP a week.
  • Feature: You are adept at navigating the main roads of every nation, and never get lost when doing so. You have advantage on rolls to locate land transportation, even in areas you are not familiar with. You gain advantage on rolls to conceal the tracks of your transport or to calm and control the animals drawing your carriage.

Road Warden


  • Skill Proficiencies: Perception, Investigation
  • Tool Proficiencies: Forgery Kit, Playing Dice (You gain advantage on sleight of hand checks to make trick rolls - your friends all know this and have refused to continue dicing with you.)
  • Equipment: Badge and paperwork identifying you as law enforcement, manacles, a club.
  • Feature: You have a stern and reassuring pressence, and a firm countenance. You gain twice your proficency bonus on rolls to dissuade individuals from violence. You are a man of the law and have access to places and buildings which others would not. Even in foreign lands your paperwork may lend you some weight with law enforcement, but don't expect them to respect you as you would be in your home-town.

River Warden


  • Skill Proficiencies: Athletics, Investigation
  • Tool Proficiencies: Watercraft, One tool of your choice.
  • Equipment: Oar and a small watercraft appropriate to your race and region.
  • Feature: You are adept at navigating waterways, and never get lost when doing so. You are a man of the law and have access to places and buildings which others would not. Even in foreign lands your paperwork may lend you some weight with law enforcement, but don't expect them to respect you as you would be in your home-town.

Rat Catcher

Skaven cannot be rat catchers.


  • Skill Proficiencies: Nature, Animal Handling
  • Tool Proficiencies: Poisoner's Kit, Medicine Kit
  • Equipment: Treated Kerchief (grants advantage against disease rolls), large net, skinning knife.
  • Feature: You do a neccesary, but dirty and dangerous job. You are respected, but by no means is rat catcher a high-class position. You gain advantage on tracking rodents and skaven, and on attack rolls against rodents and skaven.
    
    

Killer of the Dead

Undead cannot be killers of the dead.


  • Skill Proficiencies: Religion, History
  • Tool Proficiencies: Vampire Hunting Kit, Zombie Hunting Kit, Mummy Hunting Kit,
  • Feature: You do a neccesary, but dirty and dangerous job. You are respected, but by no means is killer of the dead a high-class position. You gain advantage on tracking undead, and on attack rolls against non-sentient undead.

In Service to the Night

Thrall


  • Skill Proficiencies: Deception, Religion
  • Tool Proficiencies: Disguise Kit, Forgery Kit
  • Equipment: You have clothes suitable for upper-class individuals, and a small gift or token from your lord (such as a clockwork timepiece or other trinket).
  • Feature: You are devoted to a vampire lord as others would be a god. You are fanatically and utterly devoted, and follow orders from your master unless they endanger your life or conflict dramatically with your personal desires. You have a vampire master who trusts you, and whose influence you can leverage to further your own goals. You have advantage on rolls to notice vampires or other undead when they are masquerading as humans. You have advantage on investigation rolls to uncover political plots or intrigue. Gain advantage on rolls to intimidate when invoking your Lord (but of course, suffer the wrath should this endanger your Lord).

Sinister Coachman


  • Skill Proficiencies: Animal Handling, Deception
  • Tool Proficiencies: Landcraft, one tool of your choice.
  • Equipment: Coach, 2 Draft horses (all of which in good condition). You gain either 20 SP worth of horse-feed each week (enough to feed both horses) or, if not feeding the horses, you simply gain 20 SP a week.
  • Feature: You are adept at navigating the main roads of every nation, and never get lost when doing so. You are comfortable around undead, and recognize the more subtle traits of a vampire who is attempting to conceal their identity. You gain advantage on rolls to convince undead that your carriage is a suitable mode of transporation for them, and you gain advantage on rolls to recognize undead masquerading as humans. Your carriages are light-proof with no windows and ample space for a coffin.

Blood Cattle


  • Skill Proficiencies: Deception, Investigation
  • Tool Proficiencies: Vampire Hunter's Kit, Poisoner's Kit
  • Equipment: You have access to a large wardrobe of finery, and a guest house. You are paid for your blood, 20 GP per donation.
  • Feature: You are a frequent blood-donor, and have been promised immortality by the vampire Lord to whom you donate. You have the ear of this vampire, but are ultimatley still expendable to him. Once a week you donate blood, and it is taxing on your Stamina when you do so. After donating blood you have disadvantage on all Strength checks for one day. You have learned some secrets about your Lord which you could use as blackmail, and you have a well-planned route out of the city in case of the eventuality that the Lord ever decides he should be displeased with you. You have advantage on rolls to convince vampires not to drink ALL your blood.
    
    

Religous

Flagellant


  • Skill Proficiencies: Religion, Athletics
  • Tool Proficiencies: None.
  • Equipment: You are shabilly dressed, but bear holy verses writ in flowing script upon parchment which hangs torn but legible from your neck.
  • Feature: No one can mistake you for a non-believer. You fervently believe in a God of your choosing, and will not be questioned on your belief - it is obvious that you are zealously devoted. You gain advantage on intimidation checks where it is neccesary to convince another that you will act on your convictions. You tacitly accepted (though rarely befriended) by other believers. You do not feel fear in battle and are immune to fear causing effects. You do not feel pain as others do, and find it easy to tolerate.

Penitent


  • Skill Proficiencies: Religion, Insight
  • Tool Proficiencies: Woodcarver's Tools, Thieve's Tools
  • Equipment: You wear common clothes and have a nice hat and walking stick.
  • Feature: You have turned from a path of vice, and have changed your ways to suit this new path. You were saved by god and now you represent him mildly, and respectfully. You can discuss religion with non-believers, or with believers in another God without causing offence. You make friends easily (and are not a killjoy at family gatherings). You actual understanding of religious texts is quite thorough, and you often read texts from other religions or other deities to see how they compare to your own. Despite the mildness of your demeanor, you are steadfast in your faith. You twice your proficiency bonus on knowledge religion when it relates to the religious texts of a religion. You gain advantage when attempting to prevent disputes or violence in the name of religion.

Lay Priest


  • Skill Proficiencies: Religion, Performance
  • Tool Proficiencies: One Artisan tool of your choice.
  • Language: One language of your choice.
  • Equipment: You are dressed as a member of your chosen religious order, but not one of high-standing.
  • Feature: You have access to areas which others would not, and can be easily recognized as a member of your faith. You gain advantage on charisma rolls to interact with those of the same faith. You also add double your proficiency bonus when preaching. You make compelling points in favor of your religion, and have prepared arguments against detractors. When debating the efficacy of your religion you have advantage. You have memorized your holy book, and can cite from it with ease, and you gain advantage on knowledge religion rolls regarding your own religion.

Equipment of the Old World

Skaven

Weapons and equipment in the following section cannot be easily purchased by individuals outside of the Skaven race. This is not to indicate that they cannot be used by those individuals, but just that they are not commonly acquired. Non-Skaven characters cannot purchase these items except in special circumstances or when in an area where such purchases would be appropriate (such as an area of Skavendom belonging to the clan in question).

From Clan Skryre

The following items are restricted to use by Clan Skryre. Clan Skryre enforces such laws strictly, and being in possession of Skryre technology, but unable to prove your clan allegiance, is punishable by death. Only members of clan Skryre can buy these items. Clan Skryre often contacts devices for rental, and such rental paperwork should be kept on one's person at all time. Damaged or torn contracts are no excuse for possession of Skryre technology illegally and will result in trial for treason.

Gun-Shade

The gun-shade is a contraption with a warpstone core which super-charges a lodestone in order to project a field which decelerates incoming metal objects.

This item is activated as a reaction. This item can only be activated if it is being held in your hand. When this item is activated it projects a field 10 feet in radius from the device. All metal objects entering or exiting the field have severely reduced momentum. Small or light objects (such as arrows, bullets or crossbow quarrels) are slowed entirely as they enter or exit the field, and fall harmlessly to the ground. The field lasts for 1D4 rounds. After this device has been used it must be charged for 1D4 hours from a Warpstone power source. Non-metal objects, and slow-moving objects pass through the field without hindrance.


Warp Lightning Condensor

The warp lightning condensor has several purposes, but is commonly used by Skaven only when they are leaving the underground, because its viability below-ground is questionable.

The warp lightning condensor takes 5 hours to assemble and deploy (make a DC 15 Arcana check - failure increases the time by 1D4 hours, as it would with Ikea furniture). It takes 1 hour to package again for carrying. Once deployed the device can be activated or deactivated with an action by any character within 5 feet of it.

While Activated:

  • If activated outside: The device functions as a weather manipulator, and conjures a thunderstorm. It becomes a magnet for the lightning and is struck repeatedly. After 5 minutes of absorbing lightning, it will become fully charged. After 10 minutes it will overcharge.

  • If activated inside: The device does nothing but makes a very loud noise for a minute as it attempts to activate.

  • Fully Charged:

  • As an action a spell casting character can touch the condensor to draw 10 spell points from it.
  • As an action a character touching the condensor can cast Lightning Lure using Wisdom as their casting stat and changing the damage type to Psychic.
  • As an action a character within 5 feet of the condensor can instantly charge a device requiring a warpstone power source.

  • Overcharged:

  • While overcharged, if a character attempts any of the Fully Charged actions listed above, they take 1D10 psychic damage.
  • While overcharged, each turn the condensor electrocutes the nearest sentient creature, throwing them directly away from the condensor 35 feet. The impact of the throw causes 1D8 damage, and 1D8 damage to anything the target colides with. The lightning causes 1D10 Psychic damage.
  • If the device remains over-charged for 10 rounds, it explodes, dealing 10D10 Psychic damage to everything within 100 feet, and wiping 1D10 days worth of memories from all characters which survive that damage.

Doomrocket

Name Class Cost Damage Weight Properties
Doomrocket Simple Ranged 1 GP 2D12 Fire 10 lb. Heavy, Two-Handed, Ammo (150/600), Special

Upon impact with the target (or, in the case of a miss, determine randomly what is hit by the rocket) all things within 15 feet of the impact take 1D12 fire damage. This damage is dealt in addition to the fire damage of the weapon itself. This weapon does not come with ammo. Ammo is 100 GP for each rocket. On a hit, yelling "Doom-doom, manthing! Doom-doom!" is seen as an appropriate cheer of victory.


Warp-Lightning Gauntlet

The warp-lightning gauntlet is a coil of wire, bent around a jagged piece of warpstone.

Name Class Cost Damage Weight Properties
Warp-Lightning Gauntlet Simple Melee 80 GP 1D10 Psychic 2 lb. Light, Special

  • Special:
  • After 4 hours, the warp-lightning gauntlets must be charged by a Warpstone power source for 1 minute.
  • When not charged, warp-lightning Gauntlets deal 1D4 bludgeoning damage instead of their normal ammount.
  • While worn, warp-lightning gauntlets give disadvantage on dexterity checks requiring manipulation using one's hands.
  • As a bonus action you may temporarily increase the range of your warp-lightning gauntlets to 30 feet. This cost one hour of the device's charge.

Deployed Weapons

These Skryre weapons require deployment time before they are functional weapons. These weapons all make a lot of noise when used and are not the best for stealth missions in most cases. Deployed weapons inflict damage based on their ammunition type. If a DM would like the weapons to do more damage, they should invent a limited supply of ammunition which does more damage - this is a better way of limiting the weapon's damage than the normal method.

Name Class Cost Damage Weight Properties
Warplock Jezzail Martial Ranged 100 GP Ammunition: Warpshot 2 lb. Heavy, Long Reload, Weapon Team, Ammo (150/600), Screaming, Deployment (1 Action)
Ratling Gun Martial Ranged 120 GP Ammunition: Lead Rounds 2 lb. Heavy, Loading, Weapon Team, Ammo (60/200), Rapid-Fire, Deployment (1 Action)
Poison Wind Mortar Martial Ranged 150 GP Ammunition: Poison-wind Globes 2 lb. Heavy, Loading, Weapon Team, Ammo (60/200), Indirect Explosive, Deployment (1 Minute), Splash (15 feet)
Warpfire Thrower Martial Ranged 80 GP Ammunition: Warpsludge 2 lb. Light, Special, Loading, Ammo (30 foot cone), Deployment (1 Bonus Action)

Poison-Wind Globes

Each globe can be used only once, and has the following effects. These can be thrown or used as ammunition in a sling. These globes can also be modified and used as ammunition for the Poison-wind mortar, and have the same effect (but increase their splash radius to 15 feet).

Name Class Cost Damage Weight Properties
Shatterblast Simple Ranged 3 GP 1D10 Piercing 10 lb. Light, One Use, Thrown (20/60), Splash (5 feet)
Corpse Acid Simple Ranged 3 GP 1D10 Acid 10 lb. Light, One Use, Thrown (20/60), Splash (5 feet)
Boom Bottle Simple Ranged 3 GP 1D10 Fire 10 lb. Light, One Use, Thrown (20/60), Splash (5 feet)
Poisonwind Simple Ranged 3 GP 1D10 Poison 10 lb. Light, One Use, Thrown (20/60), Splash (5 feet)

Ammunitions:

Warpsludge

Warpsludge causes 1D8 Psychic damage.

  • Stinger Sludge: Stinger Sludge causes 1D8 Poison damage.
  • Flame Sludge:e Flame Sludge causes 1D6 Fire damage, and sets fire to the area effected. The fire continues to burn for 1D4 rounds. Standing in the fire causes an additional 1D6 damage.
  • Rust Sludge: Rust Sludge causes 1D12+5 damage to metal objects.
  • Sticky Sludge: Characters hit by sticky sludge cannot move unless they pass a DC: 20 Strength check.
  • Freeze Sludge:e Freeze Sludge causes 1D6 Cold damage and coats the area effected in ice. The Ice remains for 1D4 rounds. Characters moving across the icy area must make a DC: 15 acrobatics check or fall prone.

Heavy Lead Rounds

Lead rounds inflict 1D10 Piercing damage and cost 1SP for each round.

Mortar

Mortars fire any of the Poison-Wind Globes (modified for use as a mortar round) listed above, but extend their splash distance to 15 feet.

Warpshot

Any weapon that can use warpshot can also fire traditional Heavy Lead Rounds. Heavy Lead Rounds inflict 1D10 damage when fired from a Deployed Weapon. In addition these weapons can use the following ammunition:

  • Warpshard Bullet: Warpshard bullets inflict 1D12 Psychic damage and cost 1GP per round.
  • Screamer: Screamers inflict 1D12+5 Psychic damage and cost 1GP per round. These bullets make a horrible screaming sound as they rocket towards their target.
  • Snikt: Named for an infamous Skaven assassin, Snikt bullets inflict 1D10 Piercing damage and cost 1GP per round. These bullets silence the noise normally associated with firearms (even silencing the use of Weapons Team weapons).
  • Stinger: Stingers inflict 1D10 Poison damage and cost 1GP per round. After being hit by a Stinger, a character must make a DC 15 Constitution save. If they fail they take an additional 1D4 damage each round for the next 3 rounds.

From Clan Moulder

Warpstone Salve

When applied to a wound this grants advantage on medicine checks to heal the wound (it has no effect on diseases or poisons). Using this salve, normally impossible medical opperations could succeed. If something would normally be impossible to achieve (such as reattaching a limb that has been bitten off by a rat ogre) Warpstone salve makes the operation possible, but instead of granting advantage, it grants disadvantage on rolls involved in the healing process. Creatures healed using warpstone salve should roll on the "Adverse Effects" table in the warpstone section of the rulebook.

Warpstone Powder

Costs 1 GP for each dose. When warpstone is inhaled it grants 1 spell point. If warpstone is inhaled frequently it causes "adverse effects" as detailed in the warpstone section of the rule-book.

Rune-Carved Warpstone

This rune-carved warpstone functions as a one-time-use power supply to charge items which rely upon warpstone power. It costs 1 GP.

Warp Tokens

Warptokens are a unit of warpstone the size of a small coin. One warptoken is equivalent to 1 gold piece, though the trade value may vary outside of lands which accept Warptokens as a currency. In addition 1 warp token is equivalent to 1 Spell Point worth of crystalized magic. Warpstones can be ground into powder and inhaled; ingested whole; used as ammunition; used as a power supply; or turned into an alchemical paste. Long-term exposure to warpstone, or short-term exposure to large quantities of warp-stone can have "Adverse Effects."

From Clan Pestilens

Plague Censer

This weapon is a flail, that when swung unleashes a noxious inhaled poison. The poison occupies the space of the character who swings the weapon, and the character hit by the weapon. The poison disperses after 1D4 rounds. While lingering the poison causes 1D6 Poison damage to any creature which inhales it (it causes the damage each turn that the poison is inhaled). The poison in the plague censer can be replaced by any other inhaled poison. If you replace the poison, instead of dealing 1D6 damage, it has the same effects of the inhaled poison listed.

From Clan Eshin

Weapon Name Weapon Class Cost Damage Weight Properties
Rat Claws Exotic Melee 1 GP 1D6 Piercing 5 lb. Finesse
Tail Knife Exotic Melee, Tail Weapon 1 GP 1D6 Slashing 5 lb. Tail Weapon
Shuriken Martial Melee 1 GP 1D4 Piercing 5 lb. Finesse
Punch Blade Martial Melee 1 GP 1D6 Slashing 5 lb. Finesse
Throwing Glaive Exotic Melee, Tail Weapon 1 GP 1D6 Slashing 5 lb. Tail Weapon, Throwing
Bonesaw Simple Melee 1 GP 1D6P/S 5 lb. Add the the damage dice of this weapon to Medicine rolls made to perform amputations.
Sling Simple Ranged 1 SP 1D4 Bludgeoning 0 lb. Ammunition (Range 30/120)

Lizardmen

Weapon Name Weapon Class Cost Damage Weight Properties
Macuahuitl Simple Melee 250 GP 1D10 Bludgeoning 2 lb. Shred: Against characters wearing light armor this weapon does an additional 1D6 Slashing damage
Blowgun Simple Ranged 250 GP 1D6 Piercing .5 lb. Ammunition (30/90)

Ogre Kingdoms

Weapon Name Weapon Class Cost Damage Weight Properties
Leadbelcher Simple Ranged 500 GP 2d8 Piercing 100 lb. Super-Heavy, Long Reload, Ammunition (120/300), Two-Handed
Gut-Hook Simple Melee 30 GP 1d10 Slashing 2 lb. Heavy, This weapon ignores the AC provided by a Gut-Plate as well as shields and bucklers.

  • Gut Plate: An Ogre may wear a massive Gut Plate which protects their internal organs. This plate grants +1AC when worn, in addition to any other armor. This may only be worn by Ogres (Rat Ogres are not Ogres).

Dwarves

Weapon Name Weapon Class Cost Damage Weight Properties
Dwarf Hunting Rifle Martial Ranged 600 GP 1D12 piercing 3 lb. Loading, Two-handed, Ammunition (60/140)
Thunderer Martial Ranged 600 GP 2D8 piercing 3 lb. Long Reload, Two-handed, Ammunition (20/100)
Quareller Crossbow Simple Ranged 600 GP 1D8 piercing 3 lb. Two-handed, Ammunition (60/140)

Tomb Kings

Cloak of the Dunes: While worn this cloak grants advantage on stealth rolls in deserts or similar terrain. The wearer does not suffer from the Crumbling racial feature. While wearing this cloak you appear human.

Vampire Counts

Night Shroud: While worn this cloak grants advantage on stealth rolls at night (regardless of the current light conditions). The wearer does not suffer from the Light of Day racial feature. While wearing this cloak you appear human.

Elves


  • Arcane Icons: Each Icon corresponds to a Lore. When holding an Icon in one hand, spells from the specified lore are reduced in cost by 5 spell points, to a minimum of 5 spell points. These items often look very specific, based on the Lore they represent. For instance, the Lore of Light Icon is a Verdant Heart (a human heart from which leaves and roots sprout).

Humanity

From Bretonnia


  • Holy Icon: This is an Icon of your God. If you are a true believer, while you are holding this item in both hands, and reciting a prayer to your God, you may not be the target of spells. These come in many shapes and sizes, and are immediatley identificable based on the God.


  • Silver Mirror: This is an Arcane item which redirects spells. If you are holding this item in both hands, when you are targeted by a spell you may make a DC 20 Arcana check. If you succeed, choose a new target for the spell.
  • Potion Sacre: As a reaction to rolling on the Miscast table, you may drink this potion and immediatley re-roll.

From the Empire

Firearms
Weapon Name Weapon Class Cost Damage Weight Properties
Pistol Martial Ranged 250 GP 1D10 piercing 2 lb. Loading, Ammunition (30/90)
Musket Martial Ranged 500 GP D12 piercing 1 lb. Long Reload, Two-handed Ammunition (40/120)
Pepperbox Martial Ranged 500 GP 1D8 piercing 2 lb. Long Reload, Two-handed Ammunition (Cone 15ft)
Hochland Long-rifle Martial Ranged 600 GP 1D12 piercing 2 lb. Long Reload, Two-handed, Ammunition (60/140)
Stirland Stake-rifle Martial Ranged 700 GP 1D12 piercing 4 lb. Long Reload, Two-handed, Ammunition (30/60), this weapon inflicts 2D12 bonus damage to vampires on a critical hit.
Great Cannon Martial Ranged 1500 GP 2d12 Bludgeoning 200 lb. Long Reload, Weapon Team, Ammunition (80/300)
Mortar Martial Ranged 1500 GP 2d12 Fire 15 lb. Long Reload, Weapon Team, Ammunition (80/3000), Indirect, Splash (15 feet)

From Nippon

General


  • Laquered Armor: This armor is suitable for ease of movement while providing moderate protection and causing blows to glance away from the wearer. It costs 50 GP, and grants an AC of 15 + Dexterity Modifier (Maximum of +2). It requires a strength of 10 to wear. It gives disadvantage on stealth rolls and weighs 55 lbs. Laquered Armor is medium armor.
  • Assassin's Garb: This armor is suitable for ease of movement and concealing one's pressence. It costs 40 GP, and grants an AC of 12 + Dexterity Modifier (Maximum of +2). Assassin's Garb is light armor.
Weapon Name Weapon Class Cost Damage Weight Properties
Tonfo Simple Melee 1 SP 1D4 Bludgeoning 2 lb. Light
Tanto Simple Melee 2 GP 1D4 Slashing 1 lb. Finesse, Light, Thrown (20/100)
Kama Simple Melee 1 GP 1D4 Slashing 2 lb. Light
Yari Simple Melee 1 GP 1D6 Piercing 3 lb. Thrown (20/60), Versatile (1D8)
Ono Simple Melee 5 GP 1D6 Slashing 2 lb. Light, Thrown (20/60)
Bo Simple Melee 2 SP 1D6 Bludgeoning 4 lb. Versatile (1D8)
Nunchaku Simple Melee 1 SP 1D4 Bludgeoning 2 lb. Finesse, Light
Sai Simple Melee 2 GP 1D4 Piercing 1 lb. Finesse, Light
Shuriken Simple Ranged 5 CP 1D4 Piercing 0 lb. Finesse, Thrown (20/60)
Yumi (Hankyu) Simple Ranged 25 GP 1D6 Piercing 2 lb. Ammo (80/320), Two-handed
War Ono Martial Melee 10 GP 1D8 Slashing 4 lb. Versatile (1D10)
Chigiriki Martial Melee 10 GP 1D8 Bludgeoning 2 lb. -
Naginata Martial Melee 20 GP 1D10 Slashing 6 lb. Heavy, Reach, Two-handed
Great Ono Martial Melee 30 GP 1D12 Slashing 7 lb. Heavy, Two-handed
Odachi Martial Melee 50 GP 2D6 Slashing 6 lb. Heavy, Two-handed
Katana Martial Melee 15 GP 1D8 Slashing 3 lb. Versatile (1D10)
Osutchi Martial Melee 10 GP 1D12 Bludgeoning 20 lb. Heavy, Two-handed
Kanabo Martial Melee 15 GP 1D8 Bludgeoning 2 lb. Versatile (1D10)
Tetsubo Martial Melee 10 GP 2D6 Bludgeoning 10 lb. Heavy, Two-handed
Wakizashi Martial Melee 10 GP 1D6 Slashing 3 lb. Finesse, Light
Jitte Martial Melee 2 GP 1D4 Bludgeoning 1 lb. Finesse, Light, Parrying (+1 AC)
Hachiwara Martial Melee 2 GP 1D4 Piercing 1 lb. Finesse, Light, Parrying (+1 AC)
Omiyari Martial Melee 5 GP 1D10 Piercing 18 lb. Heavy, Reach, Two-handed
Kamayari Martial Melee 5 GP 1D8 Piercing 3 lb. Reach
Tsurugi Martial Melee 25 GP 1D8 Piercing 2 lb. Finesse
Nagamaki Martial Melee 30 GP 1D10 Slashing 4 lb. Two-handed
Yumi (Daikyu) Martial Ranged 50 GP 1D8 Piercing 2 lb. Ammo (150/600), Heavy, Two-handed
Bajozutsu Martial Ranged 250 GP 1D10 Piercing 3 lb. Ammo (30/90), Loading
Tanogashima Martial Ranged 500 GP 1D12 Piercing 10 lb. Ammo (40/120), Loading, Two-handed

Weapon Special Rules

Splash

Each of these weapons inflicts damage to the target and all characters within a certain distance of the target. In the case that the target is missed, randomly determine where the impact takes place (1D4 x 5 feet from the target).

Deployment

Before firing a weapon with the weapon team quality, you must deploy the weapon. Once deployed, weapons have a 90 degree front arc (extending from the barrel of the weapon) which they can choose targets in. Anything outside of that arc cannot be hit unless the weapon is redeployed. Different weapons deploy at different speeds.

Weapon Team

Each weapon with this property requires a unique proficiency. For instance, to wield a warpfire thrower, a character requires Warpfire Thrower proficiency. Skryre Skaven are proficient in all weapons with this quality.


These weapons require two individuals to properly fire. One to steady the weapon and one to aim. If a single character attempts to fire the weapon they have disadvantage on all rolls to hit. One individual is the Spotter and one is the Sniper. Only the Sniper need be proficient with the weapon. The Sniper fires the weapon and the weapon follows all the rules above, but is otherwise a normal ranged weapon. The spotter may use a bonus action to do the following, and requires one hand to accomplish his work as a spotter (they are still able to make other actions using their free hand). You may do any number of the following, but may not do the same one twice:

  • Spot: Make a perception check DC: 15. If it is successful add +2 to hit with the next shot from this weapon. If you roll above a 20 add +4 to this weapon.
  • Extra Warpdust: When you choose this option double the range of the weapon.
  • Followup: When you choose this option, the next hit from the weapon allows the Sniper to take a second shot immediatley (reloading as a free action if neccesary).
  • Reposition: When you choose this option you may rotate the weapon. It remains deployed.

Long Reload

Weapons with a long reload time require a character to give up their movement in order to reload the weapon in 1 action. Otherwise they require 2 actions to reload. A character reloading this type of weapon with one hands takes 3 actions to reload (or two actions if they sacrifice their movement while reloading with one hand).

Rapid-Fire

This weapon makes two attack rolls (fires twice) each time you make an attack with it. This means that the weapon fires two bullets (and thus uses ammunition twice as fast) but reloads at the same rate (you reload two bullets at once).

Indirect Explosive

This weapon ignores intervening terrain and cover. If fired in an area with a roof 30 feet above you or lower, it hits the roof (firing your mortar into the roof directly above you is not advised, and most Skaven manuals on the matter have serveral chapters devoted to this common mistake).

Tail Weapon

When equipped this weapon generates an additional attack. Each time you make an attack, you may also make an additional attack using this weapon.

Weapon Sizes

Ultra-Light (Built for a Tiny creature):

  • Ultra-Light weapons are designed for tiny creatures. - Ultra-Light weapons are always finesse weapons.
    - Medium sized creatures treat ultra-light weapons as throwing weapons and have disadvantage to use ultra-light weapons in any other way.
  • Large, Huge and Colossal creatures cannot use Ultra-Light weapons.
  • Ultra-Light weapons are two steps of damage below Normal weapons.
  • Maximum Damage: 1d12

Light (Built for a Small creature):

  • This weapon is more easily wielded, and makes it a prime candidate for two-weapon fighting.
  • Tiny creatures have disadvantage when wielding these weapons OR they may treat a One-handed weapons as Two-handed to avoid this detriment.
  • Large creatures may treat this weapon as having the throwing quality and have disadvantage when using these weapons in any other way.
  • Huge and Colossal creatures cannot wield these weapons. - Light weapons are one step of damage below Normal weapons.
  • Maximum Damage: 1d10

Normal (Built for a Medium creature):

  • Any weapon that does not have the Heavy, Light, Super-Heavy, Extreme or Ultra-Light qualities is a normal sized weapon.
  • Tiny creatures have disadvantage when wielding these weapons.
  • Large creatures may treat this weapon as having the throwing quality and have disadvantage when using these weapons in any other way.
  • Huge and Colossal creatures cannot wield these weapons.
  • Maximum Damage: 1d12

Heavy (Built for a Large creature):

  • Tiny creatures cannot wield Heavy weapons.
  • Small creatures have disadvantage on attack rolls with heavy weapons OR they may treat a One-handed weapons as Two-handed to avoid this detriment.
  • Huge creatures may treat this weapon as having the throwing quality and have disadvantage when using these weapons in any other way.
  • Colossal creatures cannot wield these weapons.
  • Heavy weapons are one step of damage above normal weapons.
  • Maximum Damage: 1d12+1d4

Super-Heavy (Built for a Huge creature):

  • Tiny and Small creatures cannot wield these weapons (but may fire them, as they would a siege weapon, assuming it makes sense to do so).
  • Medium-sized creatures have disadvantage when wielding these weapons OR they may treat a One-handed weapons as Two-handed to avoid this detriment.
  • Huge creatures wield them normally.
  • Colossal creatures may treat them as having the throwing quality and have disadvantage when using these weapons in any other way.
  • Super-Heavy weapons are two steps of damage above normal weapons.
  • Maximum Damage: 1d12+1d8

Extreme (Built for a Colossal creature):

  • Tiny, Small and Medium creatures cannot wield these weapons (but may fire them, as they would a siege weapon, assuming it makes sense to do so).
  • Large-sized creatures have disadvantage when wielding these weapons OR they may treat a One-handed weapons as Two-handed to avoid this detriment.
  • Huge and Colossal-sized creatures wield them normally. Extreme weapons are three steps of damage above normal weapons.
  • Maximum Damage: 2d12

Unique Size interactions:

These rules replace the rules for size interactions diven in the DMG and PHB.

Basic Size Changes

The following rules apply to all creatures of the given size:

  • Tiny: Creatures who are tiny may occupy the space of their opponent without provoking attacks of opportunity. Tiny creatures take up less that 5 feet. Creatures who are tiny have a reach of 0 feet.
  • Small: Small creatures have a reach of 5 feet. Small creatures take up a 5-foot square.
  • Medium: Medium creatures have a reach of 5 feet. Medium creatures take up a 5-foot square.
  • Large: Large creatures have a reach of 10 feet. Large creatures take up a 10-foot square.
  • Huge: Huge creatures have a reach of 15 feet. Huge creatures take up a 15-foot square. Colossal: Colossal creatures have a reach of 20 feet. Colossal creatures take up a 20-foot square.

Increasing and Decreasing a Weapon's Damage and Size

To change a weapon's size, remove the weapon size it currently has (for isntance light) and replace that with a new weapon size (for instance normal). Next, change the damage dice accordingly, increasing the damage dice by one step for each size the weapon increases, and decreasing the damage by one step for each size the weapon decreases. An Unltra-Light weapon, which is becoming an Extreme weapon would increase 5 dice sizes. A normal weapon which is made Heavy would increase by a single dice size. Note: some weapons are iconic, and can never be changed. The Ogre Leadbelcher, for instance, cannot be sized up or sized down - it is always a Super-Heavy One-handed weapon. Whoever hear of a Dwarvish Leadbelcher? Not I. Likewise, firearms should be sized up or sized down only with significant investment of time, or with DM approval. All weapon size changes must be approved by the DM.

Damage Dice Steps

Step: 0 1 2 3 4 5 6 7 8 9 10 Max
Dice: 1 1d2 1d4 1d6 1d8 1d10 1d12 2d6 2d8 2d10 2d12 3d8

Weapons inflicting more than 2d12 damage are not the type of weapons which can be wielded by a soldier in the heat of battle, and are likely siege weapons or similar OR they possess another significant drawback, such as expensive ammunition, rarity, impracticality or something more supernatural, such as bringing their user bad luck, or being possessed by a demon.

Changes to Two-Weapon Fighting

Dual Wielder (Feat)

You master fighting with two weapons, gaining the following benefits:

  • You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
  • You can use two-weapon fighting even when neither weapon you are wielding is an Off-hand weapon for your size category.
  • You can draw or stow two one-handed w eapons when you w ould normally be able to draw or stow only one.

Two-Weapon Fighting (Rules)

When you take the Attack action and attack with an Off-hand melee weapon that you’re holding in one hand, you can use a bonus action to attack with a different melee weapon that you’re holding in the other hand. You don’t add your ability m odifier to the damage of the bonus attack, unless that modifier is negative. If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.

Creatures treat the following weapons as Off-hand:

  • Colossal: Extreme and Super-Heavy weapons may be considered Off-hand weapons.
  • Huge: Super-Heavy weapons may be considered Off-hand weapons.
  • Large: Normal and Heavy weapons may be considered Off-hand weapons.
  • Medium: Light weapons may be considered Off-hand weapons.
  • Small: Light and Ultra-Light weapons may be considered Off-hand weapons.
  • Tiny: Ultra-Light weapons may be considered Off-hand weapons.

Credits

Designed and laboriously typed by:

Eskimo12345

Advice, encouragement and balancing:

Nickolie, Krunkules, Rofusco, and others on TheOldMachine's Discord server.

Designed using the homebrewery

(an awesome tool, readily available online).

Art and Writing Credits


I don't hold the rights to any of the Gamesworkshop or Wizards of the Coast intellectual property presented here. This is purely non-profit, and for fun. If either company has an issue, contact me (but honestly, if you have an issue with this, write your own rules and I'll buy them, yah rich WFB ruining jerks #FiteMeGW (not you WotC, we're cool, you made Innistrad playable in DnD, we're cool for a while (but MTGO is a mess, work on that)).

For Warhammer Maps

Visit this thread: http://www.twcenter.net/forums/showthread.php?688692-Warhammer-cartography-and-maps

If any of these links die, I appologize. Tell me on Reddit.

Enjoy the supplement folks!